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4.14.10
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@ -9249,7 +9249,6 @@ The city can no longer put up any resistance!\nHowever, to conquer it, you must
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After Conquering = Post Captum
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When conquering a city, you can choose to liberate, annex, puppet, or raze the city. = Quando urbem capias, possis eligere sic urbem liberes aut affigas aut exscindas aut municipium facias.
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# Requires translation!
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\nLiberating the city will return it to its original owner, giving you a massive diplomatic boost with them!\n\nAnnexing the city will give you full control over it, but also increase the citizens' unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\n\nPuppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!\n\nRazing the city will lower its population by 1 each turn until the city is destroyed!\nYou cannot raze a city that is either the starting capital of a civilization or the holy city of a religion. = \nUrbem liberare reddat eam eae possessori, det tibi additionem diplomaticam magnam cum eo!\n\nUrbem affigere det tibi omne imperium eae, sed etiam duplicet iram civium!\nHoc potest mitigari per aedificandum jus in urbe, quo ira civium reficiatur cottidiana.\n\nUrbem municipium facere indicet te sine imperio esse de productio de urbe.\nIsta urbs non augeat sumptum tuum technologiae vel dictati.\nMunicipium potest aliquando affigi, sed urbs affixa non potest refici municipium!\n\nUrbem exscindere omni gressu faciat eae multitudinem uno minorem donec exscissa sit!\nNon potes exscindere urbem quae est metropolis initialis alicujus civilizationis aut urbs sancta alicujus religionis.
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You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Centuriam barbaram convenisti!\nBarbari indiscrete appugnant aliquem omnem,\nsic non permittas centuriis paganis tuis prope eos ire,\net cures exploratores tuos!
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@ -9314,36 +9313,26 @@ Be cautious when signing defensive pacts because they can bring you into wars th
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# Requires translation!
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The AI is very careful and will not accept defensive pacts with less than 80 influence. =
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# Requires translation!
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Not all nations are contending with you for victory.\nCity-States are nations that can't win, can't be traded with, and instead confer certain bonuses to friendly civilizations. = Ne omnes populi cum te pro victoria contendunt.\nCivitates urbium sunt populi qui non possunt ferre victoriam nec possunt commercari sed magis donant amicis praemia aliqualia.
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# Requires translation!
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Instead, diplomatic relations with City-States are determined by Influence - a meter of 'how much the City-State likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Propinquitates diplomaticae cum civitatibus urbium magis cernuntur per influentiam - metrum de quantitate qua civitates urbium amant te.\nInfluentia potest adici per oppugnandum hostes eorum, liberandum urbis eorum, et dandum eis aliquantum solidorum.
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# Requires translation!
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Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Aliqualia praemia dentur quom sis super 30 influentiam.\nQuom habeas influentiam super 60 atque maximam cum eis, in civilizationibus omnibus, videaris socius eorum, et mereas ampliora praemia et accessionem mercium luxuriarum, et mercium de strategemate, in terris eorum.
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# Requires translation!
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While working the land is good, eventually your Citizens will want to Specialize. = Cum operari agrum est bonum, cives tui tandem volent fieri specialistae.
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# Requires translation!
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Certain Buildings will also provide Specialist Slots. These slots will show up in the Citizen Management within the City Screen under Specialists. Each slot can be filled with a Citizen which will then become a Specialist. = Aliquanta aedificia etiam praebent spatia specialistarum. Haec spatia appeant sub "specialistis" in "administratione civium" in "ostentu urbis." Spatium omne potest impleri cive, qui tum fiat specialista.
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# Requires translation!
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Each Specialist will generate a certain amount of yield as indicated to the right of the available slots. = Specialista omnis generet tantum producti, quantum indicatur in loco dextro spatiorum parabilium.
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# Requires translation!
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While these are a great way to specialize the yield production of a City outside of the surrounding Tile Yields, Specialists have an additional value. Each one also generates Great Person Points each turn. With enough of them, a new Great Person will join your Nation. = Cum haec sunt modus bonus quo productum urbis fiat speciale extra producta tegularum circumcurrentium, specialistae habent aestimationem addititiam. Omnis etiam gressu omni generat calculos personarum magnarum. Satis cum eis, nova persona magna cum populo tuo coeat.
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See also Great People = Et videas Personas Magnas
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Great People = Personæ Magnæ
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# Requires translation!
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Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Aliquanta aedificia, et specialistae in urbibus, gressu omni generant calculos personarum magnarum.\nAliquanta sunt genera personarum magnarum, et calculi earum seorsum accumulantur.\nNumerus calculorum gressûs omnis et calculi accumulati possunt in ostentu breviarii videri.
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# Requires translation!
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Alternatively, the Great Person points breakdown per city can be viewed in each City Screen (see UI Tips article). =
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# Requires translation!
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Once enough points have been accumulated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = Quando satis calculi sint accumulati, persona magna ejus generis creetur!\nPersona magna omnis potest construere aliqualem meliorationem magnam, quae paulatim det productum magnum, aut nunc confestim sumi ad praebendum praemium aliquale.
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# Requires translation!
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Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
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See also Specialists = Et videas Specialistas
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Removing Terrain Features = Summovere Adjuncta Humorum
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# Requires translation!
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Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to add improvements exploiting those resources. = Aliquantae tegulae habent adjuncta humorum - similia sunt campis alluvialibus vel silvis - super se. Aliquantum horum coriorum, e.g. silva tropica, palus et silva, possunt ab opificibus summovere.\nSummovere adjunctum humi non summoveat mercem quae cumque in ea tegula est, et vulgo requiritur ad addendum meliorationes ut hae merces usurpentur.
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# Requires translation!
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@ -5,7 +5,7 @@ Bosnian = 3
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Brazilian_Portuguese = 99
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Bulgarian = 47
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Catalan = 99
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Croatian = 9
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Croatian = 53
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Czech = 76
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Dutch = 92
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English = 0
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@ -13,7 +13,7 @@ Filipino = 87
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Finnish = 36
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French = 100
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Galician = 99
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German = 99
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German = 100
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Greek = 13
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Hungarian = 79
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Indonesian = 100
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20
changelog.md
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changelog.md
@ -1,24 +1,18 @@
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## 4.14.10
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Revert "Resolved - Nat wonders land->water conversion no longer causes rivers on water tiles"
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Fixed Flood Plains generation
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Resolved - fixed crash when swapping while retreating
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Fixed crash when swapping while retreating
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Resolved - debug option to show tile image locations
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Added debug option to show tile image locations
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console: Don't allow adding cities to spectator/barbarian (will crash)
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Worker units do not try and swap with non-adjacent tiles
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Resolved - Worker units do not try and swap with non-adjacent tiles
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Better MP update error handling
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Allow MP updates to catch Throwable, which includes OutOfMemoryError
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Resolved crashes due to incorrect music state
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Resolved MP update task concurrent modification exception
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Resolved crashes due to incorrect music state - no idea what's actually causing it, but the entire music track handling needs a revamp anyway
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Resolved - console cannot change player type for non-major civs
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Adding Dollar Sign - By itanasi
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Console cannot change player type for non-major civs or allow adding cities to spectator/barbarian
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## 4.14.9
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@ -1,21 +1,13 @@
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Fixed Flood Plains generation
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Fixed crash when swapping while retreating
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Revert "Resolved - Nat wonders land->water conversion no longer causes rivers on water tiles"
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Added debug option to show tile image locations
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Resolved - fixed crash when swapping while retreating
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Worker units do not try and swap with non-adjacent tiles
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Resolved - debug option to show tile image locations
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Better MP update error handling
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console: Don't allow adding cities to spectator/barbarian (will crash)
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Resolved crashes due to incorrect music state
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Resolved - Worker units do not try and swap with non-adjacent tiles
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Allow MP updates to catch Throwable, which includes OutOfMemoryError
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Resolved MP update task concurrent modification exception
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Resolved crashes due to incorrect music state - no idea what's actually causing it, but the entire music track handling needs a revamp anyway
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Resolved - console cannot change player type for non-major civs
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Adding Dollar Sign - By itanasi
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Console cannot change player type for non-major civs or allow adding cities to spectator/barbarian
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@ -1 +1 @@
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4X igra za izgradnju civilizacije otvorenog koda
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4X igra za izgradnju civilizacije otvorenog koda
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