Updated the British English translation.

This commit is contained in:
Steven Panek 2011-02-22 23:44:44 +00:00
parent 4d6252d302
commit 374ede6065
12 changed files with 243 additions and 248 deletions

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@ -3,8 +3,8 @@ msgstr ""
"Project-Id-Version: wescamp-i 18n\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-22 14:52-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"PO-Revision-Date: 2011-02-21 06:09+0100\n"
"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
"Language-Team: none\n"
"Language: \n"
"MIME-Version: 1.0\n"
@ -520,7 +520,7 @@ msgstr ""
"As they fared further north the green forest thinned around them, slowly "
"fading into a barren and fallow country. The signs were obvious and "
"unmistakable — tree stumps, an occasional half-rotten tree felled long ago, "
"and dead wood around them in scarce grass. This had been forest once, like "
"and deadwood around them in scarce grass. This had been forest once, like "
"the woods they called home. It had been murdered."
#. [part]
@ -620,7 +620,7 @@ msgid ""
"Aim true, men, with wit and courage the day will be ours. And spare no-one, "
"there can be no orc south of the hills, else well never have peace again."
msgstr ""
"Aim true, men, with wit and courage the day will be ours. And spare no-one, "
"Aim true, men, with wit and courage the day will be ours. And spare no one, "
"there can be no orc south of the hills, else well never have peace again."
#. [message]: id=Gnargha
@ -660,7 +660,7 @@ msgstr ""
msgid ""
"Its done, lord. No-one escaped. No-one tried to escape. Im... disturbed."
msgstr ""
"Its done, lord. No-one escaped. No-one tried to escape. Im... disturbed."
"Its done, lord. No one escaped. No one tried to escape. Im... disturbed."
#. [message]: id=Erlornas
#: data/campaigns/An_Orcish_Incursion/scenarios/03_Wasteland.cfg:237

View file

@ -3,8 +3,8 @@ msgstr ""
"Project-Id-Version: wescamp-i 18n\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-01-15 11:52+0100\n"
"PO-Revision-Date: 2011-01-22 14:49-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"PO-Revision-Date: 2011-02-22 04:37+0100\n"
"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
"Language-Team: none\n"
"Language: \n"
"MIME-Version: 1.0\n"
@ -800,6 +800,7 @@ msgstr "Excellent. Im eager to move on to the real foes."
msgid "A Haunting in Winter"
msgstr "A Haunting in Winter"
# harvest: fulfilling Espreon's fears.
#. [part]
#: data/campaigns/Descent_Into_Darkness/scenarios/03_A_Haunting_in_Winter.cfg:18
msgid ""
@ -808,10 +809,10 @@ msgid ""
"find them. Malins power grows considerably under the constant tutelage of "
"the necromancer."
msgstr ""
"Malin and Darken Volk spend the summer and fall traveling up and down the "
"lower Northlands. They attack small goblin villages and orc camps when they "
"find them. Malins power grows considerably under the constant tutelage of "
"the necromancer."
"Malin and Darken Volk spend the summer and harvest travelling up and down "
"the lower Northlands. They attack small goblin villages and orc camps when "
"they find them. Malins power grows considerably under the constant tutelage "
"of the necromancer."
#. [side]: type=Dwarvish Steelclad, id=Dap Horner
#. [side]: type=Bandit, id=Gorak Cole
@ -893,6 +894,7 @@ msgstr ""
msgid "Or not. Why do they hate us so much?"
msgstr "Or not. Why do they hate us so much?"
# distrust<mistrust
#. [message]: speaker=Darken Volk
#: data/campaigns/Descent_Into_Darkness/scenarios/03_A_Haunting_in_Winter.cfg:216
msgid ""
@ -904,7 +906,7 @@ msgid ""
msgstr ""
"People fear that which they dont understand, and death, after all, is the "
"greatest mystery. Those who dare to investigate that mystery are bound to "
"invoke fear and distrust. Worry not, your people will again warm to you once "
"invoke fear and mistrust. Worry not, your people will again warm to you once "
"you deal with the orc threat at its source. For now, the cave-dwellers give "
"us no choice."
@ -1070,11 +1072,12 @@ msgid ""
"minions. Word spreads among the orcish towns, which begin to post guards and "
"leave torches burning all night. These measures do little to help them."
msgstr ""
"All through the summer and fall, the necromancer and his apprentice travel "
"through orc-held lands. At night, they cause skeletons and ghosts to emerge "
"from the forests to terrorize and kill entire camps of orcs and their goblin "
"minions. Word spreads among the orcish towns, which begin to post guards and "
"leave torches burning all night. These measures do little to help them."
"All through the summer and harvest, the necromancer and his apprentice "
"travel through orc-held lands. At night, they cause skeletons and ghosts to "
"emerge from the forests to terrorize and kill entire camps of orcs and their "
"goblin minions. Word spreads among the orcish towns, which begin to post "
"guards and leave torches burning all night. These measures do little to help "
"them."
#. [part]
#: data/campaigns/Descent_Into_Darkness/scenarios/05_Orc_War.cfg:28
@ -1199,11 +1202,11 @@ msgid ""
"justice."
msgstr ""
"... Almost. The growth of your power has been truly impressive to watch. "
"There is, however, a small favor I will ask of you. That will constitute the "
"last part of your training. Now there are merely some... tasks... to which I "
"must attend. They need not concern you. I will meet up with you to the west "
"in a few weeks. In the meantime, do not let the last chieftain escape "
"justice."
"There is, however, a small favour I will ask of you. That will constitute "
"the last part of your training. Now there are merely some... tasks... to "
"which I must attend. They need not concern you. I will meet up with you to "
"the west in a few weeks. In the meantime, do not let the last chieftain "
"escape justice."
#. [scenario]: id=06_Return_to_Parthyn, id=Dela Keshar
#: data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg:6
@ -2266,8 +2269,8 @@ msgid ""
"Rumors circulate of a lich that preys on scouting patrols. A hero, gathering "
"his loyal troops to him, decides to put an end to the evil."
msgstr ""
"Rumors circulate of a lich that preys on scouting patrols. A hero, gathering "
"his loyal troops to him, decides to put an end to the evil."
"Rumours circulate of a lich that preys on scouting patrols. A hero, "
"gathering his loyal troops to him, decides to put an end to the evil."
#. [objective]: condition=win
#: data/campaigns/Descent_Into_Darkness/scenarios/12_Endless_Night.cfg:72

View file

@ -5,8 +5,8 @@ msgstr ""
"Project-Id-Version: wescamp-i 18n\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-22 15:54-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"PO-Revision-Date: 2011-02-22 06:10+0100\n"
"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
"Language-Team: none\n"
"Language: \n"
"MIME-Version: 1.0\n"
@ -384,7 +384,7 @@ msgid ""
"their villages, and spare no-one!"
msgstr ""
"Thats where you are wrong, puny mage. War is coming, humans... War! Take "
"their villages, and spare no-one!"
"their villages, and spare no one!"
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/02_This_Valley_Belongs_to_Me.cfg:93
@ -662,11 +662,11 @@ msgstr ""
"Methor told me that I could find Leollyn in his tower in the Royal Forest "
"outside the city. It should be near here..."
# war-band<warband
#. [message]: speaker=Hagha-Tan
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:148
msgid "Ah, another human is approaching... yes... more meat for my war-band..."
msgstr ""
"Ah, another human is approaching... yes... more meat for my war-band..."
msgstr "Ah, another human is approaching... yes... more meat for my warband..."
#. [message]: speaker=Leollyn
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:152
@ -1051,7 +1051,7 @@ msgstr "Where did he go?"
#. [message]: speaker=Harold
#: data/campaigns/Delfadors_Memoirs/scenarios/06_Swamps_of_Illuven.cfg:175
msgid "Haw haw haw! Suckers!"
msgstr "Haw haw haw! Suckers!"
msgstr "Haw haw haw! Mugs!"
#. [message]: speaker=Lionel
#: data/campaigns/Delfadors_Memoirs/scenarios/06_Swamps_of_Illuven.cfg:179
@ -1444,7 +1444,7 @@ msgstr ""
"Delfadors head. Had that occurred, the orcs might have overrun the whole of "
"Wesnoth and ruled it for ages. But what he chose, thinking it rare sport to "
"abuse one of the hated human mages, was to strike Delfador with his "
"gauntleted fist."
"gauntletted fist."
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/09_Houses_of_the_Undead.cfg:278
@ -2536,10 +2536,10 @@ msgid ""
msgstr ""
"But there is something else those orcs said that deeply worries me in a "
"different way. I have wondered why the orcs have been attacking in concert "
"all along the frontier; they do not coordinate well. If that orc was telling "
"the truth and a paramount chief strong enough to marshal their entire host "
"has arisen among them, the King may be walking into a lethal trap at the "
"Ford of Abez."
"all along the frontier; they do not co-ordinate well. If that orc was "
"telling the truth and a paramount chief strong enough to marshal their "
"entire host has arisen among them, the King may be walking into a lethal "
"trap at the Ford of Abez."
#. [message]: speaker=Chantal
#: data/campaigns/Delfadors_Memoirs/scenarios/12_Terror_at_the_Ford_of_Parthyn.cfg:1185
@ -3446,6 +3446,7 @@ msgstr ""
"We owe the elves nothing, sire. They refused to send their archers when we "
"needed them!"
# Death to capitalisation!
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/16_Dark_Sky_Over_Weldyn.cfg:36
msgid ""
@ -3454,7 +3455,7 @@ msgid ""
"reports of an undead threat. He was able to fight them off at Parthyn Ford, "
"but more are coming."
msgstr ""
"Peace, Lionel. The elves fought well and have earned Our respect. But this "
"Peace, Lionel. The elves fought well and have earned our respect. But this "
"council is here to address an alarming matter. Young master Delfador here "
"reports of an undead threat. He was able to fight them off at Parthyn Ford, "
"but more are coming."
@ -4053,6 +4054,7 @@ msgstr ""
msgid "Showdown in the Northern Swamp"
msgstr "Showdown in the Northern Swamp"
# maybe
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/19_Showdown_in_the_Northern_Swamp.cfg:18
msgid ""
@ -4066,7 +4068,7 @@ msgstr ""
"Swamp of Dread to recover his strength and attempt another conjuration. "
"Delfadors troop, hurrying west by secret Dwarvish ways and stealthily "
"crossing the Listra by night, found the necromancer there, on the brink of "
"raising another army amidst the fetid reek."
"raising another army amidst the foetid reek."
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/19_Showdown_in_the_Northern_Swamp.cfg:22
@ -4350,7 +4352,7 @@ msgstr ""
"Following the alliances victory and the peace treaty came a period of calm "
"that lasted a generation. The new King had learned to trust Delfador at the "
"battle of Abez Ford, and it was no surprise that Delfador became Garard IIs "
"most valued advisor."
"most valued adviser."
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/20_Prince_of_Wesnoth.cfg:26
@ -4802,7 +4804,7 @@ msgid ""
"courts of Wesnoth."
msgstr ""
"After restoring the rightful heir to the throne of Wesnoth, Delfador lived "
"the rest of his life as an advisor to the new rulers. He devoted much of his "
"the rest of his life as an adviser to the new rulers. He devoted much of his "
"attention to restoring the Great Academy in Alduin to its former glory. But "
"his efforts there were to bear little fruit in his lifetime; for through "
"many years of war and strife, very few mages were left, and none of them "
@ -4823,14 +4825,12 @@ msgstr "Journeyman Mage"
#. [unit_type]: id=Journeyman Mage
#: data/campaigns/Delfadors_Memoirs/units/Journeyman_Mage.cfg:13
#, fuzzy
msgid ""
"A mage who has just finished his apprenticeship is known as a journeyman. "
"Journeyman mages travel far in search of employment and experience."
msgstr ""
"A mage who has just finished his or her apprenticeship is known as a "
"journeyman. Journeyman mages travel far in search of employment and "
"experience."
"A mage who has just finished his apprenticeship is known as a journeyman. "
"Journeyman mages travel far in search of employment and experience."
#. [unit_type]: id=King of Wesnoth
#: data/campaigns/Delfadors_Memoirs/units/King_of_Wesnoth.cfg:7

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@ -5,8 +5,8 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2010-11-25 18:13+0100\n"
"PO-Revision-Date: 2011-01-19 16:57-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"PO-Revision-Date: 2011-02-20 21:52+0100\n"
"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
"Language-Team: en_GB\n"
"Language: \n"
"MIME-Version: 1.0\n"
@ -361,7 +361,7 @@ msgstr "Could not save the map: $msg"
#: src/editor/mouse_action.cpp:426
msgid "(Player)^None"
msgstr "None"
msgstr "(Player)^None"
#: src/editor/mouse_action.cpp:433
msgid "Choose player"

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@ -8,8 +8,8 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-22 15:54-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"PO-Revision-Date: 2011-02-21 05:02+0100\n"
"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
"Language-Team: English (British) <en@li.org>\n"
"Language: en_GB\n"
"MIME-Version: 1.0\n"
@ -91,6 +91,7 @@ msgstr "heals +4"
msgid "female^heals +4"
msgstr "heals +4"
# our?
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:22
#: data/core/macros/abilities.cfg:16
@ -164,33 +165,30 @@ msgstr "Caste"
#. [topic]: id=caste
#: data/core/encyclopedia/drakes.cfg:8
#, fuzzy
msgid ""
"One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
"Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' text='Drake "
"Fighter'</ref>."
msgstr ""
"Depending on special treatments to the drake <ref>dst='egg' text='egg'</ref> "
"a tribe can control the form the later <ref>dst='hatchling' "
"text='hatchling'</ref> takes on. The outcome can either be a "
"<ref>dst='unit_Drake Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake "
"Fighter' text='Drake Fighter'</ref>."
"One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
"Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' text='Drake "
"Fighter'</ref>."
#. [topic]: id=aerie
#: data/core/encyclopedia/drakes.cfg:13
msgid "Aerie"
msgstr "Aerie"
msgstr "Eyrie"
#. [topic]: id=aerie
#: data/core/encyclopedia/drakes.cfg:14
#, fuzzy
msgid ""
"A very large castle-like structure that is home to a <ref>dst='flight' "
"text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding "
"pens'</ref>."
msgstr ""
"A drake home building, fortified. It contains the <ref>dst='breeding_pen' "
"text='breeding pens'</ref>."
"A very large castle-like structure that is home to a <ref>dst='flight' "
"text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding "
"pens'</ref>."
#. [topic]: id=breeding_pen
#: data/core/encyclopedia/drakes.cfg:19
@ -199,14 +197,14 @@ msgstr "Breeding Pen"
#. [topic]: id=breeding_pen
#: data/core/encyclopedia/drakes.cfg:20
#, fuzzy
msgid ""
"The portion of an <ref>dst='aerie' text='aerie'</ref> where the nonsentient "
"<ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' "
"text='Dominant'</ref>' s eye."
msgstr ""
"Where the nonsentient <ref>dst='breeder' text='Breeders'</ref> live under "
"the <ref>dst='dominant' text='Dominant'</ref>' s eye."
"The portion of an <ref>dst='aerie' text='aerie'</ref> where the non-sentient "
"<ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' "
"text='Dominant'</ref>'s eye."
#. [topic]: id=breeding_cycle
#: data/core/encyclopedia/drakes.cfg:25
@ -215,12 +213,11 @@ msgstr "Breeding Cycle"
#. [topic]: id=breeding_cycle
#: data/core/encyclopedia/drakes.cfg:26
#, fuzzy
msgid ""
"The time that passes between one <ref>dst=egg text='egg'</ref> laying to the "
"next."
msgstr ""
"The time that passes between one <ref>dst=egg text='Egg'</ref> laying to the "
"The time that passes between one <ref>dst=egg text='egg'</ref> laying to the "
"next."
#. [topic]: id=world-ocean
@ -231,13 +228,12 @@ msgstr " "
#. [topic]: id=world-ocean
#: data/core/encyclopedia/drakes.cfg:32
#, fuzzy
msgid ""
"The Great Ocean is the name of the open seas that surround the archipelago "
"of <ref>dst='morogor' text='Morogor'</ref>. The drakes believe it to end at "
"the <ref>dst='abyss' text='Abyss'</ref>, a vast and deadly waterfall."
msgstr ""
"The Great Ocean is the name of the open seas that sourround the archipelago "
"The Great Ocean is the name of the open seas that surround the archipelago "
"of <ref>dst='morogor' text='Morogor'</ref>. The drakes believe it to end at "
"the <ref>dst='abyss' text='Abyss'</ref>, a vast and deadly waterfall."
@ -259,11 +255,12 @@ msgstr "Abyss"
#. [topic]: id=abyss
#: data/core/encyclopedia/drakes.cfg:45
#, fuzzy
msgid ""
"In the cosmology of the Drakes, a vast and deadly waterfall where the ocean "
"falls off the world-disc."
msgstr "A vast and deadly waterfall where the ocean falls of the world disc."
msgstr ""
"In the cosmology of the Drakes, a vast and deadly waterfall where the ocean "
"falls off the world-disc."
#. [topic]: id=spiral_path
#: data/core/encyclopedia/drakes.cfg:50
@ -272,13 +269,12 @@ msgstr "Spiral Path"
#. [topic]: id=spiral_path
#: data/core/encyclopedia/drakes.cfg:51
#, fuzzy
msgid ""
"A quasi-secret organization among the drakes devoted to avoiding a "
"Malthusian final war. See also <ref>dst='straight_path' text='Straight "
"Path'</ref>"
msgstr ""
"A quasi-secret organization among the drakes devoted to somehow avoiding a "
"A quasi-secret organization among the drakes devoted to avoiding a "
"Malthusian final war. See also <ref>dst='straight_path' text='Straight "
"Path'</ref>"
@ -289,16 +285,14 @@ msgstr "Straight Path"
#. [topic]: id=straight_path
#: data/core/encyclopedia/drakes.cfg:57
#, fuzzy
msgid ""
"'The drakish tradition of perpetual expansion and conquest. This term is "
"mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</"
"ref>."
msgstr ""
"'Those who follow the straight path' or short 'The Straight Path' as a "
"single word for drakish traditions of perpetual expansion and conquest. This "
"term is mostly used by the members of the <ref>dst='spiral_path' "
"text='Spiral Path'</ref>."
"'The drakish tradition of perpetual expansion and conquest. This term is "
"mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</"
"ref>."
#. [topic]: id=dominant
#: data/core/encyclopedia/drakes.cfg:62
@ -307,14 +301,13 @@ msgstr "Dominant"
#. [topic]: id=dominant
#: data/core/encyclopedia/drakes.cfg:63
#, fuzzy
msgid ""
"The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
"leader, the only drake in the tribe that is allowed to reproduce with the "
"<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
"privileges on others."
msgstr ""
"The <ref>dst='aspirant' text='Aspirant'</ref> that established as the drake "
"The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
"leader, the only drake in the tribe that is allowed to reproduce with the "
"<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
"privileges on others."
@ -340,16 +333,16 @@ msgstr ""
msgid "Recorder"
msgstr "Recorder"
# whose-who
#. [topic]: id=recorder
#: data/core/encyclopedia/drakes.cfg:75
#, fuzzy
msgid ""
"A Redorder is a Drakish scrollkeeper whose has mastered the drakish "
"<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
"<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they "
"recruit their members from all of the other castes."
msgstr ""
"Drakish scrollkeeper whose have mastered the drakish "
"A Recorder is a Drakish scrollkeeper who has mastered the drakish "
"<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
"<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they "
"recruit their members from all of the other castes."
@ -362,9 +355,9 @@ msgstr "Laying"
#. [topic]: id=laying
#. [topic]: id=hatching
#: data/core/encyclopedia/drakes.cfg:81 data/core/encyclopedia/drakes.cfg:87
#, fuzzy
msgid "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
msgstr "a period in the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
msgstr ""
"A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
#. [topic]: id=hatching
#: data/core/encyclopedia/drakes.cfg:86
@ -378,15 +371,14 @@ msgstr "Hatchling"
#. [topic]: id=hatchling
#: data/core/encyclopedia/drakes.cfg:93
#, fuzzy
msgid ""
"A young drake that has not yet seen another generation hatch. The younger of "
"the current generation of hatchlings are the most aggressive is the behavior "
"of the <ref>dst='flight' text='flight'</ref>."
msgstr ""
"A young drake that hasn't seen another generation hatch. The younger of the "
"current generation of hatchlings are the most aggressive is the behaviour of "
"the <ref>dst='flight' text='flight'</ref>."
"A young drake that has not yet seen another generation hatch. The younger of "
"the current generation of hatchlings are the most aggressive is the "
"behaviour of the <ref>dst='flight' text='flight'</ref>."
#. [topic]: id=fledgling
#: data/core/encyclopedia/drakes.cfg:98
@ -431,14 +423,14 @@ msgstr "Egg, Drake"
#. [topic]: id=egg
#: data/core/encyclopedia/drakes.cfg:111
#, fuzzy
msgid ""
"The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
"text='Hatchling'</ref> will belongs to is determined by the time it is laid "
"and to some extent the ambient temperature."
msgstr ""
"The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
"text='Hatchling'</ref> will belongs to is determined by the time it is laid."
"text='Hatchling'</ref> will belongs to is determined by the time it is laid "
"and to some extent the ambient temperature."
#. [topic]: id=flight
#: data/core/encyclopedia/drakes.cfg:116
@ -452,7 +444,7 @@ msgid ""
"controlling a hunting range. Each tribe has one <ref>dst='dominant' "
"text='Dominant'</ref>, who confers mating privileges."
msgstr ""
"Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
"Tribe of Drakes, lives in an <ref>dst='aerie' text='Eyrie'</ref>, "
"controlling a hunting range. Each tribe has one <ref>dst='dominant' "
"text='Dominant'</ref>, who confers mating privileges."
@ -493,7 +485,6 @@ msgstr "Intendant"
#. [topic]: id=intendant
#: data/core/encyclopedia/drakes.cfg:135
#, fuzzy
msgid ""
"One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
"<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each "
@ -505,7 +496,7 @@ msgstr ""
"One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
"<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each "
"<ref>dst=caste text='caste'</ref> other than his own. Additional "
"'Intendants' are sometimes designated for special duties. Intendants are "
"'Intendants' are sometimes designated for special duties. Intendants are "
"likeliest to be granted mating privileges, especially after a notable "
"service."
@ -521,7 +512,7 @@ msgid ""
"<ref>dst='aerie' text='aerie'</ref> to found a new one."
msgstr ""
"The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
"<ref>dst='aerie' text='aerie'</ref> to found a new one."
"<ref>dst='aerie' text='eyrie'</ref> to found a new one."
#. [topic]: id=swarming
#: data/core/encyclopedia/drakes.cfg:146
@ -536,7 +527,7 @@ msgid ""
"text='breeding cycle</ref>. See <ref>dst='swarm' text='Swarm'</ref>"
msgstr ""
" The <ref>dst='flight' text='flight'</ref> for a new drake <ref>dst='aerie' "
"text='aerie'</ref> that recurs every <ref>dst='breeding_cycle' "
"text='eyrie'</ref> that recurs every <ref>dst='breeding_cycle' "
"text='breeding cycle</ref>. See <ref>dst='swarm' text='Swarm'</ref>"
#. [topic]: id=runners
@ -588,6 +579,8 @@ msgid ""
"South Seas pidgin for human meat, used to translate a Drakish word with the "
"same meaning."
msgstr ""
"South Seas pidgin for human meat, used to translate a Drakish word with the "
"same meaning."
#. [topic]: id=ceramic
#: data/core/encyclopedia/drakes.cfg:176
@ -645,28 +638,29 @@ msgstr "Arkan-thoria"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
#, fuzzy
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr "<ref>dst='heart_mountains' text='Heart Mountains'</ref>"
msgstr ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:31
msgid "Great Ocean"
msgstr "Great Ocean"
# the the-the
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the the Great Ocean "
"is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. In the middle of the great ocean is a "
"huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:37
@ -707,11 +701,12 @@ msgstr "Old Continent"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
#, fuzzy
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='Great Ocean' text='Great Ocean'</ref>."
msgstr "Lies in the west of <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='Great Ocean' text='Great Ocean'</ref>."
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:57
@ -720,14 +715,13 @@ msgstr "Great Continent"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
#, fuzzy
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. It's west coast is surrunded by the "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
#. [topic]: id=irdya
@ -735,6 +729,7 @@ msgstr ""
msgid "Irdya"
msgstr "Irdya"
# comma
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
msgid ""
@ -744,7 +739,7 @@ msgid ""
"'the world' or, poetically, 'the wide green world'."
msgstr ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is 'Irdya'. This term is , however, only "
"text='Wesnoth'</ref> is situated is 'Irdya'. This term is, however, only "
"rarely used in the era depicted by the main map. People normally just say "
"'the world' or, poetically, 'the wide green world'."
@ -753,6 +748,7 @@ msgstr ""
msgid "Kingdom of Wesnoth"
msgstr "Kingdom of Wesnoth"
# gray vs grey
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:95
msgid ""
@ -858,7 +854,7 @@ msgstr ""
"control is tenuous at best and banditry is common.\n"
" ◦ Glyn's Forest: Sometimes known as the Royal Forest, named for "
"one of Haldric II's sons\n"
" ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
" ◦ Grey Woods: Large forest in the heart of the wilds of Wesnoth, "
"located between Carcyn and Aldril and generally considered to be haunted\n"
" ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, "
"south of Aldril. It receives drainage from the Brown Hills and feeds into "
@ -869,6 +865,7 @@ msgstr ""
msgid "Elensefar"
msgstr "Elensefar"
# is vs can be
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:107
msgid ""
@ -893,7 +890,7 @@ msgstr ""
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"More information can be found in the historical narrative of Wesnoth.\n"
"\n"
" • Notable cities:\n"
" ◦ Elensefar: The capital, located on an island in the "
@ -909,6 +906,8 @@ msgstr ""
msgid "Northlands"
msgstr "Northlands"
# rumyr
# , capitol?
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:130
msgid ""
@ -960,7 +959,7 @@ msgstr ""
"\n"
" • Notable cities:\n"
" ◦ Glamdrol: An Orcish tribal capital\n"
" ◦ Romyr: Another Orcish tribal capital\n"
" ◦ Rumyr: Another Orcish tribal capital\n"
" ◦ Wesmere: The location of the Ka'lian - the Elvish Council\n"
" ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
"Knalga in the southern Heart Mountains. A major trade centre.\n"
@ -1488,6 +1487,7 @@ msgstr " yellow if it has moved, but could still move further or attack, or"
msgid ""
" red if it can no longer move or attack, or the user ended the unit's turn."
msgstr ""
" red if it can no longer move or attack, or the user ended the unit's turn. "
#. [topic]: id=orbs
#: data/core/help.cfg:195
@ -1688,7 +1688,7 @@ msgstr ""
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomised event or a manual update via <bold>text='Update Shroud Now'</"
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
@ -2197,7 +2197,6 @@ msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:329
#, fuzzy
msgid ""
"\n"
"\n"
@ -2211,9 +2210,11 @@ msgstr ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
"costs are subtracted from this income, as detailed below."
"village you control, you gain one additional gold each turn. (In general "
"this is configurable but in campaigns it is almost always one gold per "
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
"each turn. Your upkeep costs are subtracted from this income, as detailed "
"below."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:331
@ -2253,7 +2254,6 @@ msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:335
#, fuzzy
msgid ""
"\n"
"\n"
@ -2265,6 +2265,7 @@ msgid ""
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
@ -2345,7 +2346,7 @@ msgstr ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
"text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
"text='dexterous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
@ -2591,7 +2592,6 @@ msgstr ""
#. [topic]: id=traits_mechanical
#: data/core/help.cfg:437
#, fuzzy
msgid ""
"\n"
"\n"
@ -2608,7 +2608,7 @@ msgstr ""
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:442
msgid "Dextrous"
msgstr "Dextrous"
msgstr "Dexterous"
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:443
@ -2616,8 +2616,8 @@ msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
"<italic>text='Dexterous'</italic> units do 1 more damage for every "
"successful strike in ranged combat."
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:445
@ -2631,7 +2631,7 @@ msgid ""
msgstr ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"Dexterous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
@ -2775,16 +2775,15 @@ msgstr "Road"
#. [topic]: id=terrain_road
#: data/core/help.cfg:509
#, fuzzy
msgid ""
"<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
"travelers passing over them. As far as gameplay is concerned, roads behave "
"as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
"\n"
msgstr ""
"Roads are beaten paths of dirt, formed by many travellers passing over them. "
"As far as gameplay is concerned, roads behave as <ref>dst='terrain_flat' "
"text='flat'</ref> terrain.\n"
"<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
"travellers passing over them. As far as gameplay is concerned, roads behave "
"as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
"\n"
#. [topic]: id=terrain_forest
@ -2918,7 +2917,6 @@ msgstr "Shallow Water"
#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:574
#, fuzzy
msgid ""
"<italic>text='Shallow water'</italic> represents any body of water deep "
"enough to come up to roughly a mans waist. This is enough to slow down "
@ -2931,12 +2929,13 @@ msgid ""
"Most units make do with 20 to 30% defense in shallow water, whereas both "
"naga and mermen enjoy 60%."
msgstr ""
"Shallow water represents any body of water deep enough to come up to roughly "
"a mans waist. This is enough to slow down nearly anyone and leave them wide "
"open to attack. Dwarves, given that the water reaches up almost to their "
"heads, have an extremely hard time of this. The exception is any race whose "
"bodies naturally lend themselves to swimming, for which they receive a "
"considerable defensive bonus and full movement.\n"
"<italic>text='Shallow water'</italics> represents any body of water deep "
"enough to come up to roughly a mans waist. This is enough to slow down "
"nearly anyone and leave them wide open to attack. Dwarves, given that the "
"water reaches up almost to their heads, have an extremely hard time of this. "
"The exception is any race whose bodies naturally lend themselves to "
"swimming, for which they receive a considerable defensive bonus and full "
"movement.\n"
"\n"
"Most units make do with 20 to 30% defence in shallow water, whereas both "
"naga and mermen enjoy 60%."
@ -2948,7 +2947,6 @@ msgstr "Deep Water"
#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:586
#, fuzzy
msgid ""
"<italic>text='Deep water'</italic> represents any body of water deep enough "
"to cover a mans head. Most units cannot enter deep water: it is the domain "
@ -2956,9 +2954,9 @@ msgid ""
"\n"
"Mermen and naga both receive 50% defense in deep water, with full movement."
msgstr ""
"Deep water represents any body of water deep enough to cover a mans head. "
"Most units cannot enter deep water: it is the domain of units which can "
"either fly, or are exceptionally strong swimmers.\n"
"<italic>text='Deep water'</italic> represents any body of water deep enough "
"to cover a mans head. Most units cannot enter deep water: it is the domain "
"of units which can either fly, or are exceptionally strong swimmers.\n"
"\n"
"Mermen and naga both receive 50% defence in deep water, with full movement."
@ -3019,7 +3017,6 @@ msgstr "Sand"
#. [topic]: id=terrain_sand
#: data/core/help.cfg:626
#, fuzzy
msgid ""
"The instability of <italic>text='sand'</italic> makes it harder for most "
"units to cross, and leaves them wide open to attack. In contrast, the wide "
@ -3028,9 +3025,10 @@ msgid ""
"\n"
"Most units receive 20 to 40% defense in sand."
msgstr ""
"The instability of sand makes it harder for most units to cross, and leaves "
"them wide open to attack. In contrast, the wide feet or snakelike bodies of "
"the reptilian races make sand much easier for them to navigate.\n"
"The instability of <italic>text='sand'</italic> makes it harder for most "
"units to cross, and leaves them wide open to attack. In contrast, the wide "
"feet or snakelike bodies of the reptilian races make sand much easier for "
"them to navigate.\n"
"\n"
"Most units receive 20 to 40% defence in sand."
@ -3083,9 +3081,9 @@ msgstr ""
msgid "Rockbound Cave"
msgstr "Rockbound Cave"
# grammorz
#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:660
#, fuzzy
msgid ""
"<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
"water and wind, carrying erosive particles that carve the rock. It resembles "
@ -3099,13 +3097,14 @@ msgid ""
"Most units have about 50% defense in rocky caves, whereas cavalry are "
"limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
msgstr ""
"Rockbound cave terrain is formed by the action of water and wind, carrying "
"erosive particles that carve the rock. It resembles a scraggy underground "
"cavern which reduces efficiency of most units, but shoulders defence. "
"Dwarves and trolls, who are main settlers of caves, have a relatively easy "
"time navigating this terrain. Dwarves, who by dint of their small size have "
"the full advantage of navigation in such topography. Occasionally caves are "
"<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
"<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
"water and wind, carrying erosive particles that carve the rock. It resembles "
"a scraggy underground cavern which reduces the efficiency of most units, but "
"shoulders defence. Dwarves and trolls, who are the main settlers of caves, "
"have a relatively easy time navigating this terrain. Dwarves, who by dint of "
"their small size have the full advantage of navigation in such topography. "
"Occasionally caves are <ref>dst='terrain_illuminated_cave' "
"text='illuminated'</ref>\n"
"\n"
"Most units have about 50% defence in rocky caves, whereas cavalry are "
"limited to 40%. Dwarves enjoy 60% defence in rockbound caves."
@ -3137,7 +3136,6 @@ msgstr "Mushroom Grove"
#. [topic]: id=terrain_fungus
#: data/core/help.cfg:682
#, fuzzy
msgid ""
"<italic>text='Mushroom groves'</italic> are vast underground forests of "
"giant mushrooms, which thrive in the damp darkness. Most units have trouble "
@ -3149,12 +3147,12 @@ msgid ""
"Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
"receive only 20%."
msgstr ""
"Mushroom groves are vast underground forests of giant mushrooms, which "
"thrive in the damp darkness. Most units have trouble negotiating the spongy "
"floor of smaller fungi, but they have plenty of cover behind the larger "
"stalks. Mounted units, however, become completely mired and lack proper "
"freedom of movement in combat. Undead units have a natural affinity for "
"decay and function quite well in mushroom forests.\n"
"<italic>text='Mushroom groves'</italic> are vast underground forests of "
"giant mushrooms, which thrive in the damp darkness. Most units have trouble "
"negotiating the spongy floor of smaller fungi, but they have plenty of cover "
"behind the larger stalks. Mounted units, however, become completely mired "
"and lack proper freedom of movement in combat. Undead units have a natural "
"affinity for decay and function quite well in mushroom forests.\n"
"\n"
"Most units receive 50% to 60% defence in mushroom groves, whereas cavalry "
"receive only 20%."
@ -3196,7 +3194,6 @@ msgstr "Submerged Village"
#. [topic]: id=terrain_water_village
#: data/core/help.cfg:710
#, fuzzy
msgid ""
"<italic>text='Submerged villages'</italic> are the homes of merfolk and "
"nagas. While water-dwelling creatures are at home here, land-dwellers have a "
@ -3208,12 +3205,12 @@ msgid ""
"Merfolk and nagas have 60% defense in submerged villages, whereas land based "
"units usually have a low defense."
msgstr ""
"Submerged villages are the homes of merfolk and nagas. While water-dwelling "
"creatures are at home here, land-dwellers have a hard time navigating and "
"defending these villages. However, like any village, the facilites are "
"available to all creatures which allow units to tend to their wounds. Any "
"unit stationed in a village can heal eight hitpoints each turn, or be cured "
"of poison.\n"
"<italic>text='Submerged villages'</italic> are the homes of merfolk and "
"nagas. While water-dwelling creatures are at home here, land-dwellers have a "
"hard time navigating and defending these villages. However, like any "
"village, the facilites are available to all creatures which allow units to "
"tend to their wounds. Any unit stationed in a village can heal eight "
"hitpoints each turn, or be cured of poison.\n"
"\n"
"Merfolk and nagas have 60% defence in submerged villages, whereas land based "
"units usually have a low defence."
@ -3243,7 +3240,6 @@ msgstr "Lava"
#. [topic]: id=terrain_lava
#: data/core/help.cfg:730
#, fuzzy
msgid ""
"The dangers inherent in trying to walk on <italic>text='lava'</italic> are "
"fairly obvious. As far as movement is concerned, lava is equivalent to "
@ -3253,13 +3249,13 @@ msgid ""
"immediately above it. This provides an attack bonus for lawful units and "
"removes the attack bonus from chaotic units."
msgstr ""
"The dangers inherent in trying to walk on lava are fairly obvious. As far as "
"movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' "
"text='unwalkable'</ref> terrain, and can only be crossed by those units "
"capable of flying a considerable distance above it. The molten magma also "
"produces a substantial glow, illuminating the area immediately above it. "
"This provides an attack bonus for lawful units and removes the attack bonus "
"from chaotic units."
"The dangers inherent in trying to walk on <italic>text='lava'</italic> are "
"fairly obvious. As far as movement is concerned, lava is equivalent to "
"<ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only "
"be crossed by those units capable of flying a considerable distance above "
"it. The molten magma also produces a substantial glow, illuminating the area "
"immediately above it. This provides an attack bonus for lawful units and "
"removes the attack bonus from chaotic units."
#. [topic]: id=terrain_ford
#: data/core/help.cfg:737
@ -3288,9 +3284,9 @@ msgstr ""
msgid "Coastal Reef"
msgstr "Coastal Reef"
# Merfolk and nagas
#. [topic]: id=terrain_reef
#: data/core/help.cfg:752
#, fuzzy
msgid ""
"<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
"and sand. This provides most land units with a more steady footing and "
@ -3299,12 +3295,12 @@ msgid ""
"\n"
"Mermen and Naga both receive 70% defense on coastal reefs."
msgstr ""
"Coastal reefs are shallows formed by stone, coral and sand. This provides "
"most land units with a more steady footing and defensive positions than "
"wading in shallow water normally would and also grants most water-dwelling "
"races an exceptionally high defence.\n"
"<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
"and sand. This provides most land units with a more steady footing and "
"defensive positions than wading in shallow water normally would and also "
"grants most water-dwelling races an exceptionally high defence.\n"
"\n"
"Mermen and Naga both receive 70% defence on coastal reefs."
"Merfolk and nagas both receive 70% defence on coastal reefs."
#. [topic]: id=terrain_bridge
#: data/core/help.cfg:759
@ -3313,7 +3309,6 @@ msgstr "Bridge"
#. [topic]: id=terrain_bridge
#: data/core/help.cfg:765
#, fuzzy
msgid ""
"To those capable of building one, the ability to lay a "
"<italic>text='bridge'</italic> offers a liberation from the fickle nature of "
@ -3327,15 +3322,15 @@ msgid ""
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
"To those capable of building one, the ability to lay a bridge offers a "
"liberation from the fickle nature of waterways, whose fords come and go with "
"the rise and fall of the waterline. This is to say nothing of the luxury of "
"dry feet, the loss of which is no laughing matter in the cold months of the "
"year.\n"
"To those capable of building one, the ability to lay a "
"<italic>text='bridge'</italic> offers a liberation from the fickle nature of "
"waterways, whose fords come and go with the rise and fall of the waterline. "
"This is to say nothing of the luxury of dry feet, the loss of which is no "
"laughing matter in the cold months of the year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds — for "
"gameplay purposes, it is treated either as grassland or shallow water, "
"whichever offers the best movement and defensive bonuses for the unit "
"gameplay purposes, it is treated either as grassland or the underlying "
"water, whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
@ -3500,6 +3495,7 @@ msgstr ""
"they wont be kicked then.)\n"
"\n"
# 2 full stops
#. [topic]: id=mp_commands
#: data/core/help.cfg:836
msgid ""
@ -3810,8 +3806,8 @@ msgstr ""
"This unit can lead friendly units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent friendly units of lower level will do more damage in battle. When a "
"unit adjacent to, of a lower level than, and on the same side as a unit with "
"Adjacent own units of lower level will do more damage in battle. When a unit "
"adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
@ -4035,9 +4031,9 @@ msgid ""
"incapacitated (turned to stone or otherwise paralyzed)."
msgstr ""
"Backstab:\n"
"This attack deals double damage if there is an enemy of the target on the "
"opposite side of the target, and that unit is not incapacitated (e.g. turned "
"to stone)."
"When used offensively, This attack deals double damage if there is an enemy "
"of the target on the opposite side of the target, and that unit is not "
"incapacitated (e.g. turned to stone)."
#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
@ -4067,8 +4063,8 @@ msgid ""
"doesnt work on Undead or units in villages."
msgstr ""
"Plague:\n"
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"identical to and on the same side as the unit with the Plague attack. This "
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
#. [slow]: id=slow
@ -4187,9 +4183,9 @@ msgid ""
"a unit."
msgstr ""
"Poison:\n"
"This attack poisons the target. Poisoned units lose 8 HP every turn until "
"they are cured or are reduced to 1 HP. Poison can not, of itself, kill a "
"unit."
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison can not, of itself, kill "
"a unit."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
@ -4273,8 +4269,8 @@ msgid ""
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
" The leadership of this unit enables friendly units next to it to deal more "
"damage in combat, though this only applies to units of lower level."
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
#: data/core/macros/special-notes.cfg:32
msgid ""
@ -4456,8 +4452,8 @@ msgstr "undead"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:39
#: data/core/macros/traits.cfg:54
msgid "Immune to drain, poison, and plague"
msgstr "Immune to drain, poison, and plague"
msgid "Immune to drain, poison and plague"
msgstr "Immune to drain, poison and plague"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:37
@ -4492,7 +4488,7 @@ msgstr "strong"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:84
msgid "dextrous"
msgstr "dextrous"
msgstr "dexterous"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:85
@ -4659,6 +4655,10 @@ msgstr "Drake"
msgid "race^Drakes"
msgstr "Drakes"
# into
# its?
# of moss < mosses
# nor
#. [race]: id=drake
#: data/core/units.cfg:68
msgid ""
@ -4728,7 +4728,7 @@ msgid ""
"some of the mountains of the far north of the Great Continent."
msgstr ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"dragons. On average, an adult drake stands around three metres tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
@ -4743,7 +4743,7 @@ msgstr ""
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fuelling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"remains into ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channelling magic in a controlled manner. "
"While the magic imbued within a drakes body enables it to spit fire and "
@ -4767,12 +4767,12 @@ msgstr ""
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain of moss "
"hatchlings and lower caste drakes are known to feed also on certain mosses "
"and fungi they cultivate deep in their caverns. The only technology drakes "
"value is armour- and weapon-smithing, and neither know or need other science "
"and culture besides this. However the few implements they do fashion are "
"almost unrivalled in quality, only matched by those produced in the finest "
"Dwarvish foundries.\n"
"value is armour- and weapon-smithing, and neither know nor need other "
"science and culture besides this. However the few implements they do fashion "
"are almost unrivalled in quality, only matched by those produced in the "
"finest Dwarvish foundries.\n"
"\n"
"Drakes are hatched from eggs and usually live naturally between 20 to 30 "
"years. Death in battle is the most preferred way for a drake to leave this "
@ -4807,6 +4807,7 @@ msgstr "Dwarf"
msgid "race^Dwarves"
msgstr "Dwarves"
# Great Continent?
#. [race]: id=dwarf
#: data/core/units.cfg:97
msgid ""
@ -5076,6 +5077,7 @@ msgstr "Human"
msgid "race^Humans"
msgstr "Humans"
# of
#. [race]: id=human
#: data/core/units.cfg:174
msgid ""
@ -5135,11 +5137,11 @@ msgstr ""
"Continent live under the rule of the Crown of Wesnoth. The humans first "
"appeared on the Great Continent from a land far across the ocean to the "
"West, the Green Isle, and soon established their capital at the inland city "
"of Weldyn. Over the following centuries they have built up a number cities "
"across the continent. The soldiers from the Crown of Wesnoth protect the "
"country, forming the most organized military force in the known world. Its "
"warriors come from the main provinces, where all men are conscripted at an "
"early age.\n"
"of Weldyn. Over the following centuries they have built up a number of "
"cities across the continent. The soldiers from the Crown of Wesnoth protect "
"the country, forming the most organized military force in the known world. "
"Its warriors come from the main provinces, where all men are conscripted at "
"an early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
@ -5224,7 +5226,7 @@ msgstr ""
"Something like a fusion between humans and fish, the merfolk are an "
"enigmatic race with both piscine and humanoid attributes. They have strong "
"tails that lend themselves to quick movement in any watery environment while "
"their dextrous hands and intelligent minds allow fine craftsmanship and "
"their dexterous hands and intelligent minds allow fine craftsmanship and "
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
"without difficulty. Despite being able to survive on land, they are much "
"quicker and more agile in the water and will rarely be found far from the "
@ -5343,8 +5345,8 @@ msgstr ""
"more ruthless commanders who don't mind the ogres' brutality. Little is "
"known about their biology or society, if they can truly be said to have one, "
"but they are said to attack alongside wolves and other beasts. Whether this "
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
"known."
"is a sign of co-operation, domestication, or simply mutual opportunism is "
"not known."
#. [race]: id=orc
#: data/core/units.cfg:245
@ -5473,7 +5475,7 @@ msgstr ""
"already almost as newborns are put in their place by their stronger "
"siblings. The stronger ones will routinely grab most of the food and thus "
"grow stronger still, while their weaker siblings do not. Many of these "
"individuals tend to specialise in other skills, like archery or "
"individuals tend to specialize in other skills, like archery or "
"assassination."
#. [race]: id=troll
@ -5579,6 +5581,8 @@ msgstr "Undead"
msgid "race+plural^Undead"
msgstr "Undead"
# nor<or
# it's<its
#. [race]: id=undead
#: data/core/units.cfg:294
msgid ""
@ -5611,12 +5615,12 @@ msgstr ""
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
"be reanimated and rise again in undeath. Undead are for the most part "
"unnatural but mindless constructs, obeying whoever created them without "
"question nor thought. A greater mystery of necromancy is in how constructs "
"question or thought. A greater mystery of necromancy is in how constructs "
"are sustained without continuous effort from the necromancer. An undead "
"creature does not require the constant attention of the necromancer to "
"command and sustain, but can work autonomously according to the commands of "
"its master. Only rarely, perhaps once every few months, does the "
"necromancer need to maintain his creation.\n"
"its master. Only rarely, perhaps once every few months, does the necromancer "
"need to maintain his creation.\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically "
"apt races like elves and mermen tell of very few of their kind who have ever "

View file

@ -7,7 +7,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-21 12:31-0500\n"
"PO-Revision-Date: 2011-02-20 23:42-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"Language-Team: English (British) <en@li.org>\n"
"Language: en_GB\n"
@ -2116,7 +2116,7 @@ msgstr "Race"
#. [button]: id=profile
#: data/gui/default/window/wml_message.cfg:802
msgid "Profile"
msgstr ""
msgstr "Profile"
#: src/filechooser.cpp:76
msgid "File: "
@ -2610,9 +2610,8 @@ msgstr "Rectangle doesn't fit on canvas."
#: src/gui/auxiliary/canvas.cpp:832 src/gui/auxiliary/canvas.cpp:837
#: src/gui/auxiliary/canvas.cpp:842 src/gui/auxiliary/canvas.cpp:848
#, fuzzy
msgid "Circle doesn't fit on canvas."
msgstr "Line doesn't fit on canvas."
msgstr "Circle doesn't fit on canvas."
#: src/gui/auxiliary/canvas.cpp:1030 src/gui/auxiliary/canvas.cpp:1037
#: src/gui/auxiliary/canvas.cpp:1047 src/gui/auxiliary/canvas.cpp:1054
@ -2800,9 +2799,8 @@ msgid "Recruit"
msgstr "Recruit"
#: src/gui/dialogs/wml_message.cpp:339
#, fuzzy
msgid "Select unit:"
msgstr "Select None"
msgstr "Select unit:"
#: src/gui/widgets/helper.cpp:137
msgid "Mandatory widget '$id' hasn't been defined."

View file

@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.3.7+svn\n"
"POT-Creation-Date: 2011-02-12 13:09+0100\n"
"PO-Revision-Date: 2011-01-22 15:56-0500\n"
"PO-Revision-Date: 2011-02-20 23:43-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"Language-Team: none\n"
"Language: \n"
@ -3665,6 +3665,8 @@ msgid ""
"If you control the unit, but it can no longer move or attack, or the user "
"ended the unit&#8217;s turn"
msgstr ""
"If you control the unit, but it can no longer move or attack, or the user "
"ended the unit&#8217;s turn"
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#. type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
@ -4917,11 +4919,3 @@ msgid ""
msgstr ""
"Advanced units have higher upkeep than lower level units (1 gp per level), "
"loyal units are an exception."
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#~ msgid ""
#~ "If you control the unit, but it has ended its turn (might still be able "
#~ "to move or attack)"
#~ msgstr ""
#~ "If you control the unit, but it has ended its turn (might still be able "
#~ "to move or attack)"

View file

@ -6,7 +6,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-26 15:17-0500\n"
"PO-Revision-Date: 2011-02-20 23:57-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"Language-Team: English (British)\n"
"Language: \n"
@ -486,9 +486,8 @@ msgstr "Alanin"
#. [message]: speaker=Alanin
#: data/campaigns/Sceptre_of_Fire/scenarios/1_A_Bargain_is_Struck.cfg:318
#, fuzzy
msgid "Thats right. Ill be coming over along with the silver."
msgstr "Thats right. Ill be coming over along with the silver."
msgstr "Thats right. Ill be coming over along with the silver."
#. [message]: speaker=Glildur
#: data/campaigns/Sceptre_of_Fire/scenarios/1_A_Bargain_is_Struck.cfg:322

View file

@ -8,8 +8,8 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-01-15 11:52+0100\n"
"PO-Revision-Date: 2011-01-21 23:36-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"PO-Revision-Date: 2011-02-21 05:33+0100\n"
"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
"Language-Team: English (British) <en@li.org>\n"
"Language: en_GB\n"
"MIME-Version: 1.0\n"
@ -150,7 +150,7 @@ msgstr ""
"and leadership. He found weapons half-forgotten from the times of their "
"sires and grandsires hanging in many houses, and bade the villagers to take "
"them down and clean and oil them. He set the smiths of Maghre to making "
"spearheads and ax-blades for the rest."
"spearheads and axe-blades for the rest."
#. [part]
#: data/campaigns/Two_Brothers/scenarios/01_Rooting_Out_a_Mage.cfg:67
@ -338,7 +338,7 @@ msgid ""
"trained fighters; but we need your men, and you to lead them."
msgstr ""
"A dark mage has come upon us; his creatures call him Mordak. They have been "
"terrorising outlying farms, and we fear they may soon attack the village "
"terrorizing outlying farms, and we fear they may soon attack the village "
"itself! The villagers of Maghre have taken up weapons but they are not "
"trained fighters; but we need your men, and you to lead them."
@ -608,7 +608,7 @@ msgid ""
"trees."
msgstr ""
"I am glad at least that we will not have to face ghosts. But those elves "
"will have us at a disadvantage; our horses will not maneuver well in the "
"will have us at a disadvantage; our horses will not manoeuver well in the "
"trees."
#. [message]: speaker=Arne

View file

@ -5,7 +5,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.3.12+svn\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-21 23:31-0500\n"
"PO-Revision-Date: 2011-02-20 23:57-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"Language-Team: none\n"
"Language: \n"

View file

@ -8,7 +8,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-22 17:25-0500\n"
"PO-Revision-Date: 2011-02-20 23:56-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"Language-Team: English (British) <en@li.org>\n"
"Language: en_GB\n"
@ -1312,7 +1312,6 @@ msgstr "Scorpions! We must have stumbled across a nest of them."
#. [message]: speaker=Kaleh
#: data/campaigns/Under_the_Burning_Suns/scenarios/02_Across_the_Harsh_Sands.cfg:526
#, fuzzy
msgid ""
"The scorpions were devouring some poor persons body. There doesnt seem to "
"be much of him left, but wait— Whats this? It looks like a tiny gold ring. "
@ -1322,10 +1321,10 @@ msgid ""
"items, and we can certainly use it now."
msgstr ""
"The scorpions were devouring some poor persons body. There doesnt seem to "
"be much of him or her left, but wait— Whats this? It looks like a tiny gold "
"ring. I think I see elvish runes on the inside, but I can barely make them "
"out. This seems to be a ring of travel! Those who wear it will not suffer "
"from thirst or hunger, nor cold, nor heat. Ive heard tales of such magical "
"be much of him left, but wait— Whats this? It looks like a tiny gold ring. "
"I think I see elvish runes on the inside, but I can barely make them out. "
"This seems to be a ring of travel! Those who wear it will not suffer from "
"thirst or hunger, nor cold, nor heat. Ive heard tales of such magical "
"items, and we can certainly use it now."
#. [message]: speaker=narrator
@ -1888,7 +1887,6 @@ msgstr ""
#. [message]: speaker=Elyssa
#: data/campaigns/Under_the_Burning_Suns/scenarios/02_Across_the_Harsh_Sands.cfg:1864
#, fuzzy
msgid ""
"Before the Great Fall, there were huge cities, with great schools of magery, "
"libraries of books, vast repositories of knowledge. Most of it was destroyed "
@ -1899,7 +1897,7 @@ msgstr ""
"Before the Great Fall, there were huge cities, with great schools of magery, "
"libraries of books, vast repositories of knowledge. Most of it was destroyed "
"in the ensuing chaos and years of decay, but Im searching for the little "
"fragments that are left. For example, have you ever heard of the Scepter of "
"fragments that are left. For example, have you ever heard of the Sceptre of "
"Fire?"
#. [message]: speaker=Kaleh

View file

@ -8,7 +8,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-02-12 13:10+0100\n"
"PO-Revision-Date: 2011-01-23 17:04-0500\n"
"PO-Revision-Date: 2011-02-20 23:41-0500\n"
"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
"Language-Team: English (British) <en@li.org>\n"
"Language: en_GB\n"
@ -457,13 +457,12 @@ msgstr "Ask $ally_leader.name (leader of side $ally_leader.side) to move here"
#. [note]
#: data/core/macros/ai_controller.cfg:5
#, fuzzy
msgid ""
"In this scenario, you may issue instructions to an allied side by right-"
"clicking on a unit that belongs to it."
msgstr ""
"In this scenario, you may issue instructions to an allied side by right-"
"clicking on them."
"clicking on a unit that belongs to it."
#. [overview_message_has_instructions]: speaker=narrator
#. [overview_message_no_instructions]: speaker=narrator