Llama8
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Posts posted by Llama8
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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.
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I stand by the comment
Upwind I hope.
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ORP doesn't like the new names either.
And I can't remember the link to ORP's main site.
Edit: Ok, I've updated the language files & it works now.
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Yeah, as cyclops said, it's the energy requirement of Grav1 that's the issue (oh, and you'll have to have a Research Lab 12 at that planet), not the research time.
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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...
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Good luck Bef!
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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).
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I like IRN (even if it is expensive), 'cause (I think) it gives me an effective Research Lab level of 42 (12+10+10+10)!
I think.
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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.
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free drinks?
No, they'll be charged to your account & if you can't/don't pay by the end of the month, we'll remove sufficient organs to cover the shortfall.
Have a nice day, please come again.
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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.
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Yes, mines are good.
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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.
And yay for self-propelled petrol lawnmowers! :wink_smile[1]:
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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).
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Yes, congratulations everyone. :hug[1]:
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[Mr Burns]
Excellent!
[/Mr burns]
This is probably a stupid question, but, waht do you mean "how does one go about starting to play it?"?
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inactives are very useful bhj expecially at the beginning.
And middle game...
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lol, we don't have a lot here....
Perhaps we'd get more if you put some trousers on Gogo?
and unbelievably funny guys?Modest too...
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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?
gogo
So, tell me again why you're not married Gogo?
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wow
so to play Sacred 2...this means I'm gonna have to spend another coupla hundred bucks on another card?
gogo
Have to? No. May wish to? Probably. I'll be waiting till the price drops (quite) a bit.
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Or put some trousers on? At the very least some pants.
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NP Gogo.
Needless to say, the cats know that Something Bad is happening.
Sacred 2 Stuff.
in Sacred 2 General Discussion
Posted
Hmmmmmmmmmmmmmmmm...
No.