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Update Spanish.properties
by z4TaN
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@ -7076,24 +7076,15 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
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During the We Love The King Day, the city will grow 25% faster. = Durante el Día de Adoración al Rey, la ciudad crecerá un 25% más rápido.
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This means exploration and trade is important to grow your cities! = ¡Esto significa que la exploración y el comercio son importantes para hacer crecer tus ciudades!
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# Requires translation!
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Air Combat and Interception =
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# Requires translation!
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
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# Requires translation!
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
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# Requires translation!
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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# Requires translation!
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Ground and Naval Units don't require movement points to Intercept, just Attacks. Air Units cannot have moved nor attacked in the preceding turn. =
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# Requires translation!
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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# Requires translation!
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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# Requires translation!
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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# Requires translation!
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To help deal with Interceptions, see Air Sweeps. =
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Air Combat and Interception = Combate aéreo e interceptación
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. = El combate aéreo es muy similar al combate normal, con algunas modificaciones. El daño se sigue infligiendo utilizando las mismas ecuaciones basadas en la fuerza relativa de la unidad atacante y la defensora.
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = Sin embargo, antes de que el atacante y el defensor luchen, hay una fase de combate adicional llamada Intercepción. Si hay alguna unidad con alcance de interceptación que cubra la casilla objetivo atacada, entonces intentará interceptar a la unidad aérea atacante. Si varias unidades pueden interceptar, lo hará la que tenga mayor probabilidad de interceptar.
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = Generalmente, las unidades terrestres/navales tienen un alcance de intercepción de 2 casillas, y las unidades aéreas tienen un alcance de intercepción igual a su alcance de ataque.
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Ground and Naval Units don't require movement points to Intercept, just Attacks. Air Units cannot have moved nor attacked in the preceding turn. = Las unidades terrestres y navales no necesitan puntos de movimiento para interceptar, solo para atacar. Las unidades aéreas no pueden haberse movido ni atacado en el turno anterior.
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = La unidad interceptora tira para ver si impacta. Si impacta o no cuesta un ataque, y la mayoría de las unidades (sin promociones) solo pueden atacar una vez por turno de nación. NO cuesta puntos de movimiento, pero las unidades aéreas que han usado su movimiento no pueden interceptar entre turnos.
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. = Si la unidad interceptora impacta, inflige daño de acuerdo con el cálculo de fuerza de combate a la unidad aérea atacante, posiblemente con cualquier bonificación de fuerza que se aplique a la intercepción. No recibe daño de la unidad aérea atacante.
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. = Una vez que se resuelve la Intercepción, la Unidad Aérea Atacante y la Unidad Defensora en la casilla objetivo realizan el Combate normalmente, con daño infligido a ambos lados.
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To help deal with Interceptions, see Air Sweeps. = Para ayudar a lidiar con las intercepciones, consulte Barridos aéreos.
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Air Sweeps = Barridos Aéreos
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Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Las unidades "Caza" pueden hacer un Barrido Aéreo sobre una casilla, ayudando a limpiar posibles Intercepciones Aéreas, Terrestres o Marinas enemigas que estén cubriendo esa casilla.
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