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Llama8

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Posts posted by Llama8

  1. http://www.gamingjokers.com/ORP/viewtopic.php?t=127

     

    [General]

    ; ATT and DEF have to be same as in ogame

    ATT=Attacker

    DEF=Defender

    ; Fleet ID for alliance combat system

    FLEETID=ACS-Fleetslot

    ; Description for your language

    LANG_DESC=English v0.73c

     

    ; these names will be shown in SpeedSim and used for reading functions

    [Fleet]

    KT=Small Transporter

    GT=Large Transporter

    LJ=Light Fighter

    SJ=Heavy Fighter

    KR=Cruiser

    SS=Battleship

    SPIO=Spy Probe

    KOL=Colony Ship

    REC=Recycler

    BOM=Bomber

    SAT=Solar Satellite

    ZER=Destroyer

    TS=Deathstar

    RAK=Rocket Launcher

    LL=Light Laser Cannon

    SL=Heavy Laser Cannon

    IO=Ion Cannon

    GAUSS=Gauss Cannon

    PLAS=Plasma Launcher

    KS=Small Shield Dome

    GS=Large Shield Dome

    UNB=Unknown

     

    ; Alternative names for ships/defense - used for reading functions only

    [AltFleet]

    KT2=Small Transporter

    GT2=Large Transporter

    LJ2=Light Fighter

    SJ2=Heavy Fighter

    KR2=Cruiser

    SS2=Battleship

    SPIO2=Spy Probe

    KOL2=Colony Ship

    REC2=Recycler

    BOM2=Bomber

    SAT2=Solar Satellite

    ZER2=Destroyer

    TS2=Death Star

    RAK2=Missile Launcher

    LL2=Light Laser Cannon

    SL2=Heavy Laser Cannon

    IO2=Ion Cannon

    GAUSS2=Gauss Cannon

    PLAS2=Plasma Launcher

    KS2=Small Shield Dome

    GS2=Large Shield Dome

    UNB2=Unknown

     

    ; names in combat reports - have to be equal to those in OGame that SpeedSim can read the CR's

    [KBNames]

    KB_KT=S.Transporter

    KB_GT=L.Transporter

    KB_LJ=L.Fighter

    KB_SJ=H.Fighter

    KB_KR=Cruiser

    KB_SS=B.Ship

    KB_REC=Recy.

    KB_KOL=Col. Ship

    KB_SPIO=Spy Probe

    KB_BOM=Bomber

    KB_SAT=Sol. Sat

    KB_ZER=Dest.

    KB_TS=Rip

    KB_RAK=Miss.

    KB_LL=L.Laser

    KB_SL=H.Laser

    KB_IO=Ion.C

    KB_GAUSS=Gauss

    KB_PLAS=Plasma

    KB_KS=S.Dome

    KB_GS=LS.Dome

     

    ; resources

    [Ress]

    MET=Metal

    KRIS=Crystal

    DEUT=Deuterium

    MET_M=Metal Mine

    KRIS_M=Crystal Mine

    DEUT_M=Deuterium Synthesizer

    MET_S=Metal Repository

    KRIS_S=Crystal Repository

    DEUT_S=Deuterium Tank

     

    ; technologies

    [Techs]

    ENGINES=Engines

    ; WAFF, SCHILD and PANZ _must_ be the same as in OGame to read in these technologies correctly from esp. reports

    WAFF=Weapon Technology

    SCHILD=Shielding Technology

    PANZ=Spaceship Armour

    ; shown ship techs - can be abbreviations etc.

    WEAP=Weapon Technology

    SHIELD=Shielding Technology

    HULL=Spaceship Armour

    VERBR=Combustion Drive

    IMPULS=Impulse Drive

    HYPER=Hyperspace Drive

     

    ; strings used for various reading functions (espionage report, overview (if you're being attacked),

    ; own fleet / defense

    [ReadStrings]

    SPIO1=on

    SPIO2=] at

    OVR1=the planet

    OVR2=] the Fleet

    TECHSTR=(level

    ; Name for the lunar base to detect moons

    LUNARBASE=Lunar Base

     

    ; strings for combat reports - tables should be equal to those used in OGame to read in CR's

    [KBStuff]

    TYP=Type

    NUM=Number

    WEAP=Weaponry

    SHIELD=Shields

    HULL=Hull

    WEAP2=Weapons

    SHIELD2=Shields

    HULL2=Hull Plating

    ATT_SHOOTS=The attacking fleet fires a total of %d times with the power of %.0f upon the defender.

    DEF_ABSORBS=The defender's shields absorb %.0f damage points

    DEF_SHOOTS=The defending fleet fires a total of %d times with the power of %.0f upon the attacker.

    ATT_ABSORBS=The attacker's shields absorb %.0f damage points

    ATT_WON=The attacker has won the battle!

    DEF_WON=The defender has won the battle!

    DRAW=The battle ends draw!

    NOSIM=Speedsim can't create the Battle report because the battle was not simulated yet.

    NO_EXACT_RES=The result of the battle cannot be computed exactly

    ATT_GET=He captures %d Metal, %d Crystal and %d Deuterium

    LIKELIHOOD=The attacker wins with a chance of %.1f%%, the defender wins with a chance of %.1f%%.

    LLH_DRAW=The battle ends draw with a chance of %.1f%%.

    ATT_LOSS=The attacker has lost a total of %s units +%s deuterium.

    DEF_LOSS=The defender has lost a total of %s units +%s deuterium.

    KB_TF=At these space coordinates now float %s Metal and %s Crystal.

    MOON=The chance for a moon to arise from the debris is %d%%.

    KBTITLE=Battle Report generated by SpeedSim Kernel v

    DESTROYED=Destroyed

    CHARSET=ISO-8859-1

     

    ; Best/Worst-Case file strings

    [bWCFile]

    MIN=Min

    AVRG=Average

    MAX=Max

    SUM=Sum

    BW_TF=TF

    SHIP=Ship

    MAXMIN_LOSS=Largest and smallest losses

    WORTH_ATT=Worth of attacking fleet:

    WORTH_DEF=Worth of defending fleet:

    BW_TITLE=Best/Worst-Case Computation

    BW_TITLEATT=Best/Worst-Case for attacker

    BW_TITLEDEF=Best/Worst-Case for defender

    AFTERREBUILD=after reconstruction

    BESTCASE=Best

    WORSTCASE=Worst

    UNITS=Units

     

    ; SpeedSim program

    [GUI]

    FLEET=Fleet

    DEFENSE=Defense

    TECHS=Technologies

    RESULT=Result

    RF=Rapid Fire

    CHECKTECHS=Set Techs of attacker to 0 if there are no techs in a read scan

    USESKIN=Use Skin

    CHGSKIN=Change Skin

    USELANG=Use Language File

    CHGLANG=Change Language File

    AUTOSHOW_BW=Show BW-Case automatically

    SHOW_NOW=Show B/W-Case

    SCAN=Scan report

    DEFINTF=Defense into Debris

    OVERVIEW=Overview

    OWNFLEET=Own Fleet

    KB=Combat Report

    READ=Read

    DELETE=Delete

    OWNPOS=Own Position

    NUMSIM=Number of simulations

    STARTSIM=Begin Simulation

    INITSIM=Initializing

    STOPSIM=Break Simulation

    WAIT=Waiting...

    SIMSTATE=Simulating num %d ; round %d

    NEXTWAVE=Prepare next wave

    DELDEFOC=Delete defense when swopping fleets

    UPDATECHECK=Update Check...

    BATTLEREPORT=Battle report

    FIGHTINCLIPB=Copy battle result into clipboard

    EXIT=Exit

    READFIELD=Reading Field

    UEBCB=Supervise Clipboard

    VERB=Combustion Drive

    IMPULS=Impulse Drive

    HYPER=Hyperspace Drive

    FLEETSPEED=Speed

    FLYTIME=Flying time

    BAL=Show Balance

    UPD1=Connection Failure...

    UPD2=You have the most recent version.

    UPD3=You have an older version of SpeedSim.

    UPD4=Your version Version in the internet

    UPD5=Do you want to open the update window now?

    UPD6=Check for updates daily

    RESTART1=SpeedSim must be restarted after these changes.

    RESTART2=Do you want to restart SpeedSim now?

    CLOSE=Close

    POSITION=Position

    CANCEL=Cancel

    DELWAVESTATE=Delete waves status

    EDIT=Edit

    RESS=Resources

    ESPTITLE=Spy Report

    NOTINSAMEDIR=This file is not in the same folder as SpeedSim. Process aborted!

    OWNRF=Own RapidFire

    OPTIONS=Options

    OPT_TITLE=SpeedSim

    OPT_DEFREBUILD=Defense rebuild rate

    OPT_NEWFUEL=Use new fuel calculation (OGame >= 0.68a)

    OPT_SPEED=Uni50 (german ogame only)

    OPT_TOSYSTRAY=Move to Systray when mimizing SpeedSim

    OPT_POPUPONTEXT=Popup SpeedSim if OGame text has been read in

    OPT_POPUPONTEXT2=(works only when supersiving clipboard)

    OPT_TITLE2=OGame

    OPT_WINSTART=Start SpeedSim with Windows

    OPT_STARTMINI=Minimize on start

    OPT_ONEINST=Allow only one instance

    OPT_REBUILDSMALLDEF=Rebuild defense completely if its less then 10

    OPT_PLUNDERSHIP=Ship used for theoretic plunder calculation

    TRAY_CLIPBOARD=Supervising clipboard

    TRAY_POPUPONTEXT=PopUp on OGame text

    TRAY_ON=: on

    TRAY_OFF=: off

    ENTERSLOTNAME=Enter slot name:

    SHOWPOPUP=Show Popup/Minimize

    USEOLDSHIELD=Use old shield calculation

    ; the groupbox for the raidlist

    RAIDLIST=Raid list

    OPT_TRANSPARENCY=Transparency for Popup (Win2k/XP only)

     

    ; battle result

    [GUIRes]

    SCAN=Battle on

    STATS=Result

    RES_TF=Debris Field

    LOSS_ATT=Losses Attacker

    LOSS_DEF=Losses Defender

    CHANCE_ON_MOON=Chance that a moon arises is %d%%

    MOONCHANCE = Moonchance

    NOTENOUGHRUBBLE=Not enough ressources in the debris

    PLUNDER_TH=Theoretic Plunder

    PLUNDER_PR=Real Plunder

    FUEL=Needed Fuel

    PLUNDER_WAVE=Plunder from Waves

    ATT_WINCHAN=| Attacker wins (%.0f%%) |

    DEF_WINCHAN=%s| Defender wins (%.0f%%) |

    DRAW_CHAN=%s| Draw (%.0f%%) |

    AFTERROUNDS =%s after ~ %0.f rounds

    TF_PLUNDER=%s Metal (%.0f%%), %s Crystal (%.0f%%) max. %d Recycler

    MET_KRIS_DEUT=%s Metal, %s Crystal and %s Deuterium

    AUSB=%s (%I%% Booty)

    ; not needed anymore

    ;NUM_TRANS=%s ~ %I Large Cargos Ships

    MOONCHANCE=Chance that a moon arises is

    NOTENOUGHRUBBLE=There is not enough rubble

    UNKNOWNPLANET=Unknown [x:xxx:x]

    FIGHT_ON=Fight at %s

    FUEL_DEUT=%s Deuterium

    AFTER_ATTS=%s after %d attacks (max. %d Recycler)

    FLYTIME=Flight times

    ; the small checkbox - will be also used for the popup

    MOON=M

    ; the tooltip on the checkbox

    MOON_TIP=Is the target a moon?

    ; tooltip at recyclers

    REC_INFO = Recyclers -> Max: %d | Average: %d | Min: %d

     

    ; balance

    [bAL]

    TITLE=Balance after Attack at %s

    TITLE2=Report for the Attacker and the Defender after the battle

    T1=On getting no debris

    T2=On getting half the debris

    T3=On getting whole the debris

    T4=Total win (wave attacks)

     

    [Menu]

    NEWSLOT=(new)

    FILE=&File

    SAVEOPTS=Save Preferences

    LOADOPTS=Load Preferences

    EXIT=Exit

    FLEET=F&leet

    SAVEFLEET=Save fleet

    LOADFLEET=Load fleet

    ATTACKINGFLEET=Attacking fleet

    DEFENDINGFLEET=Defending fleet

    TOATTACKER=To attacker

    TODEFENDER=To defender

    NOFLEET=(none)

    ABOUT=&About

    EXTOPTS=Extended Options..

    TRAY_RESTORE=Restore Window

    TRAY_EXIT=Exit SpeedSim

    SAVETECHS=Save Technologies

    DELFLEET=Delete

    DELOPTS=Delete Preferences

    RESETFLEETS=Reset all Fleets

    LANGUAGE=Language

     

    [PopUp]

    START=Start

    TARGET=Target

    CLOSEWITHCLICK=[Close with Click]

    RECSFORDEBRIS=Recycler for debris

     

    You may need to check thatthe names are correct though, as Ogame changed things round yesterday again. I had to manually edit my ORP language file to bring it up to date. :(

  2. heh, was just testin out the new arrows to indicate new posts in hot topics.

    Mmmmmmmm.... *strokes chin*

     

    does it work?

    Feel right?

    :)

    gogo

     

    Yes Gogo, doing this helps me sleep at night.

    That and stripping the colour out of your posts, making them a nice bland black...

  3. The way I look at it, if upgrading a Research Lab (or two) is cheaper, go for that, if researching a new level of IRN is cheaper, do that, then build a nice new Lab (up to level ~10 or so).

  4. So do u also have permanent cameras in some places?

    Oh yes, quite a few permanent ones, plus they (legally) have to be signposted. I think they also had to be bright yellow, but I don't think that's the case anymore (too many of them were getting burnt out).

     

     

    All ours are those mobile ones, but there is talk of bringing in permanent ones, but I dont really see how that will work cos wont people just slow down when they get to the spot since they know about it? :)

     

    Yup, add in the fact that they're bright yellow, signposted & have lots of white lines on the road just after them & it's a wonder they catch anyone.

  5. It doesn't run through a residential area though, which is the odd thing. It's a nice straight road (broken only by a few big roundabouts) on a gentle hill. They must have set the speed limit to limit accidents. That & a low speed limit pisses people off so they get caught on the speed cameras -> more revenue for the police.

  6. I picked up my "new" (new to me) car today. My first one (although I've had a license for ~2 years, I've always got the train to work, but now we've moved, the train takes ~1-1.5hrs & costs ~£180 a month, so the car will be cheaper & quicker), it's a dark red '96 Vauxhall Astra with ~23k miles on the clock (exceptionally low, but the previous owner was an old person, & the mileage isn't dodgy 'cause it drives like it's not done much mileage). Drove it home on my own (first time I've actually driven by myself) which was quite nice, it's just a pity the A217 has a 40 limit.

    :D

     

    And yay for self-propelled petrol lawnmowers! :wink_smile[1]:

  7. Possible bug -Llama8 brought this to my attention which may or may not be a bug:

    You can totally ignore the part of riding that says that you need to level Riding up to get higher level horses (other than hitting Riding 25 for the Warhorse), my seraphim has 27 Riding & is using a level ~120 horse from Gold (which gives +66% health).

     

    It's not a bug, it's an exploit of how Riding is "done" in the code.

     

    Ya see, the player's riding level is only checked when you get on a horse, so as long as it's sufficient then then you don't need to actually put many points into Riding (as long as you're happy carrying round extra equipment that will boost your Riding level high enough to get on the horse).

     

    The same goes for ranged characters; it is possible to left click on an enemy to attack it, then very quickly move off the enemy and left click somewhere on the ground. If you do it fast enough and keep the second left click held in, you can effectively ride in circles around large mobs of enemies, firing arrows/bolts into them the whole time whilst avoiding their own arrows and staying out of melee range.

     

    When trying to do this, you need to attack something, then while the arrow is still in the air, move your cursor elsewhere. If you move the cursor after the first arrow hits the target it won't work ('though you can try again).

  8. heh, why llama, why did I just know that this thread would be the first to hook you

    I have a nack of finding this kind of thread. It's a psychic power or something. Like always noticing when my wife spills something when eating.

     

     

     

    awww, c'mon ...like noone EVER doesn't turn their underwear or socks inside out just to stetch the wear time to one more day....

    c'mon guys....

    right guys?

    er...right?

    :unsure:

     

    gogo

     

    So, tell me again why you're not married Gogo?

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