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Oversættelse til dansk
Forum index >> Danmark >> Oversættelse til dansk Goto page : 1, 2, 3, 4, 5, 6
 
jespernohr
Posts: 0
Posted on 2009-06-09 13:14:04
Interception:

http://www.ordbogen.com/opslag.php?word=interception&dict=auto#daen

Fumble kunne være fumle, men det er sgu lidt svært at oversætte når man er vant til at sige fumble i dansk sprog, som med interception eksemplet i ovenstående link.

Sack skal jeg lige tænke lidt mere over for den er sgu lidt svær
  
Kaboha
Posts: 0
Posted on 2009-06-10 0:46:20
Miloz wrote:


- Interceptions
- Fumbles
- Sacks

Nogen ideer til hvordan de skal oversættes?


Synes at denne type ord bør forblive engelske, selv i den danske oversættelse. De bliver jo heller ikke oversat af danske kommentatorer og når der samtidig ikke er oplagte oversættelser synes jeg ikke man skal ændre dem.
  
TFisch
Posts: 0
Posted on 2009-06-10 8:26:06
Miloz wrote:

Takker for hjælpen!

Kommer med lidt mere her. Ved ikke om de skal oversættes eller blive som de er.

- Interceptions
- Fumbles
- Sacks

Nogen ideer til hvordan de skal oversættes?


Google translator:

- Interception ----> Aflytning
- Fumbles ----> Fumbles
- Sack / Sacks ----> Sæk / sække

Ingen hjælp der, jeg synes også vi skal fastholde de engelske betegnelser.
Den der kender noget til amerikansk fodbold vil have det fint med de engelske betegnelser. Og nogen der prøver at lære/forstå amerikansk fodbold samtidig med at de lærer GI vil bare blive forvirrede af underlige danske oversættelser der alligevel ikke bruges i dansk litteratur eller medier.
  
Miloz
Posts: 3
Posted on 2009-06-10 13:02:01
De bliver som de er så..

Nogen af jer der ved hvad (att) står for? Det står ud for rushing osv. under hver spiller.
  
TFisch
Posts: 0
Posted on 2009-06-10 13:36:34
Miloz wrote:

De bliver som de er så..

Nogen af jer der ved hvad (att) står for? Det står ud for rushing osv. under hver spiller.


Attempts - forsøg
  
Miloz
Posts: 3
Posted on 2009-06-10 19:25:30
Perfekt!
  
Miloz
Posts: 3
Posted on 2009-07-14 9:25:06
Hej,

Er snart færdig med oversættelsen (har nok taget lidt for lang tid, men der har været meget andet at se til).. Sad så en dag og oversat reglerne, hvilket tager sin tid, vil gemme og da jeg trykker gem, vælger den at smide mig af og ikke gemme noget

Så nu kan jeg starte forfra med reglerne


Hvis nogen vil hjælpe, kan jeg godt ligge det ud her på vores forum, det er nemlig kune reglerne der mangler, før den danske oversættelse er færdig!

Mvh
Miloz
  
Miloz
Posts: 3
Posted on 2009-07-24 8:59:07
Hvis der er nogen der kan hjælpe med at oversætte reglerne, så skriv endelig her og så ligger jeg nogen regler ud.
  
Kjeldgaard
Posts: 1
Posted on 2009-07-24 11:54:43
Bare skriv dem du gerne vil have vi oversætter ind, så kan det altid være vi kigger på dem
  
Miloz
Posts: 3
Posted on 2009-07-24 13:20:02
Nummer 1:

<u>Ticket price for official matches</u><br />
<div style="padding-left: 10px;">* VIP tickets cost $ 120 each<br />
* Executive box cost $ 70 each<br />
* General ticket cost $ 30 each<br />
Tickets for friendly matches cost 50% less (so $ 60, $35 and $ 15)</div><br />
<u>Attendance</u><br />
Attendance is calculated by using the basic attendance (60.000) and manipulating that number by different factors that effect the willingness of spectators to come and see the game:<br />
<div style="padding-left: 10px;">
- League level<br />
<div style="padding-left: 10px;">
The basic attendance is lowered by 6.000 for each level below the first; 54.000 for second level, 48.000 for third, 42.000 for fourth, and so on until the basic attendance is 6.000. The basic attendance stays 6.000 after the tenth level.</div>
- Team Form
<div style="padding-left: 10px;">
Team form plays a big factor in the minds of the spectators. They are much more willing to come and root for their team if the team has a good league run and less willing to come when the team hits a bad streak.</div>
- Team Postion
<div style="padding-left: 10px;">
For every position above the last a team gets 1% more attendance. (For Example: a Team that is fifth will get 5% more attendance - calculated with the basic attendance, not the attendance modified by the team form or weather)</div>
- Weather
<div style="padding-left: 10px;">
Weather can make a big difference when it comes to attendance. If it's sunny then the crowds are more willing to go and see the match. If the weather is bad then the people tend to stay at home rather than go to the game.</div>
</div>


Nummer 2:

American football is a team sport and is also treated as such in the match engine. We tried to make the engine simple enough for the beginner to understand, but in a way that tactical decisions from a team's owner still matter and can influence the outcome of the game. So how are the things "behind the scene" working in GI?<br />1. At the beginning of the match, the coin toss decides which team will perform the kickoff (and thus defend on first drive).<br />2. Each play consists of 2 parts - team effort and the action itself. Based on what type of play Quarteback will dictate, the different areas on the football pitch are tested and compared. For example, if Quarteback decides on the passing game, the first calculations decide how well he is protected by his linemen against the opponent's linemen and linebackers. If the engine sees the quarteback protected, the passing play is initiated and the receiver and his covers come into play. If he is not protected though, and if the opponent's player is trying to get to him, the quarteback stats and the "blitzer" stats are used to calculate how this will proceed. The quarteback can either get sacked, forced to make incomplete pass, or he can still throw a usable pass or decides to try and evade the blitzer and to progress with the ball on his own. Similar with the running play, just that different players and set of stats are used (of course).<br />3. Unlike in some games, there are no fixed "chances", "drives" or anything like that as the game in GI flows just like a game in real life.<br />4. As this is a fantasy game and as it can happen for amateur team to face a hardened pro team (in regional cup for example), we implemented "relax factor" for the winning team. So, after one team is leading, their players are set to become more relaxed (the bigger the gap, the bigger the effect). We decided to simulate this in order to avoid trashings of 350-0 (for example).<br />
5. For now, kickoffs, field goals and punts are simulated in a very simple way. The main stat and player kicking rating determines the quality of the kick/punt and the effect is calculated based on this. We plan to add more realism to this aspect of the game in the future though.<br /><br />So even more simplier description of the game flow would be : Quarterback decides next play (based also on your tactical decisions) -> Area calculations of the relevant pitch regions -> action simulation using players involved -> outcome -> commentary -> next play ...<br />That is pretty much it. The basic rules of (American) football are followed but in a bit simpler way. Also, the player's positions are used just like in the real game (positions are explained in match tactics/formation FAQ), so in the passing play the receiver will be either one of your wide receivers or a tight end, for example.<br />Here you go, the basic principles of GI match engine. We don't want to go into real details though, as we think that trying to understand the engine and which stats are important for each position should be part of the challenge for the manager/owner of the team.<br /><br /><i>This section is still under construction and we might still add more info if we see that it is needed.</i>


Nummer 3:

Your formation for the match must be send (submitted) at least one (1) hour before the kickoff. If the formation is not send on time or if it is illegal, your team will play with the so called "bot formation".<br /><br />
<div style="padding-left: 10px;"><u>1.1. LEGAL OFFENSIVE FORMATION</u><br />
Offensive formation is seen as "legal" when:<br />
a) It has all 11 players assigned<br />
b) Has exactly 1 quarterback
c) Has at least 7 men on the line of scrimmage<br />
d) Has exactly 1 center and at least 2 players that are assigned a position of either guard or tackle<br />
e) Does not have more than 1 guard (for each side), tackle (for each side), tight end (for each side), halfback (for each available position) and fullback (for each available position). To explain: You can have 3 halfbacks if they are halfback (right), halback (center) and halfback (left). However, you cannot have 2 or 3 halfbacks (center)<br />
f) Does not have more than 2 wide receivers (for each side)<br />
g) Has at least 1 running back of any type and on any position</div><br />
<div style="padding-left: 10px;"><u>1.2. LEGAL DEFENSIVE FORMATION</u><br />
Defensive formation is seen as "legal" when:<br />
a) It has all 11 players assigned<br />
b) Has at least 2 men on the line of scrimmage<br />
c) Does not have more than 1 nose tackle, tackle (for each side), end (for each side), outside linebacker (for each side), strong safety (for each available position) and free safety (for each available position).<br />
d) Does not have more than 4 middle linebackers<br />
e) Does not have more than 2 cornerbacks (for each side)<br /></div><br />
<div style="padding-left: 10px;"><u>1.3. BOT FORMATION</u><br />
Bot formation is a formation assigned by computer (Basic I for offensive and 4-3 for defensive formation), that has totaly random players chosen for different positions. In addition, players are considered to be "confused" when playing in bot formation, so they only play at 75% of their ability (overall and individual skills).</div>


Nummer 4:

Players can be transfer listed at anytime you (the manager) wish, as long as you have enough money for the appropriate transfer market fee. The player is transfer listed for a period of 48 hours plus additional time if the player is being bid on less than two (2) minutes before the deadline (the deadline is extended for two (2) minutes each time this happens). If the player was bid on in the alloted time frame he is transfered to the highest bidder after the transfer update that is run every day at 1 AM (server time). If player is sold, the GITD (tax department) charges the seller (not the buyer) with the appropriate amount of tax (see details below). However, if the player received no offers, then he will stay at your (the sellers) team. You may transfer list a player that was already on the transfer market again. This can be done as many times as you wish, as long as you abide by the rules provided.<br /><br />
<div style="padding-left: 10px;"><u>2.1. TRANSFER MARKET FEE</u><br />
You are obligated to pay $ 2,500 to the GI Transfer Market officials in order to put your player on transfer list. This is done automatically as you (the manager) agree to transfer list the player.</div><br />
<div style="padding-left: 10px;"><u>2.2. GRID IRON TAX DEPARTMENT (GITD)</u><br />
GITD is the sole taxation authority in the Grid-Iron world. The department's goal is to keep the players in their respective teams for at least one whole season before they are transfered out. As a result of this, if the player is at his team for:<br /><div style="padding-left: 10px;">
- less than 1 week the tax is 23% of the amount the player was sold for<br />
- 1 week, the tax is 22% of the amount the player was sold for<br />
- 2 weeks, the tax is 21% of the amount the player was sold for<br />
- 3 weeks, the tax is 20% of the amount the player was sold for<br />
- 4 weeks, the tax is 19% of the amount the player was sold for<br />
- 5 weeks, the tax is 18% of the amount the player was sold for<br />
- 6 weeks, the tax is 17% of the amount the player was sold for<br />
- 7 weeks, the tax is 16% of the amount the player was sold for<br />
- 8 weeks, the tax is 15% of the amount the player was sold for<br />
- 9 weeks, the tax is 14% of the amount the player was sold for<br />
- 10 weeks, the tax is 13% of the amount the player was sold for<br />
- 11 weeks, the tax is 12% of the amount the player was sold for<br />
- 12 weeks, the tax is 11% of the amount the player was sold for<br />
- 13 weeks, the tax is 10% of the amount the player was sold for<br />
- 14 weeks, the tax is 9% of the amount the player was sold for<br />
- 15 weeks, the tax is 8% of the amount the player was sold for<br />
- 16 weeks, the tax is 7% of the amount the player was sold for<br />
- 17 weeks, the tax is 6% of the amount the player was sold for<br />
- 18 weeks, the tax is 5% of the amount the player was sold for<br />
- 19 weeks, the tax is 4% of the amount the player was sold for<br />
- 20 weeks or more, the tax is 3% of the amount the player was sold for<br /></div></div><br />


Her er så lidt at arbejde med, jeg er selv godt i gang

Skriv gerne hvis i tager en og hvilken en i oversætter. Husk at det der står i mellem < > skal ikke oversættes og hvis i kører noget igennem google oversætter, så vær opmærksom på at < > kan flytte sig!
  
 
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