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Translate(this,"EnableAIRepairs.Title","Are you sure?"),
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Translate(this,"EnableAIRepairs.Description","This enables the \"AI Repairs\" flag on all buildings of the house, which makes the AI repair them."+Environment.NewLine+Environment.NewLine+
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Translate(this,"EnableAIRepairs.Description","This enables the \"AI Repairs\" flag on all buildings of the house, which makes the AI repair them."+Environment.NewLine+
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"Additionally, this will cause the \"AI Repairs\" flag to be automatically enabled for all buildings you place for this house."+Environment.NewLine+Environment.NewLine+
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"No un-do is available. Do you wish to continue?"),
@@ -332,12 +334,14 @@ private void BtnMakeHouseNotRepairBuildings_LeftClick(object sender, EventArgs e
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vardialog=EditorMessageBox.Show(WindowManager,
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Translate(this,"DisableAIRepairs.Title","Are you sure?"),
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Translate(this,"DisableAIRepairs.Description","This disables the \"AI Repairs\" flag on all buildings of the house, which makes the AI NOT repair them."+Environment.NewLine+Environment.NewLine+
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Translate(this,"DisableAIRepairs.Description","This disables the \"AI Repairs\" flag on all buildings of the house, which makes the AI NOT repair them."+Environment.NewLine+
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"Additionally, this will cause the \"AI Repairs\" flag to be automatically disabled for all buildings you place for this house."+Environment.NewLine+Environment.NewLine+
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"No un-do is available. Do you wish to continue?"),
objectCountStats+=Translate(this,"HouseStats.AIRepairable"," AI repairable: ")+map.Structures.Count(s =>s.Owner==editedHouse&&s.AIRepairable)+Environment.NewLine;
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objectCountStats+=Translate(this,"HouseStats.NotAIRepairable"," not AI repairable: ")+map.Structures.Count(s =>s.Owner==editedHouse&&!s.AIRepairable);
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objectCountStats+=Translate(this,"HouseStats.DefaultRepairable"," AI Repairable by default: ")+
objectCountStats+=Translate(this,"HouseStats.AIRepairable"," AI Repairable: ")+map.Structures.Count(s =>s.Owner==editedHouse&&s.AIRepairable)+Environment.NewLine;
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objectCountStats+=Translate(this,"HouseStats.NotAIRepairable"," not AI Repairable: ")+map.Structures.Count(s =>s.Owner==editedHouse&&!s.AIRepairable)+Environment.NewLine;
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