ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Hace un mes que no jugaba al ES y he alucinado porque ya van por la version 1.0.65 ( version log: http://goo.gl/UhwTQ )
han puesto muchas cosas nuevas impresionante, parece otro juego xDDDD los cazas y bombarderos ya estan? no se no los abre visto.. xDDDDDDD
Si alguien se anima a continuar la labor de traducción es para besarle los pies.. yo si alguien quiere a ratos me van indicando las linenas a traducir y puedo entretenerme con el Google y luego pues siempre intentando darles un sentido coerente a las frases para que no sehan como los indios xDDDDD
Hace un mes que no jugaba al ES y he alucinado porque ya van por la version 1.0.65 ( version log: http://goo.gl/UhwTQ )
han puesto muchas cosas nuevas impresionante, parece otro juego xDDDD los cazas y bombarderos ya estan? no se no los abre visto.. xDDDDDDD
Si alguien se anima a continuar la labor de traducción es para besarle los pies.. yo si alguien quiere a ratos me van indicando las linenas a traducir y puedo entretenerme con el Google y luego pues siempre intentando darles un sentido coerente a las frases para que no sehan como los indios xDDDDD
Avisenme.
Pues no, aun no están disponibles ni los cazas ni los bombarderos, así como la nueva raza. Tampoco los nuevos diseños para los Automatons, que están ahora mismo en proceso de voto en G2G.
Lo que si sería interesante es ver que opina Amplitude sobre poner la traducción de forma oficial y no como mod
arrakis69ct wrote: señores he actualizado para que sea compatible con la 1065. a JUGARRRRRRR
version b con las correciones de dark o2
Vaya Killer estas hecho men. mil gracias.
Y haber cuando se animan de forma oficial a traducirlo que es una verguenza que no este en la segunda lengua mas hablada del mundo antes que el p**o ingles.
uff ese skyrim lo tuve que dejar de forma radical, es una maldita droga y si lo modeas no te cuento, horas y horas y horas perdidas delante del ordenador XD
cambiando un poko, cuando arranca una nueva partida no consigo que salgan los textos dell addon de los automaton, a ver si alguien entendido le puede echar un vistazo. mil gracias
van a mejorar tambien el tema de las invasiones cosa que a mi parecer era muy flojita XD
Rational
The invasion needs to be more strategic and provide different options to the player. In addition to the current siege system, the player now has the possibility to bombard system in order to weaken the population and the infrastructure and to start a land invasion to conquer a system faster.
Using the siege strategy requires time but allows capturing a system without damaging it while the Land Invasion is instant but involves loss in both sides.
Gameplay
Siege
When a player sends fleets in an opponent’s orbit, he can start a siege if there are no fleets from the opponent or other enemies. Once the siege is started, he cannot be stopped even if enemies’ fleets arrive in orbit of the system. Each turn, the invasion progress from X percent equal to:
The invasion power is only defined thanks to Invasion Module of the different ships. Moreover, the progress is capped between a minimal (1) and a maximal (10) value. When the progress reaches 100% the system is conquered. No population nor improvements are destroyed. However, the initial ownership is very low. The maximal value should not exceed 10% to make a siege during 10 turn at least.
During a siege, a siege descriptor is applied, reducing the dust income and the science in order to penalize the development of the empire. The penalty depends on different parameters: heroes, faction traits, star system improvements, etc.
System Bombardments
If the player chooses to use the bombardment action on a system, he cannot use the Land Invasion in the same turn. Using this action consumes all the movement points left. This action is a “System Action”, which means the entire player’s fleet orbiting is going to be involved.
While the player is sieging, he can click on the bombardment button to weaken the system. For each type of bomb module within the fleet, a new bombardment option is unlocked. The different options can be: destroy improvements, create anomalies, terraform planets or kill population. Each time the player wants to drop bombs on a system, he has to choose one and only one option from the available list.
The probability to succeed is then related to the number of fighters / bombers and to the defense of the system. If the quantity of fighters / bombers is higher than the system’s antiaircraft defenses, the bombardment will succeed.
If (Sum(Fighters + Bombers Invasion Strength) > System Antiaircraft Defense) Hitting Bomb = 1 + (Sum(Fighters+ bombers Invasion Strength) / System Antiaircraft Defense)
Each hitting bomb improves the effect of the bomb type previously selected. For Instance, if the player chooses to use a bomb killing population, with 1 bomb hitting, there is 1 dead whereas with 3 hitting bombs there are 3 dead.
Land Invasion
If the player chooses to use the Land Invasion action on a system, he cannot use the bombardment in the same turn. Using this action consumes all the movement points left. This action is a “System Action”, which means the entire player’s fleet orbiting are going to be involved.
While the player is sieging, he can click on the Land Invasion button to conquer the system within the turn. In order to do so, it requires at least one ship with troops and then fighters or bombers provide additional bonuses.
The invasion success is calculated depending on:
Invasion Percent: The higher the lower is the chance to succeed is.
Invasion Defense: Value of the system given by specific building, heroes or traits and ships within the hangar.
Troop Quantity: Number of troops.
Fighters & Bombers Quantity: Number of fighters & Bombers.
In the tool tip of the action we display the content of the result array.
If Success Probability is > 1 then we display: Invasion will succeed.
If Success Probability is between 1 & 0.75 then we display X% to succeed.
If Success Probability is between 0.75 & 0.5 then we display Y% to succeed.
If Success Probability is between 0.5 & 0.25 then we display Z% to succeed.
Else we display: Invasion will fail.
In any case, an Instant Invasion causes damage to both sides. The following values may be influenced thanks to star system improvement and troops characteristics.
If the winner is the invader:
A random number of improvement is destroyed between 0 to 75%
A random number of population died between 25 to 50%
A random number of fighters / bomber are destroyed between 0 to 25%
A random number of troops died between 0 to 25%
The system is now owned by the invader
If the invader has troops, it adds one population per X troops module and it give + Y ownership per troop module. All the troop module are considered as killed on the ships.
If the winner is the defender:
A random number of improvement is destroyed between 0 to 25%
A random number of population died between 0 to 25%
A random number of fighters / bomber are destroyed between 25 to 75%
A random number of troops died between 0 to 100%
Content
Common Troop Modules
They are only used to invade system. Depending on their level, they require different resources: population, industry, strategic resources…
Race Specific Troop Modules
Horatio
Their troops are cheaper and count as 2 population once the system is conquered.
Sowers
For each troop succeeding the invasion, the system obtains a permanent bonus in industry of +X
Common Bombardment Modules
Improvement destruction
Population destruction
Anomaly 1 creation
Anomaly 2 creation
Planet retrograding
Race Specific Bombardment Modules
Cravers
They bombard with locust, starting a plague in the system. An event spawns on the system for X turns. Pop to troop (conversion?)
Sophon
They have a special bomb which is able to leech science but making no damage to the system. Pop to science
Star System Improvements
Using current Star System Improvement or add new ones? Or both?
ahora mismo la cosa esta parada, el trabajo mas gordo se realizo, sientete libre traduces del fichero lo que quieras y lo subes, una parte que no apetecía mucho a la gente es la de traducir las habilidades de los héroes, si te atreves y quieres, pues animo XD, pero vamos tu mismo...... y bienvenido a este mundo XD
Gracias por la traducción . Bueno yo soy usuario de MAC. Os pongo aqui como hacerlo
Click derecho en Endless Space.app: Mostrar contenido del paquete: Contents: MacOS: SteamApps: common: Endless Space: le vuelves a dar click derecho en Endless Space.app: Mostrar contenido del paquete: Contents: Public: Localization y aquí es donde debes sustituir el archivo Localization_Locales.xml, PERO SUSTITUYE en archivo q está en la carpeta Localization, NO el que está dentro de la carpeta english.
Hola, que tal, muchas gracias a todos los que estan haciendo la traduccion, si necesitan una traduccion tecnica no duden en llamarme ya que a eso me dedico (soy mecanico de aviones y todos los manuales vienen en ingles) y si podrias volver a actualizar el link para descargar ambas traducciones, se los agrdeceria, estan operativas pero entre tantos comentarios me mareo.
Muy buenas, gracias por el esfuerzo, tengo que comentar que hay montones de errores, el motivo es que las variables han desaparecido(vamos las lineas del xml como por ejemplo el de la descripcion de una faccion al hacer nueva partida, de echo en esa pantalla ya faltan 3).
No se si nunca han sido traducidas o de alguna manera o de otra alguien las ventilo al actualizar el archivo, lo compare con la version francesa del xml(ya que el ingles lo reemplace) y efectiivamente, las variables que se muestran en pantalla(tipo %factionnameanomaldescription) se muestran asi porque el archivo xml no las tiene...
Vamos que habria que revisar las que faltan, ver si las hay traducidas o no y traducirlas en ese caso. Yo para mi que en una actualizacion alguien las borro sin querer(aunque es raro por que no tienen pinta de ir seguidas).
haciendo un count(Datatable/LocalizationPair) con el xpad me salen, 5000 y pico variables en la ultima version, 6000 y pico en la anterior, y casi 7300 en la actual(la que viene con el juego de steam).
Por eso salen tantas. A ver si pienso la manera de introducir de un archivo a otro las variables que no estan. La verdad es que no me acuerdo nada del tratamiento de archivos xml.
yo se que se eliminaron entradas, pero a efectos del juego no vi nada raro, cuando paren con el boom de las actualizaciones adaptare la traduccion a la version normal, ya que la expansion no la tengo, si alguien la tiene, que se anime a ello
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