- New Feature: The rosine system now allows to capture enemy soldeirs via using handcuffs on them. They can e transferred to a prison the player controls, and be interrogated there.

- GameDir revision 1568 is required for this feature.
- Savegame compatibility is maintained.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5709 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-03 00:50:48 +00:00
parent 33f3fefc3b
commit cb9c217bb1
46 changed files with 1472 additions and 57 deletions
+19
View File
@@ -122,6 +122,9 @@ CursorFileData CursorFileDatabase[] =
{ "CURSORS\\hammer.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL }, // Flugente: fortification stuff
{ "CURSORS\\hammer_r.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL },
{ "CURSORS\\handcuffs.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL }, // Flugente: handcuffs stuff
{ "CURSORS\\handcuffs_r.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL },
{ "CURSORS\\can_01.sti" , FALSE, 0, 0, 0, NULL },
{ "CURSORS\\can_02.sti" , FALSE, 0, 0, 0, NULL },
{ "CURSORS\\cur_tagr_ncth.sti" , FALSE, 0, ANIMATED_CURSOR, 7, NULL },
@@ -1182,6 +1185,7 @@ CursorData CursorDatabase[] =
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR , 0, 0 , 0, 0 },
// Flugente: fortification
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_FORTIFICATION , 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
@@ -1196,6 +1200,21 @@ CursorData CursorDatabase[] =
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0 , 0, 0 },
// Flugente: handcuffs
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_HANDCUFFS , 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0 , 0, 0 },
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_HANDCUFFS_RED , 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0 , 0, 0 },
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_FUEL , 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
+5
View File
@@ -156,6 +156,9 @@ typedef enum
CURSOR_FORTIFICATION,
CURSOR_FORTIFICATION_RED,
CURSOR_HANDCUFF,
CURSOR_HANDCUFF_RED,
CURSOR_FUEL,
CURSOR_FUEL_RED,
@@ -231,6 +234,8 @@ typedef enum
C_JUMPOVER,
C_FORTIFICATION,
C_FORTIFICATION_RED,
C_HANDCUFFS,
C_HANDCUFFS_RED,
C_FUEL,
C_FUEL_RED,
C_ACTIONMODERED_NCTH,
+15
View File
@@ -728,6 +728,19 @@ enum
extern STR16 szFoodTextStr[];
enum
{
STR_PRISONER_PROCESSED,
STR_PRISONER_RANSOM,
STR_PRISONER_DETECTION,
STR_PRISONER_TURN_MILITIA,
STR_PRISONER_RIOT,
TEXT_NUM_PRISONER_STR
};
extern STR16 szPrisonerTextStr[];
enum
{
AIR_RAID_TURN_STR,
@@ -897,6 +910,8 @@ enum
FUNCTION_SELECTION_STR,
CORPSE_SELECTION_STR,
WEAPON_CLEANING_STR,
PRISONER_NO_PRISONS_STR,
PRISONER_DECIDE_STR,
TEXT_NUM_TACTICAL_STR
};
+22 -3
View File
@@ -1635,13 +1635,14 @@ STR16 pAssignmentStrings[] =
L"在途中",// in transit - abbreviated form
L"修理", // repairing
L"锻炼", // training themselves
L"民兵", // training a town to revolt
L"游击队", //L"M.Militia", //training moving militia units //ham3.6
L"民兵", // training a town to revolt
L"游击队", //L"M.Militia", //training moving militia units //ham3.6
L"教练", // training a teammate
L"学员", // being trained by someone else
L"工作", // L"Staff", // operating a strategic facility //ham3.6
L"饮食", // eating at a facility (cantina etc.)
L"休息", //L"Rest",// Resting at a facility //ham3.6
L"Prison", // Flugente: interrogate prisoners
L"死亡", // dead
L"无力中", // abbreviation for incapacitated
L"战俘", // Prisoner of war - captured
@@ -1727,6 +1728,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"设施职员",
L"饮食", // eating at a facility (cantina etc.)
L"在设施里休养",
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"休息",
L"无力中",
L"战俘",
@@ -1772,6 +1774,7 @@ STR16 pLongAssignmentStrings[] =
L"学员",
L"设施职员", //L"Staff Facility",
L"休息", //L"Rest at Facility",
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"死亡",
L"无力中",
L"战俘",
@@ -2598,7 +2601,8 @@ CHAR16 zHealthStr[][13] =
L"受伤", //"WOUNDED", // >= 45
L"健康", //"HEALTHY", // >= 60
L"强壮", //"STRONG", // >= 75
L"极好", //"EXCELLENT", // >= 90
L"极好", //"EXCELLENT", // >= 90
L"CAPTURED", // added by Flugente TODO.Translate
};
STR16 gzHiddenHitCountStr[1] =
@@ -2911,6 +2915,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3409,6 +3417,7 @@ STR16 pTransactionText[] =
L"将装备卖给了当地人",
L"工厂使用", // L"Facility Use", // HEADROCK HAM 3.6
L"民兵保养", // L"Militia upkeep", // HEADROCK HAM 3.6
L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate
};
STR16 pTransactionAlternateText[] =
@@ -6711,6 +6720,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"训练医疗",
L"训练领导",
L"训练爆破",
L"Interrogate Prisoners", // added by Flugente TODO.Translate
};
STR16 Additional113Text[]=
{
@@ -7476,4 +7486,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //CHINESE
+19
View File
@@ -1638,6 +1638,7 @@ STR16 pAssignmentStrings[] =
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
L"Prison", // Flugente: interrogate prisoners
L"Dood", // dead
L"Uitgesc.", // abbreviation for incapacitated
L"POW", // Prisoner of war - captured
@@ -1723,6 +1724,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Facility Staff", // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Resting at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Dood", // dead
L"Uitgesc.", // abbreviation for incapacitated
L"POW", // Prisoner of war - captured
@@ -1768,6 +1770,7 @@ STR16 pLongAssignmentStrings[] =
L"Student", // being trained by someone else
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Dood", // dead
L"Uitgesc.", // abbreviation for incapacitated
L"POW", // Prisoner of war - captured
@@ -2596,6 +2599,7 @@ CHAR16 zHealthStr[][13] =
L"GEZOND", // >= 60
L"STERK", // >= 75
L"EXCELLENT", // >= 90
L"CAPTURED", // added by Flugente TODO.Translate
};
STR16 gzHiddenHitCountStr[1] =
@@ -2908,6 +2912,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3407,6 +3415,7 @@ STR16 pTransactionText[] =
L"%s heeft geld gestort.",
L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate
L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate
L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate
};
STR16 pTransactionAlternateText[] =
@@ -6703,6 +6712,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Trainer Mechanical",
L"Trainer Leadership",
L"Trainer Explosives",
L"Interrogate Prisoners", // added by Flugente TODO.Translate
};
STR16 Additional113Text[]=
@@ -7469,4 +7479,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //DUTCH
+22 -3
View File
@@ -1635,13 +1635,14 @@ STR16 pAssignmentStrings[] =
L"In Trans", // in transit - abbreviated form
L"Repair", // repairing
L"Practice", // training themselves
L"Militia", // training a town to revolt
L"Militia", // training a town to revolt
L"M.Militia", //training moving militia units
L"Trainer", // training a teammate
L"Student", // being trained by someone else
L"Staff", // operating a strategic facility
L"Eat", // eating at a facility (cantina etc.)
L"Rest", // Resting at a facility
L"Prison", // Flugente: interrogate prisoners
L"Dead", // dead
L"Incap.", // abbreviation for incapacitated
L"POW", // Prisoner of war - captured
@@ -1727,6 +1728,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Facility Staff", // Missing
L"Eat", // eating at a facility (cantina etc.)
L"Resting at Facility", // Missing
L"Interrogate prisoners", // Flugente: interrogate prisoners
L"Dead",
L"Incap.",
L"POW",
@@ -1772,6 +1774,7 @@ STR16 pLongAssignmentStrings[] =
L"Student",
L"Staff Facility", // Missing
L"Rest at Facility", // Missing
L"Interrogate prisoners", // Flugente: interrogate prisoners
L"Dead",
L"Incap.",
L"POW",
@@ -2592,12 +2595,13 @@ CHAR16 gMoneyStatsDesc[][ 14 ] =
CHAR16 zHealthStr[][13] =
{
L"DYING", // >= 0
L"CRITICAL", // >= 15
L"CRITICAL", // >= 15
L"POOR", // >= 30
L"WOUNDED", // >= 45
L"HEALTHY", // >= 60
L"STRONG", // >= 75
L"EXCELLENT", // >= 90
L"EXCELLENT", // >= 90
L"CAPTURED", // added by Flugente
};
STR16 gzHiddenHitCountStr[1] =
@@ -2910,6 +2914,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3408,6 +3416,7 @@ STR16 pTransactionText[] =
L"Sold Item(s) to the Locals",
L"Facility Use", // HEADROCK HAM 3.6
L"Militia upkeep", // HEADROCK HAM 3.6
L"Ransom for released prisoners", // Flugente: prisoner system
};
STR16 pTransactionAlternateText[] =
@@ -6693,6 +6702,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Trainer Mechanical",
L"Trainer Leadership",
L"Trainer Explosives",
L"Interrogate Prisoners", // added by Flugente
};
STR16 Additional113Text[]=
{
@@ -7457,4 +7467,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //ENGLISH
+19
View File
@@ -1641,6 +1641,7 @@ STR16 pAssignmentStrings[] =
L"Exploitation", // operating a strategic facility
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Repos", // Resting at a facility
L"Prison", // Flugente: interrogate prisoners
L"Mort(e)", // dead
L"Incap.", // abbreviation for incapacitated
L"Capturé", // Prisoner of war - captured
@@ -1726,6 +1727,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Exploitation infras.",
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Repos infras.",
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Mort(e)",
L"Incap.",
L"Capturé(e)",
@@ -1771,6 +1773,7 @@ STR16 pLongAssignmentStrings[] =
L"Elève",
L"Exploitation infras.",
L"Repos infras.",
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Mort(e)",
L"Incap.",
L"Capturé(e)",
@@ -2598,6 +2601,7 @@ CHAR16 zHealthStr[][13] =
L"EN FORME", // >= 60
L"BON", // >= 75
L"EXCELLENT", // >= 90
L"CAPTURED", // added by Flugente TODO.Translate
};
STR16 gzHiddenHitCountStr[1] =
@@ -2910,6 +2914,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3411,6 +3419,7 @@ STR16 pTransactionText[] =
L"Materiel vendu à la population",
L"Infrastucture utilisée", // HEADROCK HAM 3.6
L"Entretien de la milice", // HEADROCK HAM 3.6
L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate
};
STR16 pTransactionAlternateText[] =
@@ -6679,6 +6688,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Entraineur Mécanique",
L"Entraineur Commandement",
L"Entraineur Explosif",
L"Interrogate Prisoners", // added by Flugente TODO.Translate
};
STR16 Additional113Text[]=
{
@@ -7443,4 +7453,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //FRENCH
+20 -1
View File
@@ -1651,6 +1651,7 @@ STR16 pAssignmentStrings[] =
L"Betrieb", // operating a strategic facility
L"Essen", // eating at a facility (cantina etc.)
L"Pause", // Resting at a facility
L"Verhör", // Flugente: interrogate prisoners
L"Tot", // dead
L"Koma", // abbreviation for incapacitated //LOOTF - "Unfähig" klingt schlimm. Geändert auf Koma. Vorschläge?
L"Gefangen", // Prisoner of war - captured
@@ -1732,6 +1733,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Betriebspersonal",
L"Essen", // eating at a facility (cantina etc.)
L"Betriebspause",
L"Gefangene verhören", // Flugente: interrogate prisoners
L"Tot",
L"Koma", //LOOTF - s.o.
L"Gefangen",
@@ -1775,6 +1777,7 @@ STR16 pLongAssignmentStrings[] =
L"Rekrut",
L"Betriebspersonal",
L"Betriebspause",
L"Gefangene verhören", // Flugente: interrogate prisoners
L"Tot",
L"Unfähig",
L"Gefangen",
@@ -2601,7 +2604,8 @@ CHAR16 zHealthStr[][13] = //used to be 10
L"VERWUNDET", // >= 45
L"GESUND", // >= 60
L"STARK", // >= 75
L"SEHR GUT", // >= 90
L"SEHR GUT", // >= 90
L"GEFANGEN", // added by Flugente
};
STR16 gzHiddenHitCountStr[1] =
@@ -2913,6 +2917,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3382,6 +3390,7 @@ STR16 pTransactionText[] =
L"%s hat Geld angelegt.",
L"Betriebskosten", // HEADROCK HAM 3.6
L"Unterhaltskosten für Miliz", // HEADROCK HAM 3.6
L"Lösegeld erpresst", // Flugente: prisoner system
};
STR16 pTransactionAlternateText[] =
@@ -6521,6 +6530,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Trainer Technik",
L"Trainer Führungsqualität",
L"Trainer Sprengstoff",
L"Gefangene verhören", // added by Flugente
};
STR16 Additional113Text[]=
@@ -7284,4 +7294,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //GERMAN
+21 -2
View File
@@ -1627,13 +1627,14 @@ STR16 pAssignmentStrings[] =
L"Transito", // in transit - abbreviated form
L"Riparare", // repairing
L"Esercit.", // training themselves
L"Esercit.", // training a town to revolt
L"Esercit.", // training a town to revolt
L"M.Militia", //training moving militia units // TODO.Translate
L"Istrutt.", // training a teammate
L"Studente", // being trained by someone else
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
L"Prison", // Flugente: interrogate prisoners
L"Morto", // dead
L"Incap.", // abbreviation for incapacitated
L"PDG", // Prisoner of war - captured
@@ -1719,6 +1720,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Facility Staff", // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Resting at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Morto",
L"Incap.",
L"PDG",
@@ -1764,6 +1766,7 @@ STR16 pLongAssignmentStrings[] =
L"Studente",
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Morto",
L"Incap.",
L"PDG",
@@ -2590,7 +2593,8 @@ CHAR16 zHealthStr[][13] =
L"FERITO", // >= 45
L"SANO", // >= 60
L"FORTE", // >= 75
L"ECCELLENTE", // >= 90
L"ECCELLENTE", // >= 90
L"CAPTURED", // added by Flugente TODO.Translate
};
STR16 gzHiddenHitCountStr[1] =
@@ -2903,6 +2907,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3402,6 +3410,7 @@ STR16 pTransactionText[] =
L"%s soldi depositati.",
L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate
L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate
L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate
};
STR16 pTransactionAlternateText[] =
@@ -6690,6 +6699,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Trainer Mechanical",
L"Trainer Leadership",
L"Trainer Explosives",
L"Interrogate Prisoners", // added by Flugente TODO.Translate
};
STR16 Additional113Text[]=
@@ -7456,4 +7466,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //ITALIAN
+19
View File
@@ -1649,6 +1649,7 @@ STR16 pAssignmentStrings[] =
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
L"Prison", // Flugente: interrogate prisoners
L"Nie żyje", // dead
L"Obezwł.", // abbreviation for incapacitated
L"Jeniec", // Prisoner of war - captured
@@ -1734,6 +1735,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Facility Staff", // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Resting at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Nie żyje",
L"Obezwładniony",
L"Jeniec",
@@ -1779,6 +1781,7 @@ STR16 pLongAssignmentStrings[] =
L"Uczeń",
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Nie żyje",
L"Obezwładniony",
L"Jeniec",
@@ -2606,6 +2609,7 @@ CHAR16 zHealthStr[][13] =
L"ZDROWY", // >= 60
L"SILNY", // >= 75
L"DOSKONAŁY", // >= 90
L"CAPTURED", // added by Flugente TODO.Translate
};
STR16 gzHiddenHitCountStr[1] =
@@ -2918,6 +2922,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3418,6 +3426,7 @@ STR16 pTransactionText[] =
L"Sprzedano rzecz(y) miejscowym",
L"Wykorzystanie Placówki", // HEADROCK HAM 3.6
L"Utrzymanie Samoobr.", // HEADROCK HAM 3.6
L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate
};
STR16 pTransactionAlternateText[] =
@@ -6702,6 +6711,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Instruktor zn. mechaniki",
L"Instruktor um. dowodzenia",
L"Instruktor zn. mat. wybuchowych",
L"Interrogate Prisoners", // added by Flugente TODO.Translate
};
STR16 Additional113Text[]=
@@ -7470,4 +7480,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //POLISH
+19
View File
@@ -1642,6 +1642,7 @@ STR16 pAssignmentStrings[] =
L"Штат", // operating a strategic facility //Staff
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Отдых", // Resting at a facility //Rest
L"Prison", // Flugente: interrogate prisoners
L"Мертв", // dead
L"Недеесп.", // abbreviation for incapacitated
L"В плену", // Prisoner of war - captured
@@ -1727,6 +1728,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Работает с населением", //Facility Staff
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Отдыхает", //Resting at Facility
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Мертв",
L"Недеесп.",
L"В плену",
@@ -1772,6 +1774,7 @@ STR16 pLongAssignmentStrings[] =
L"Обучается",
L"Работает с населением", //Staff Facility
L"Отдыхает в заведении", //Resting at Facility
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Мертв",
L"Недееспособен",
L"В плену",
@@ -2599,6 +2602,7 @@ CHAR16 zHealthStr[][13] =
L"ЗДОРОВ", // >= 60
L"СИЛЕН", // >= 75
L"ОТЛИЧНО", // >= 90
L"CAPTURED", // added by Flugente TODO.Translate
};
STR16 gzHiddenHitCountStr[1] =
@@ -2911,6 +2915,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3411,6 +3419,7 @@ STR16 pTransactionText[] =
L"Снаряжение продано населению",
L"Оснащение персонала", // HEADROCK HAM 3.6 //Facility Use
L"Содержание ополчения", // HEADROCK HAM 3.6 //Militia upkeep
L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate
};
STR16 pTransactionAlternateText[] =
@@ -6657,6 +6666,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Тренер на Механику",
L"Тренер на Лидерство",
L"Тренер на Взрывчатку",
L"Interrogate Prisoners", // added by Flugente TODO.Translate
};
STR16 Additional113Text[]=
@@ -7422,4 +7432,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //RUSSIAN
+21 -2
View File
@@ -1635,13 +1635,14 @@ STR16 pAssignmentStrings[] =
L"In Trans", // in transit - abbreviated form
L"Repair", // repairing
L"Practice", // training themselves
L"Militia", // training a town to revolt
L"Militia", // training a town to revolt
L"M.Militia", //training moving militia units // TODO.Translate
L"Trainer", // training a teammate
L"Student", // being trained by someone else
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
L"Prison", // Flugente: interrogate prisoners
L"Dead", // dead
L"Incap.", // abbreviation for incapacitated
L"POW", // Prisoner of war - captured
@@ -1727,6 +1728,7 @@ STR16 pPersonnelAssignmentStrings[] =
L"Facility Staff", // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Resting at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Dead",
L"Incap.",
L"POW",
@@ -1772,6 +1774,7 @@ STR16 pLongAssignmentStrings[] =
L"Student",
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
L"Dead",
L"Incap.",
L"POW",
@@ -2599,7 +2602,8 @@ CHAR16 zHealthStr[][13] =
L"WOUNDED", // >= 45
L"HEALTHY", // >= 60
L"STRONG", // >= 75
L"EXCELLENT", // >= 90
L"EXCELLENT", // >= 90
L"CAPTURED", // added by Flugente TODO.Translate
};
STR16 gzHiddenHitCountStr[1] =
@@ -2912,6 +2916,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// Flugente: weapon cleaning // TODO.Translate
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Yes - Send prisoners to jail No - Let them go",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3412,6 +3420,7 @@ STR16 pTransactionText[] =
L"Sold Item(s) to the Locals",
L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate
L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate
L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate
};
STR16 pTransactionAlternateText[] =
@@ -6707,6 +6716,7 @@ STR16 gzFacilityAssignmentStrings[]=
L"Trainer Mechanical",
L"Trainer Leadership",
L"Trainer Explosives",
L"Interrogate Prisoners", // added by Flugente TODO.Translate
};
STR16 Additional113Text[]=
@@ -7473,4 +7483,13 @@ STR16 szFoodTextStr[]=
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d prisoners were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d prisoners joined our cause.",
L"Prisoners start a massive riot in %s!",
};
#endif //TAIWANESE