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@ -8,8 +8,8 @@ msgstr ""
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"Project-Id-Version: en_GB\n"
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"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2011-02-12 13:10+0100\n"
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"PO-Revision-Date: 2011-01-22 15:54-0500\n"
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"Last-Translator: Steven Panek (Espreon) <Majora700@gmail.com>\n"
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"PO-Revision-Date: 2011-02-21 05:02+0100\n"
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"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
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"Language-Team: English (British) <en@li.org>\n"
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"Language: en_GB\n"
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"MIME-Version: 1.0\n"
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@ -91,6 +91,7 @@ msgstr "heals +4"
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msgid "female^heals +4"
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msgstr "heals +4"
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# our?
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:22
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#: data/core/macros/abilities.cfg:16
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@ -164,33 +165,30 @@ msgstr "Caste"
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#. [topic]: id=caste
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#: data/core/encyclopedia/drakes.cfg:8
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#, fuzzy
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msgid ""
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"One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
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"Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' text='Drake "
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"Fighter'</ref>."
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msgstr ""
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"Depending on special treatments to the drake <ref>dst='egg' text='egg'</ref> "
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"a tribe can control the form the later <ref>dst='hatchling' "
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"text='hatchling'</ref> takes on. The outcome can either be a "
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"<ref>dst='unit_Drake Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake "
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"Fighter' text='Drake Fighter'</ref>."
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"One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
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"Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' text='Drake "
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"Fighter'</ref>."
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#. [topic]: id=aerie
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#: data/core/encyclopedia/drakes.cfg:13
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msgid "Aerie"
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msgstr "Aerie"
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msgstr "Eyrie"
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#. [topic]: id=aerie
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#: data/core/encyclopedia/drakes.cfg:14
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#, fuzzy
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msgid ""
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"A very large castle-like structure that is home to a <ref>dst='flight' "
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"text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding "
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"pens'</ref>."
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msgstr ""
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"A drake home building, fortified. It contains the <ref>dst='breeding_pen' "
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"text='breeding pens'</ref>."
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"A very large castle-like structure that is home to a <ref>dst='flight' "
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"text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding "
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"pens'</ref>."
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#. [topic]: id=breeding_pen
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#: data/core/encyclopedia/drakes.cfg:19
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@ -199,14 +197,14 @@ msgstr "Breeding Pen"
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#. [topic]: id=breeding_pen
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#: data/core/encyclopedia/drakes.cfg:20
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#, fuzzy
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msgid ""
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"The portion of an <ref>dst='aerie' text='aerie'</ref> where the nonsentient "
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"<ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' "
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"text='Dominant'</ref>' s eye."
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msgstr ""
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"Where the nonsentient <ref>dst='breeder' text='Breeders'</ref> live under "
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"the <ref>dst='dominant' text='Dominant'</ref>' s eye."
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"The portion of an <ref>dst='aerie' text='aerie'</ref> where the non-sentient "
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"<ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' "
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"text='Dominant'</ref>'s eye."
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#. [topic]: id=breeding_cycle
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#: data/core/encyclopedia/drakes.cfg:25
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@ -215,12 +213,11 @@ msgstr "Breeding Cycle"
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#. [topic]: id=breeding_cycle
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#: data/core/encyclopedia/drakes.cfg:26
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#, fuzzy
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msgid ""
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"The time that passes between one <ref>dst=egg text='egg'</ref> laying to the "
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"next."
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msgstr ""
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"The time that passes between one <ref>dst=egg text='Egg'</ref> laying to the "
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"The time that passes between one <ref>dst=egg text='egg'</ref> laying to the "
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"next."
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#. [topic]: id=world-ocean
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@ -231,13 +228,12 @@ msgstr " "
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#. [topic]: id=world-ocean
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#: data/core/encyclopedia/drakes.cfg:32
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#, fuzzy
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msgid ""
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"The Great Ocean is the name of the open seas that surround the archipelago "
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"of <ref>dst='morogor' text='Morogor'</ref>. The drakes believe it to end at "
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"the <ref>dst='abyss' text='Abyss'</ref>, a vast and deadly waterfall."
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msgstr ""
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"The Great Ocean is the name of the open seas that sourround the archipelago "
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"The Great Ocean is the name of the open seas that surround the archipelago "
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"of <ref>dst='morogor' text='Morogor'</ref>. The drakes believe it to end at "
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"the <ref>dst='abyss' text='Abyss'</ref>, a vast and deadly waterfall."
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@ -259,11 +255,12 @@ msgstr "Abyss"
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#. [topic]: id=abyss
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#: data/core/encyclopedia/drakes.cfg:45
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#, fuzzy
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msgid ""
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"In the cosmology of the Drakes, a vast and deadly waterfall where the ocean "
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"falls off the world-disc."
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msgstr "A vast and deadly waterfall where the ocean falls of the world disc."
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msgstr ""
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"In the cosmology of the Drakes, a vast and deadly waterfall where the ocean "
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"falls off the world-disc."
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#. [topic]: id=spiral_path
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#: data/core/encyclopedia/drakes.cfg:50
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@ -272,13 +269,12 @@ msgstr "Spiral Path"
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#. [topic]: id=spiral_path
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#: data/core/encyclopedia/drakes.cfg:51
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#, fuzzy
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msgid ""
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"A quasi-secret organization among the drakes devoted to avoiding a "
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"Malthusian final war. See also <ref>dst='straight_path' text='Straight "
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"Path'</ref>"
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msgstr ""
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"A quasi-secret organization among the drakes devoted to somehow avoiding a "
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"A quasi-secret organization among the drakes devoted to avoiding a "
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"Malthusian final war. See also <ref>dst='straight_path' text='Straight "
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"Path'</ref>"
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@ -289,16 +285,14 @@ msgstr "Straight Path"
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#. [topic]: id=straight_path
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#: data/core/encyclopedia/drakes.cfg:57
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#, fuzzy
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msgid ""
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"'The drakish tradition of perpetual expansion and conquest. This term is "
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"mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</"
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"ref>."
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msgstr ""
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"'Those who follow the straight path' or short 'The Straight Path' as a "
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"single word for drakish traditions of perpetual expansion and conquest. This "
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"term is mostly used by the members of the <ref>dst='spiral_path' "
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"text='Spiral Path'</ref>."
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"'The drakish tradition of perpetual expansion and conquest. This term is "
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"mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</"
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"ref>."
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#. [topic]: id=dominant
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#: data/core/encyclopedia/drakes.cfg:62
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@ -307,14 +301,13 @@ msgstr "Dominant"
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#. [topic]: id=dominant
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#: data/core/encyclopedia/drakes.cfg:63
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#, fuzzy
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msgid ""
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"The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
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"leader, the only drake in the tribe that is allowed to reproduce with the "
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"<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
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"privileges on others."
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msgstr ""
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"The <ref>dst='aspirant' text='Aspirant'</ref> that established as the drake "
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"The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
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"leader, the only drake in the tribe that is allowed to reproduce with the "
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"<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
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"privileges on others."
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@ -340,16 +333,16 @@ msgstr ""
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msgid "Recorder"
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msgstr "Recorder"
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# whose-who
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#. [topic]: id=recorder
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#: data/core/encyclopedia/drakes.cfg:75
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#, fuzzy
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msgid ""
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"A Redorder is a Drakish scrollkeeper whose has mastered the drakish "
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"<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
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"<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they "
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"recruit their members from all of the other castes."
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msgstr ""
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"Drakish scrollkeeper whose have mastered the drakish "
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"A Recorder is a Drakish scrollkeeper who has mastered the drakish "
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"<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
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"<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they "
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"recruit their members from all of the other castes."
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@ -362,9 +355,9 @@ msgstr "Laying"
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#. [topic]: id=laying
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#. [topic]: id=hatching
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#: data/core/encyclopedia/drakes.cfg:81 data/core/encyclopedia/drakes.cfg:87
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#, fuzzy
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msgid "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
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msgstr "a period in the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
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msgstr ""
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"A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
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#. [topic]: id=hatching
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#: data/core/encyclopedia/drakes.cfg:86
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@ -378,15 +371,14 @@ msgstr "Hatchling"
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#. [topic]: id=hatchling
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#: data/core/encyclopedia/drakes.cfg:93
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#, fuzzy
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msgid ""
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"A young drake that has not yet seen another generation hatch. The younger of "
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"the current generation of hatchlings are the most aggressive is the behavior "
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"of the <ref>dst='flight' text='flight'</ref>."
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msgstr ""
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"A young drake that hasn't seen another generation hatch. The younger of the "
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"current generation of hatchlings are the most aggressive is the behaviour of "
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"the <ref>dst='flight' text='flight'</ref>."
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"A young drake that has not yet seen another generation hatch. The younger of "
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"the current generation of hatchlings are the most aggressive is the "
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"behaviour of the <ref>dst='flight' text='flight'</ref>."
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#. [topic]: id=fledgling
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#: data/core/encyclopedia/drakes.cfg:98
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@ -431,14 +423,14 @@ msgstr "Egg, Drake"
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#. [topic]: id=egg
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#: data/core/encyclopedia/drakes.cfg:111
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#, fuzzy
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msgid ""
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"The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
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"text='Hatchling'</ref> will belongs to is determined by the time it is laid "
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"and to some extent the ambient temperature."
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msgstr ""
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"The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
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"text='Hatchling'</ref> will belongs to is determined by the time it is laid."
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"text='Hatchling'</ref> will belongs to is determined by the time it is laid "
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"and to some extent the ambient temperature."
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#. [topic]: id=flight
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#: data/core/encyclopedia/drakes.cfg:116
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@ -452,7 +444,7 @@ msgid ""
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"controlling a hunting range. Each tribe has one <ref>dst='dominant' "
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"text='Dominant'</ref>, who confers mating privileges."
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msgstr ""
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"Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
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"Tribe of Drakes, lives in an <ref>dst='aerie' text='Eyrie'</ref>, "
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"controlling a hunting range. Each tribe has one <ref>dst='dominant' "
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"text='Dominant'</ref>, who confers mating privileges."
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@ -493,7 +485,6 @@ msgstr "Intendant"
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#. [topic]: id=intendant
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#: data/core/encyclopedia/drakes.cfg:135
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#, fuzzy
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msgid ""
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"One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
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"<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each "
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@ -505,7 +496,7 @@ msgstr ""
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"One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
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"<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each "
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"<ref>dst=caste text='caste'</ref> other than his own. Additional "
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"'Intendants' are sometimes designated for special duties. Intendants are "
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"'Intendants' are sometimes designated for special duties. Intendants are "
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"likeliest to be granted mating privileges, especially after a notable "
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"service."
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@ -521,7 +512,7 @@ msgid ""
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"<ref>dst='aerie' text='aerie'</ref> to found a new one."
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msgstr ""
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"The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
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"<ref>dst='aerie' text='aerie'</ref> to found a new one."
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"<ref>dst='aerie' text='eyrie'</ref> to found a new one."
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#. [topic]: id=swarming
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#: data/core/encyclopedia/drakes.cfg:146
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@ -536,7 +527,7 @@ msgid ""
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"text='breeding cycle</ref>. See <ref>dst='swarm' text='Swarm'</ref>"
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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 man’s 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 man’s 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 man’s 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 man’s 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 man’s 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 man’s 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"
|
|
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|
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|
|
|
|
#. [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 won’t 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 ""
|
|
|
|
|
"doesn’t 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 "
|
|
|
|
|
"doesn’t 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 "
|
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|
|
"they are cured or are reduced to 1 HP. Poison can not, of itself, kill a "
|
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|
"unit."
|
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|
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
|
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|
|
"until they are cured or are reduced to 1 HP. Poison can not, of itself, kill "
|
|
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|
"a unit."
|
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#. [advancement]: id=amla_default
|
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#: data/core/macros/amla.cfg:10
|
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@ -4273,8 +4269,8 @@ msgid ""
|
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|
" 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."
|
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|
msgstr ""
|
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|
" The leadership of this unit enables friendly units next to it to deal more "
|
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|
|
"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."
|
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|
#: data/core/macros/special-notes.cfg:32
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msgid ""
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|
@ -4456,8 +4452,8 @@ msgstr "undead"
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#. [trait]: id=elemental
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#: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:39
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#: data/core/macros/traits.cfg:54
|
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|
msgid "Immune to drain, poison, and plague"
|
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|
msgstr "Immune to drain, poison, and plague"
|
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|
msgid "Immune to drain, poison and plague"
|
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|
msgstr "Immune to drain, poison and plague"
|
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|
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#. [trait]: id=mechanical
|
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#: data/core/macros/traits.cfg:37
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@ -4492,7 +4488,7 @@ msgstr "strong"
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#. [trait]: id=dextrous
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#: data/core/macros/traits.cfg:84
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msgid "dextrous"
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msgstr "dextrous"
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|
msgstr "dexterous"
|
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|
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#. [trait]: id=dextrous
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#: data/core/macros/traits.cfg:85
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@ -4659,6 +4655,10 @@ msgstr "Drake"
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|
msgid "race^Drakes"
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|
msgstr "Drakes"
|
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# into
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# its?
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# of moss < mosses
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# nor
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#. [race]: id=drake
|
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#: data/core/units.cfg:68
|
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|
|
msgid ""
|
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|
@ -4728,7 +4728,7 @@ msgid ""
|
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|
"some of the mountains of the far north of the Great Continent."
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msgstr ""
|
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|
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
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|
|
"dragons. On average, an adult drake stands around three meters tall and "
|
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|
"dragons. On average, an adult drake stands around three metres tall and "
|
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|
|
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
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|
|
"hard scales, resistant to most physical strikes except piercing and cold "
|
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|
|
"damage. Most drakes are capable of true flight and can travel long distances "
|
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|
@ -4743,7 +4743,7 @@ msgstr ""
|
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|
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
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|
|
|
"fuelling their very lives. This can easily be witnessed when one of their "
|
|
|
|
|
"kind perishes in combat; its internal fire is released, burning their "
|
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|
|
"remains in to ashes. Their internal fire is also their greatest weakness; it "
|
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|
|
|
"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 drake’s body enables it to spit fire and "
|
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|
|
@ -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 "
|
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|
|
|
"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 "
|
|
|
|
|
"it’s 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 "
|
|
|
|
|