updated British English translation

This commit is contained in:
Nils Kneuper 2019-08-31 11:28:04 +02:00
parent 8bdd2e6764
commit 3c1e28abd8
21 changed files with 1140 additions and 1035 deletions

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@ -4,7 +4,7 @@
* S20: Improve leveling of units and give player a note about it (Issue#4219)
* S21: Better indication that the book has gone missing (Issue#4220)
### Language and i18n
* Updated translations: French, Portuguese (Brazil)
* Updated translations: British English, French, Portuguese (Brazil)
* Set up for translating the Wings of Victory campaign (PR#4265)
* Changed the :help command's output to split over multiple lines
* Added translatable explanations of :droid, :help and :idle's arguments

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@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: wescamp-i 18n\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:40 UTC\n"
"PO-Revision-Date: 2019-07-08 12:55+1000\n"
"PO-Revision-Date: 2019-08-28 12:57+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -3717,8 +3717,7 @@ msgid ""
"runestone."
msgstr ""
"Stepping on runes provides Malin with a temporary buff. He loses any "
"additional abilities he obtains if he steps off of the corresponding "
"runestone."
"additional abilities he obtains if he steps off the corresponding runestone."
#. [objective]: condition=win
#: data/campaigns/Descent_Into_Darkness/scenarios/11_Descent_into_Darkness.cfg:719

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@ -6,7 +6,7 @@ msgstr ""
"Project-Id-Version: wescamp-i 18n\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:40 UTC\n"
"PO-Revision-Date: 2018-09-12 16:20+1000\n"
"PO-Revision-Date: 2019-08-28 10:40+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -15,7 +15,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 2.1.1\n"
"X-Generator: Poedit 2.2.3\n"
#. [campaign]: id=Delfadors_Memoirs
#: data/campaigns/Delfadors_Memoirs/_main.cfg:22
@ -4633,6 +4633,8 @@ msgid ""
"As a generation has passed, all your elvish units have gained a level and "
"some experience."
msgstr ""
"As a generation has passed, all your elvish units have gained a level and "
"some experience."
#. [message]: speaker=Kalenz
#: data/campaigns/Delfadors_Memoirs/scenarios/20_Prince_of_Wesnoth.cfg:167
@ -4767,14 +4769,6 @@ msgstr "Clash at the Manor"
#. personal use.
#. The "Sceptre" spelling is intentional.
#: data/campaigns/Delfadors_Memoirs/scenarios/21_Clash_at_the_Manor.cfg:29
#, fuzzy
#| msgid ""
#| "Upon his return to Weldyn, Delfador discovered that the queen had left "
#| "with a strong escort to visit her familys demesne and her ailing "
#| "parents. Lionel, the Kings most trusted general, had been sent at "
#| "Ashevieres request on an errand to Knalga to retrieve the Sceptre of "
#| "Fire. That mission would cost Lionel his life; and neither Lionel nor "
#| "Delfador knew that Lionels mission had been compromised from the start."
msgid ""
"Upon his return to Weldyn, Delfador discovered that the Book was missing. "
"The queen had left with a strong escort to visit her familys demesne and "
@ -4783,12 +4777,12 @@ msgid ""
"Fire. That mission would cost Lionel his life; and neither Lionel nor "
"Delfador knew that Lionels mission had been compromised from the start."
msgstr ""
"Upon his return to Weldyn, Delfador discovered that the queen had left with "
"a strong escort to visit her familys demesne and her ailing parents. "
"Lionel, the Kings most trusted general, had been sent at Ashevieres "
"request on an errand to Knalga to retrieve the Sceptre of Fire. That mission "
"would cost Lionel his life; and neither Lionel nor Delfador knew that "
"Lionels mission had been compromised from the start."
"Upon his return to Weldyn, Delfador discovered that the Book was missing. "
"The queen had left with a strong escort to visit her familys demesne and "
"her ailing parents. Lionel, the Kings most trusted general, had been sent "
"at Ashevieres request on an errand to Knalga to retrieve the Sceptre of "
"Fire. That mission would cost Lionel his life; and neither Lionel nor "
"Delfador knew that Lionels mission had been compromised from the start."
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/21_Clash_at_the_Manor.cfg:32
@ -4805,12 +4799,6 @@ msgstr ""
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/21_Clash_at_the_Manor.cfg:36
#, fuzzy
#| msgid ""
#| "Delfador was granted an audience with the King and expressed his concerns "
#| "about the missing Book, but the King put off a decision until Asheviere "
#| "returned to Weldyn, and ordered Delfador to take no further action. And "
#| "for once, Delfador knew he could not obey the Kings order."
msgid ""
"Delfador was granted an audience with the King and expressed his concerns "
"about the Book, but the King put off a decision until Asheviere returned to "
@ -4818,9 +4806,9 @@ msgid ""
"Delfador knew he could not obey the Kings order."
msgstr ""
"Delfador was granted an audience with the King and expressed his concerns "
"about the missing Book, but the King put off a decision until Asheviere "
"returned to Weldyn, and ordered Delfador to take no further action. And for "
"once, Delfador knew he could not obey the Kings order."
"about the Book, but the King put off a decision until Asheviere returned to "
"Weldyn, and ordered Delfador to take no further action. And for once, "
"Delfador knew he could not obey the Kings order."
#. [part]
#: data/campaigns/Delfadors_Memoirs/scenarios/21_Clash_at_the_Manor.cfg:40

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@ -6,7 +6,7 @@ msgstr ""
"Project-Id-Version: wescamp-i 18n\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:40 UTC\n"
"PO-Revision-Date: 2019-07-08 12:56+1000\n"
"PO-Revision-Date: 2019-08-28 10:40+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -3369,14 +3369,12 @@ msgstr ""
"it on to see what it does."
#: data/campaigns/Dead_Water/utils/specials.cfg:4
#, fuzzy
#| msgid ""
#| " This unit is able to stun its enemies, disrupting their zones of control."
msgid ""
"\n"
"• This unit is able to stun its enemies, disrupting their zones of control."
msgstr ""
" This unit is able to stun its enemies, disrupting their zones of control."
"\n"
"• This unit is able to stun its enemies, disrupting their zones of control."
#. [damage]: id=tail_stun
#: data/campaigns/Dead_Water/utils/specials.cfg:10

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@ -8,7 +8,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:40 UTC\n"
"PO-Revision-Date: 2019-07-08 12:56+1000\n"
"PO-Revision-Date: 2019-08-28 10:42+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -2636,10 +2636,8 @@ msgstr "Ran-Lar"
#. [objective]: condition=win
#: data/campaigns/Eastern_Invasion/scenarios/12_Evacuation.cfg:150
#, fuzzy
#| msgid "Destroy the bridge OR defeat all enemies"
msgid "Destroy the bridge"
msgstr "Destroy the bridge OR defeat all enemies"
msgstr "Destroy the bridge"
#. [note]
#: data/campaigns/Eastern_Invasion/scenarios/12_Evacuation.cfg:175
@ -3056,11 +3054,6 @@ msgstr ""
#. [part]
#: data/campaigns/Eastern_Invasion/scenarios/15_The_Council.cfg:35
#, fuzzy
#| msgid ""
#| "His attack was swift and his power great, but through unwavering faith "
#| "and no small skill I emerged victorious. As he lie there mortally wounded "
#| "I prepared to excise the darkness in his soul."
msgid ""
"His attack was swift and his power great, but through unwavering faith and "
"no small skill I emerged victorious. As he lay there mortally wounded I "

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@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 22:40+0300\n"
"PO-Revision-Date: 2019-03-12 11:00+1100\n"
"PO-Revision-Date: 2019-08-28 11:33+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -18,7 +18,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 2.2.1\n"
"X-Generator: Poedit 2.2.3\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
@ -515,25 +515,6 @@ msgstr "Editor Tools"
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:212
#, fuzzy
#| msgid ""
#| "The editor provides several tools for editing your maps and scenarios. At "
#| "all times, one of the editor tools is active. The active tool's context "
#| "determines the content of the editor palette and context menu.\n"
#| "\n"
#| "These following tools are provided:\n"
#| "\n"
#| "• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
#| "• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
#| "• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
#| "• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
#| "• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
#| "• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
#| "• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
#| "• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
#| "• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
#| "• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
#| "\n"
msgid ""
"The editor provides several tools for editing your maps and scenarios. At "
"all times, one of the editor tools is active. The active tool's context "
@ -560,7 +541,7 @@ msgstr ""
"These following tools are provided:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
@ -1417,37 +1398,6 @@ msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:172
#, fuzzy
#| msgid ""
#| "Wesnoth is comprised of a series of battles, called "
#| "<italic>text='scenarios'</italic>, that pit your troops against the "
#| "troops of one or more adversaries. Multiple scenarios that follow on from "
#| "each other, telling a story, make up <italic>text='campaigns'</italic>. "
#| "In a campaign, you often need to play more carefully, preserving your "
#| "best troops for use again in later scenarios.\n"
#| "\n"
#| "The interactive <bold>text='Tutorial'</bold> introduces the basics of "
#| "Wesnoth gameplay in the context of a scenario. Most material covered in "
#| "the tutorial is explained more in-depth in these pages, so you can always "
#| "refer back here if you forget something.\n"
#| "\n"
#| "After you master the basics, try out a beginner campaign, such as "
#| "<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
#| "Guard'</italic>. A full list of installed campaigns can be found via the "
#| "<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
#| "quite challenging, you may wish to start on easy before progressing to "
#| "higher difficulties.\n"
#| "\n"
#| "Campaigns are grouped by <italic>text='level'</italic> and "
#| "<italic>text='difficulty'</italic>. For example, <italic>text='Heir to "
#| "the Throne'</italic> is Novice level, and is playable at three "
#| "difficulties: Beginner, Normal, and Challenging. The level of a "
#| "campaign indicates what degree of proficiency in the game mechanics (such "
#| "as <ref>dst='movement' text='zones of control'</ref> and "
#| "<ref>dst='time_of_day' text='time of day'</ref>) is assumed. The "
#| "difficulty indicates how challenging the scenarios will be to a veteran "
#| "player: at higher difficulties, the obstacles to victory will be higher "
#| "and overcoming them will require more skillful play."
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
@ -1493,7 +1443,7 @@ msgstr ""
"tutorial is explained more in-depth in these pages, so you can always refer "
"back here if you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as "
"After you master the basics, try a beginner campaign, such as "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
@ -1509,7 +1459,9 @@ msgstr ""
"text='time of day'</ref>) is assumed. The difficulty indicates how "
"challenging the scenarios will be to a veteran player: at higher "
"difficulties, the obstacles to victory will be higher and overcoming them "
"will require more skilful play."
"will require more skilful play. For example, at higher difficulties the "
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
"on."
#. [topic]: id=..gameplay
#: data/core/help.cfg:181
@ -2027,7 +1979,7 @@ msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:284
msgid "Save-loading"
msgstr ""
msgstr "Save-loading"
#. [topic]: id=saveload
#: data/core/help.cfg:285
@ -2063,11 +2015,41 @@ msgid ""
"That said, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
"to bad luck. This is an expected part of the game, and one of the aims of "
"the game is that a sufficiently skilled player should be able to complete "
"all of the mainline campaigns, on hard, without needing to save-load. Going "
"back to a previous turn to try a different strategy is a part of learning "
"the game, but we recommend against reloading merely to try the same strategy "
"again while hoping for better luck.\n"
"\n"
"One of the challenges of the game is to work out how to protect your heroes. "
"Small risks quickly build up: if you have five important units, and they "
"each have just a 1% chance of death each turn, you can "
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
"youll rarely make it through a scenario without having it happen.\n"
"\n"
"The following points are under discussion on the forums. At least for the "
"1.15.x series before 1.16.0 please assume that the forum threads are more "
"authoritative than the text on this page.\n"
"\n"
"In the mainline campaigns, on hard:\n"
"• A sufficiently skilled player will have a good chance to win each scenario "
"on the first time that they see that scenario, without foreknowledge of what "
"will happen.\n"
"• This assumes that the player picks up all of the clues given in the "
"dialogue.\n"
"• There are more experience points available than on easy, and the player "
"will be able to train enough troops to cope with losing some L2 or L3 "
"units.\n"
"\n"
"That said, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
#. [topic]: id=whylost
#: data/core/help.cfg:301
msgid "Learning from Losses"
msgstr ""
msgstr "Learning from Losses"
#. [topic]: id=whylost
#: data/core/help.cfg:302
@ -2160,6 +2142,92 @@ msgid ""
"get review/corrections (like https://forums.wesnoth.org/viewtopic.php?"
"f=3&t=39944 but specifically for new players)?\n"
msgstr ""
"<italic>text='Why did I lose that scenario?'</italic>\n"
"\n"
"One of the most difficult parts of Wesnoth is understanding why a scenario "
"was lost.\n"
"\n"
"When you first start playing, you will probably lose some scenarios. That is "
"normal, and is part of learning the game. When that happens, try to learn "
"from your mistakes: watch the replay, try to understand what you did wrong, "
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again.\n"
"\n"
"Some common reasons for losing a scenario are:\n"
"\n"
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
"level'</ref>. Try restarting the scenario at an easier difficulty.\n"
"\n"
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
"taking advantage of terrain features or units special abilities, and so "
"on.\n"
"\n"
"• Missing clues. Often there will be hints in the campaigns story and "
"dialogue about what to expect from a difficult scenario and how to prepare "
"for it. If you have a loyal mage on your side, take the time to listen to "
"its advice; it may save your life.\n"
"\n"
"• Barely scraping a victory in a previous scenario. At all difficulties "
"except “Beginner” (TODO: and “Easy”?), campaigns assume that you will have "
"some <italic>text='carry-over gold'</italic> and some advanced units on your "
"<italic>text='recall list.'</italic> (These concepts are explained in the "
"tutorial.) If you win a scenario but lose most of your advanced units and "
"much of your gold, the following scenario may be very difficult to beat, "
"even for a more experienced player. If you find yourself in this situation, "
"you may try to go back a scenario or two and win them more convincingly, or "
"change to an easier difficulty. (However, remember that <italic>text='some'</"
"italic> losses are expected, particularly at higher difficulties.)\n"
"\n"
"• Poor gold management. At higher difficulties, managing gold — capturing "
"villages to increase the income, and using low-level units and fresh "
"recruits to reduce the spending — becomes important. If you use many high-"
"level units, you might win a scenario easily but have not enough gold carry "
"over for the next scenario. (This would be an example of “barely scraping a "
"victory”.)\n"
"\n"
"<header>text='Unlikely reasons'</header>\n"
"\n"
"In addition to the common reasons, listed above, there are a few other "
"reasons which are unlikely, though not impossible. They are:\n"
"\n"
"• You may have played a strategy that the campaign developer did not "
"anticipate, and ended up with a set of high-level units not suitable for the "
"next scenario.\n"
"\n"
"• You may have found a scenario that can only be won on the second or third "
"time through, whether by requiring above-average luck or by expecting the "
"players to have foreknowledge — to know what surprises are coming up before "
"they happen. (It is under discussion whether foreknowledge is expected at "
"the highest difficulties. Requiring above-average luck, however, would "
"qualify as a bug.)\n"
"\n"
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
"could happen that the enemy was very lucky and had many hits, while you were "
"very unlucky and had many misses. However, this is a very rare occurrence, "
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
"strategy despite having <italic>text='above-average'</italic> luck, than by "
"playing a <italic>text='good'</italic> strategy but having "
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
"average” luck does not excuse a loss; having below-average luck is perfectly "
"normal, and scenarios are designed to be won even with below-average luck. "
"It is only exceedingly bad luck, over multiple turns, that we mean here.\n"
"\n"
"Be wary of attributing a loss to any of these reasons. If you are not a "
"veteran player, it is far more likely that your loss was caused by one of "
"the <italic>text='common'</italic> errors, listed above, and is not "
"indicative of a bug in the campaign. However, if you still think you found a "
"bug, then by all means, report it!\n"
"\n"
"The “Damage Calculations” dialogue shows some statistics that can help "
"determine whether a match was very lucky or very unlucky. However, reading "
"the statistics is no substitute to watching the replay and looking for "
"strategic mistakes, or small bits of luck at critical points in the "
"engagement.\n"
"\n"
"TODO: link to a forum thread where new players can post their replays and "
"get review/corrections (like https://forums.wesnoth.org/viewtopic.php?"
"f=3&t=39944 but specifically for new players)?\n"
#. [topic]: id=combat
#: data/core/help.cfg:341
@ -2448,17 +2516,6 @@ msgstr "Time of Day"
#. [topic]: id=time_of_day
#: data/core/help.cfg:392
#, fuzzy
#| msgid ""
#| "The time of day affects the damage of certain units as follows:\n"
#| "\n"
#| "• <bold>text='Lawful'</bold> units get +25% damage in daytime, and 25% "
#| "damage at night.\n"
#| "• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
#| "daytime.\n"
#| "• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
#| "• <bold>text='Liminal'</bold> units get 25% damage during both night and "
#| "daytime."
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
@ -2476,8 +2533,7 @@ msgstr ""
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get 25% damage during both night and "
"daytime."
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
#. [topic]: id=time_of_day
#: data/core/help.cfg:397
@ -3306,32 +3362,6 @@ msgstr "Installing Add-ons"
#. [topic]: id=installing_addons
#: data/core/help.cfg:572
#, fuzzy
#| msgid ""
#| "User-made add-ons can be obtained and updated through the "
#| "<italic>text='Add-ons'</italic> option in the main menu. After connecting "
#| "to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</"
#| "italic>), you will be presented with a list of add-ons available on the "
#| "server for downloading.\n"
#| "\n"
#| "The installation status for each add-on is shown below each entry. For "
#| "add-ons that are <italic>text='upgradable'</italic> or "
#| "<italic>text='outdated'</italic> on the server, their installed and "
#| "published versions will be shown in the <italic>text='Version'</italic> "
#| "column.\n"
#| "\n"
#| "To search for add-ons by keywords, type any relevant terms in any order "
#| "in the search box, separated by spaces. You can also sort the add-on list "
#| "by clicking the column headers. It is also possible to choose to only "
#| "display add-ons of specific categories by clicking on the "
#| "<bold>text='Type'</bold> dropdown.\n"
#| "\n"
#| "To install an add-on, select it from the list and click the "
#| "<bold>text='+'</bold> icon, or simply double-click on the add-ons title. "
#| "If the window is too small to show them inline, the <bold>text='Addon "
#| "Details'</bold> button provides you with additional details about the add-"
#| "on, such as its full description, installation status, and available "
#| "translations."
msgid ""
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
"ons'</italic> option in the main menu. After connecting to the add-ons "
@ -3361,9 +3391,10 @@ msgstr ""
"presented with a list of add-ons available on the server for downloading.\n"
"\n"
"The installation status for each add-on is shown below each entry. For add-"
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
"italic> on the server, their installed and published versions will be shown "
"in the <italic>text='Version'</italic> column.\n"
"ons that can be <italic>text='upgraded'</italic> or are "
"<italic>text='outdated'</italic> on the server, their installed and "
"published versions will be shown in the <italic>text='Version'</italic> "
"column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the search box, separated by spaces. You can also sort the add-on list by "
@ -3892,29 +3923,21 @@ msgstr ""
#. [heals]: id=regenerates_4
#: data/core/macros/abilities.cfg:83
#, fuzzy
#| msgid "regenerates"
msgid "regenerates +4"
msgstr "regenerates"
msgstr "regenerates +4"
#. [heals]: id=regenerates_4
#: data/core/macros/abilities.cfg:84
#, fuzzy
#| msgid "female^regenerates"
msgid "female^regenerates +4"
msgstr "regenerates"
msgstr "regenerates +4"
#. [heals]: id=regenerates_4
#: data/core/macros/abilities.cfg:85
#, fuzzy
#| msgid ""
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
#| "remove the poison instead of healing."
msgid ""
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
#. [resistance]: id=steadfast
@ -4548,373 +4571,293 @@ msgstr ""
"Special Notes:"
#: data/core/macros/special-notes.cfg:8
#, fuzzy
#| msgid ""
#| " Spirits have very unusual resistances to damage, and move quite slowly "
#| "over open water."
msgid ""
"\n"
"• Spirits have very unusual resistances to damage, and move quite slowly "
"over open water."
msgstr ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
"\n"
"• Spirits have very unusual resistances to damage, and move quite slowly "
"over open water."
#: data/core/macros/special-notes.cfg:12
#, fuzzy
#| msgid ""
#| " This units arcane attack deals tremendous damage to magical creatures, "
#| "and even some to mundane creatures."
msgid ""
"\n"
"• This units arcane attack deals tremendous damage to magical creatures, "
"and even some to mundane creatures."
msgstr ""
" This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
"\n"
"• This units arcane attack deals tremendous damage to magical creatures, "
"and even some to mundane creatures."
#: data/core/macros/special-notes.cfg:16
#, fuzzy
#| msgid " This unit is capable of basic healing."
msgid ""
"\n"
"• This unit is capable of basic healing."
msgstr " This unit is capable of basic healing."
msgstr ""
"\n"
"• This unit is capable of basic healing."
#: data/core/macros/special-notes.cfg:20
#, fuzzy
#| msgid " This unit is capable of rapid healing."
msgid ""
"\n"
"• This unit is capable of rapid healing."
msgstr " This unit is capable of rapid healing."
msgstr ""
"\n"
"• This unit is capable of rapid healing."
#: data/core/macros/special-notes.cfg:24
#, fuzzy
#| msgid ""
#| " This unit is capable of healing those around it, and curing them of "
#| "poison."
msgid ""
"\n"
"• This unit is capable of healing those around it, and curing them of poison."
msgstr ""
" This unit is capable of healing those around it, and curing them of poison."
"\n"
"• This unit is capable of healing those around it, and curing them of poison."
#: data/core/macros/special-notes.cfg:28
#, fuzzy
#| msgid ""
#| " This unit is capable of neutralizing the effects of poison in units "
#| "around it."
msgid ""
"\n"
"• This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
" This unit is capable of neutralizing the effects of poison in units around "
"\n"
"• This unit is capable of neutralizing the effects of poison in units around "
"it."
#: data/core/macros/special-notes.cfg:32
#, fuzzy
#| msgid ""
#| " This unit regenerates, which allows it to heal as though always "
#| "stationed in a village."
msgid ""
"\n"
"• This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
" This unit regenerates, which allows it to heal as though always stationed "
"\n"
"• This unit regenerates, which allows it to heal as though always stationed "
"in a village."
#: data/core/macros/special-notes.cfg:36
#, fuzzy
#| msgid ""
#| " The steadiness of this unit reduces damage from some attacks, but only "
#| "while defending."
msgid ""
"\n"
"• The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
" The steadiness of this unit reduces damage from some attacks, but only "
"\n"
"• The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
#: data/core/macros/special-notes.cfg:40
#, fuzzy
#| 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."
msgid ""
"\n"
"• 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 adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
"\n"
"• 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:44
#, fuzzy
#| msgid ""
#| " This units skill at skirmishing allows it to ignore enemies zones of "
#| "control and thus move unhindered around them."
msgid ""
"\n"
"• This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
" This units skill at skirmishing allows it to ignore enemies zones of "
"\n"
"• This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
#: data/core/macros/special-notes.cfg:48
#, fuzzy
#| msgid " Illumination increases the lighting level in adjacent areas."
msgid ""
"\n"
"• Illumination increases the lighting level in adjacent areas."
msgstr " Illumination increases the lighting level in adjacent areas."
msgstr ""
"\n"
"• Illumination increases the lighting level in adjacent areas."
#: data/core/macros/special-notes.cfg:52
#, fuzzy
#| msgid ""
#| " This unit can use one move to teleport between any two empty villages "
#| "controlled by its side."
msgid ""
"\n"
"• This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
" This unit can use one move to teleport between any two empty villages "
"\n"
"• This unit can use one move to teleport between any two empty villages "
"controlled by its side."
#: data/core/macros/special-notes.cfg:56
#, fuzzy
#| msgid ""
#| " In woodlands, this units ambush skill renders it invisible to enemies "
#| "unless it is immediately adjacent or has revealed itself by attacking."
msgid ""
"\n"
"• In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"\n"
"• In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
#: data/core/macros/special-notes.cfg:60
#, fuzzy
#| msgid ""
#| " This unit is able to hide at night, leaving no trace of its presence."
msgid ""
"\n"
"• This unit is able to hide at night, leaving no trace of its presence."
msgstr " This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
"\n"
"• This unit is able to hide at night, leaving no trace of its presence."
#: data/core/macros/special-notes.cfg:64
#, fuzzy
#| msgid ""
#| " This unit can hide in villages (with the exception of water villages), "
#| "and remain undetected by its enemies, except by those standing next to it."
msgid ""
"\n"
"• This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
msgstr ""
" This unit can hide in villages (with the exception of water villages), and "
"\n"
"• This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
#: data/core/macros/special-notes.cfg:68
#, fuzzy
#| msgid ""
#| " This unit can move unseen in deep water, requiring no air from the "
#| "surface."
msgid ""
"\n"
"• This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" This unit can move unseen in deep water, requiring no air from the surface."
"\n"
"• This unit can move unseen in deep water, requiring no air from the surface."
#: data/core/macros/special-notes.cfg:72
#, fuzzy
#| msgid ""
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
#| "living unit."
msgid ""
"\n"
"• This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
" This unit gains 1 hit-point added to its maximum whenever it kills a living "
"unit."
"\n"
"• This unit gains 1 hit-point added to its maximum whenever it kills a "
"living unit."
#: data/core/macros/special-notes.cfg:76
#, fuzzy
#| msgid ""
#| " Whenever its berserk attack is used, this unit continues to push the "
#| "attack until either it or its enemy lies dead."
msgid ""
"\n"
"• Whenever its berserk attack is used, this unit continues to push the "
"attack until either it or its enemy lies dead."
msgstr ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
"\n"
"• Whenever its berserk attack is used, this unit continues to push the "
"attack until either it or its enemy lies dead."
#: data/core/macros/special-notes.cfg:80
#, fuzzy
#| msgid ""
#| " If there is an enemy of the target on the opposite side of the target "
#| "while attacking it, this unit may backstab, inflicting double damage by "
#| "creeping around behind that enemy."
msgid ""
"\n"
"• If there is an enemy of the target on the opposite side of the target "
"while attacking it, this unit may backstab, inflicting double damage by "
"creeping around behind that enemy."
msgstr ""
" If there is an enemy of the target on the opposite side of the target while "
"attacking it, this unit may backstab, inflicting double damage by creeping "
"around behind that enemy."
"\n"
"• If there is an enemy of the target on the opposite side of the target "
"while attacking it, this unit may backstab, inflicting double damage by "
"creeping around behind that enemy."
#: data/core/macros/special-notes.cfg:84
#, fuzzy
#| msgid ""
#| " Foes who lose their life to the plague will rise again in unlife, unless "
#| "they are standing on a village."
msgid ""
"\n"
"• Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
" Foes who lose their life to the plague will rise again in unlife, unless "
"\n"
"• Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
#: data/core/macros/special-notes.cfg:88
#, fuzzy
#| msgid ""
#| " This unit is able to slow its enemies, halving their movement speed and "
#| "attack damage until they end a turn."
msgid ""
"\n"
"• This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
" This unit is able to slow its enemies, halving their movement speed and "
"\n"
"• This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
#: data/core/macros/special-notes.cfg:92
#, fuzzy
#| msgid ""
#| " The ability to turn the living to stone makes this unit extremely "
#| "dangerous."
msgid ""
"\n"
"• The ability to turn the living to stone makes this unit extremely "
"dangerous."
msgstr ""
" The ability to turn the living to stone makes this unit extremely dangerous."
"\n"
"• The ability to turn the living to stone makes this unit extremely "
"dangerous."
#: data/core/macros/special-notes.cfg:96
#, fuzzy
#| msgid ""
#| " This units marksmanship gives it a high chance of hitting targeted "
#| "enemies, but only on the attack."
msgid ""
"\n"
"• This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
" This units marksmanship gives it a high chance of hitting targeted "
"\n"
"• This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
#: data/core/macros/special-notes.cfg:100
#, fuzzy
#| msgid ""
#| " This unit has magical attacks, which always have a high chance of "
#| "hitting an opponent."
msgid ""
"\n"
"• This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
" This unit has magical attacks, which always have a high chance of hitting "
"\n"
"• This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
#: data/core/macros/special-notes.cfg:104
#, fuzzy
#| msgid ""
#| " The swarming attacks of this unit become less deadly whenever its "
#| "members are wounded."
msgid ""
"\n"
"• The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
" The swarming attacks of this unit become less deadly whenever its members "
"\n"
"• The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
#: data/core/macros/special-notes.cfg:108
#, fuzzy
#| msgid ""
#| " Using a charging attack doubles both damage dealt and received; this "
#| "does not affect defensive retaliation."
msgid ""
"\n"
"• Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
" Using a charging attack doubles both damage dealt and received; this does "
"\n"
"• Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
#: data/core/macros/special-notes.cfg:112
#, fuzzy
#| msgid ""
#| " During battle, this unit can drain life from victims to renew its own "
#| "health."
msgid ""
"\n"
"• During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
" During battle, this unit can drain life from victims to renew its own "
"\n"
"• During battle, this unit can drain life from victims to renew its own "
"health."
#: data/core/macros/special-notes.cfg:116
#, fuzzy
#| msgid ""
#| " The length of this units weapon allows it to strike first in melee, "
#| "even in defense."
msgid ""
"\n"
"• The length of this units weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
" The length of this units weapon allows it to strike first in melee, even "
"\n"
"• The length of this units weapon allows it to strike first in melee, even "
"in defence."
#: data/core/macros/special-notes.cfg:120
#, fuzzy
#| msgid ""
#| " The victims of this units poison will continually take damage until "
#| "they can be cured in town or by a unit which cures."
msgid ""
"\n"
"• The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" The victims of this units poison will continually take damage until they "
"\n"
"• The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
#: data/core/macros/special-notes.cfg:124
#, fuzzy
#| msgid ""
#| " This unit has a defense cap on certain terrain types — it cannot achieve "
#| "a higher defense rating on mixed terrains with such terrain types."
msgid ""
"\n"
"• This unit has a defense cap on certain terrain types — it cannot achieve a "
"higher defense rating on mixed terrains with such terrain types."
msgstr ""
" This unit has a defence cap on certain terrain types — it cannot achieve a "
"\n"
"• This unit has a defence cap on certain terrain types — it cannot achieve a "
"higher defence rating on mixed terrains with such terrain types."
#. [trait]: id=loyal
@ -6091,65 +6034,6 @@ msgstr "Dunefolk"
#. [race]: id=dunefolk
#: data/core/units.cfg:203
#, fuzzy
#| msgid ""
#| "An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay "
#| "claim to the river valleys and oases of the Sandy Wastes. How they came "
#| "to inhabit this far corner of the Great Continent is unknown. Their "
#| "legends tell of many long and perilous travels through far-flung lands, "
#| "but the true origin of their people is a topic of endless and heated "
#| "debate among even the most erudite of their scholars.\n"
#| "\n"
#| "Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
#| "proudly in the largest fertile regions. Skilled artisans, fine smiths, "
#| "and wealthy merchants form the backbone of the urban economy. Each of "
#| "these cities also enjoys a degree of independence less common in the more "
#| "centralized nations to the north, many even maintaining their own "
#| "standing armies. In times of need, however, each and all rally to a "
#| "higher authority designated to protect the superior interest of the "
#| "nation.\n"
#| "\n"
#| "Those who have not settled in these urban centers still adhere to the "
#| "lifestyle of their ancestors, roaming the dunes and leading their herds "
#| "from one watering hole to another. They are most active during the early "
#| "hours of dawn and the onset of dusk, when the wastelands are neither too "
#| "hot nor too cold. Their skill at moving through the sands is excellent "
#| "even by Dunefolk standards. Although sometimes regarded with contempt by "
#| "their city counterparts, they provide an invaluable service as mobile, "
#| "light troops in war, or as escorts for trading caravans during times of "
#| "peace.\n"
#| "\n"
#| "The Dunefolks inclination towards trade and exploration has allowed "
#| "their cities to amass immense fortunes, a fact regarded both with "
#| "admiration and envy by other races. Mutual interests have fostered "
#| "cordial relations with neighboring Naga tribes, but more secretive races "
#| "such as Drakes and Elves have always considered Dunefolk expeditions to "
#| "be too intrusive, especially when they venture close to territorial "
#| "boundaries. It is not uncommon for caravans to fall prey to troll "
#| "ambushes in the mountains, something that has given rise to countless "
#| "tales of unimaginable treasure amassed in hidden caves.\n"
#| "\n"
#| "As a result of living in hostile environments for centuries, the Dunefolk "
#| "have developed rational methods of enquiry through which they continue to "
#| "improve their understanding of the world. Their study of herbal medicine "
#| "keeps their warriors and workers fresh and healthy. Their knowledge of "
#| "alchemy allows them to tame fire and wield it as a deadly weapon in "
#| "battle. At the same time, this analytical mindset has distanced them from "
#| "magical arts; to the rational mind, magic is uncontrollable, "
#| "unpredictable, and hence unreliable. For this reason, the Dunefolk "
#| "especially loathe the perversions of necromancy and the dark arts, even "
#| "more so than other races.\n"
#| "\n"
#| "The Dunefolks inquisitive and explorative nature does not preclude "
#| "military strength. Not only do they field nimble light troops, "
#| "cataphracts, and heavily armored infantry, but their keen knowledge of "
#| "technology grants them a decisive advantage over their opponents. When "
#| "facing the Dunefolk in battle, however, the most fearsome sight is "
#| "certainly their deployment of ferocious and bizarre beasts. From the "
#| "majestic Roc to the imposing Wyvern, their synergy with these creatures "
#| "allows for great versatility in combat. The origins of this tradition "
#| "likely lie in the heritage of the Dunefolks distant past in the exotic "
#| "far corners of Irdya."
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
@ -6205,12 +6089,12 @@ msgid ""
"The origins of this tradition likely lie in the heritage of the Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay "
"claim to the river valleys and oases of the Sandy Wastes. How they came to "
"inhabit this far corner of the Great Continent is unknown. Their legends "
"tell of many long and perilous travels through far-flung lands, but the true "
"origin of their people is a topic of endless and heated debate among even "
"the most erudite of their scholars.\n"
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
"this far corner of the Great Continent is unknown. Their legends tell of "
"many long and perilous travels through far-flung lands, but the true origin "
"of their people is a topic of endless and heated debate among even the most "
"erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
@ -6244,7 +6128,7 @@ msgstr ""
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"At the same time, this analytical mind-set has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"

View file

@ -8,7 +8,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:40 UTC\n"
"PO-Revision-Date: 2019-07-08 12:38+1000\n"
"PO-Revision-Date: 2019-08-28 11:34+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -5874,10 +5874,8 @@ msgstr "Make it to the end of the river"
#. [objective]: condition=win
#: data/campaigns/Heir_To_The_Throne/scenarios/19c_Cliffs_of_Thoria.cfg:84
#, fuzzy
#| msgid "Move Konrad to the north side of the river"
msgid "Move Konrad to the cave"
msgstr "Move Konrad to the north side of the river"
msgstr "Move Konrad to the cave"
#. [objective]: condition=win
#: data/campaigns/Heir_To_The_Throne/scenarios/19c_Cliffs_of_Thoria.cfg:92
@ -8833,16 +8831,13 @@ msgstr ""
"defending."
#: data/campaigns/Heir_To_The_Throne/utils/abilities.cfg:18
#, fuzzy
#| msgid ""
#| " This unit's grasp of melee tactics allows adjacent allies to strike the "
#| "first blow even when defending."
msgid ""
"\n"
"• This unit's grasp of melee tactics allows adjacent allies to strike the "
"first blow even when defending."
msgstr ""
" This unit's grasp of melee tactics allows adjacent allies to strike the "
"\n"
"• This unit's grasp of melee tactics allows adjacent allies to strike the "
"first blow even when defending."
#. [message]: speaker=unit

View file

@ -8,7 +8,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 22:40+0300\n"
"PO-Revision-Date: 2019-07-08 12:38+1000\n"
"PO-Revision-Date: 2019-08-28 11:26+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -1567,18 +1567,6 @@ msgstr "Fungus"
#. [terrain_type]: id=fungus
#: data/core/terrain.cfg:2726
#, fuzzy
#| msgid ""
#| "<italic>text='Mushroom groves'</italic> are vast underground forests of "
#| "giant mushrooms,\n"
#| "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% defense in mushroom groves, whereas cavalry "
#| "receive only 20%."
msgid ""
"<italic>text='Mushroom groves'</italic> are vast underground forests of "
"giant mushrooms, which thrive in the damp darkness. Most units have trouble "
@ -1591,12 +1579,11 @@ msgid ""
"receive only 20%."
msgstr ""
"<italic>text='Mushroom groves'</italic> are vast underground forests of "
"giant mushrooms,\n"
"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"
"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%."
@ -1664,17 +1651,6 @@ msgstr ""
#. [terrain_type]: id=hills
#: data/core/terrain.cfg:2781
#, fuzzy
#| msgid ""
#| "<italic>text='Hills'</italic> represent any reasonably rough terrain,\n"
#| "with enough dips and rises in the ground to provide some cover. Hills are "
#| "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
#| "enough familiarity with the terrain that they can pass through it without "
#| "being slowed down. Cavalry have enough trouble navigating the terrain "
#| "that any defensive aid lent by cover is negated.\n"
#| "\n"
#| "Most units have about 50% defense in hills, whereas cavalry are limited "
#| "to 40%. Dwarves enjoy 60% defense in hills."
msgid ""
"<italic>text='Hills'</italic> represent any reasonably rough terrain, with "
"enough dips and rises in the ground to provide some cover. Hills are "
@ -1686,8 +1662,8 @@ msgid ""
"Most units have about 50% defense in hills, whereas cavalry are limited to "
"40%. Dwarves enjoy 60% defense in hills."
msgstr ""
"<italic>text='Hills'</italic> represent any reasonably rough terrain,\n"
"with enough dips and rises in the ground to provide some cover. Hills are "
"<italic>text='Hills'</italic> represent any reasonably rough terrain, with "
"enough dips and rises in the ground to provide some cover. Hills are "
"difficult for most troops to navigate. Dwarves, trolls, and orcs have enough "
"familiarity with the terrain that they can pass through it without being "
"slowed down. Cavalry have enough trouble navigating the terrain that any "
@ -1974,12 +1950,12 @@ msgstr "Search"
#. [label]: id=no_options_notice
#: data/gui/macros/custom_options_tree.cfg:26
#, fuzzy
#| msgid "Configure settings for the selected custom modifications."
msgid ""
"There are no custom options available for the selected era, game, or "
"modification."
msgstr "Configure settings for the selected custom modifications."
msgstr ""
"There are no custom options available for the selected era, game, or "
"modification."
#. [button]: id=reset_option_values
#. [button]: id=btn_reset_hotkeys
@ -3896,17 +3872,13 @@ msgstr "When a new turn has begun"
#. [grid]
#: data/gui/window/mp_alerts_options.cfg:200
#, fuzzy
#| msgid "Game data:"
msgid "Game created:"
msgstr "Game data:"
msgstr "Game created:"
#. [grid]
#: data/gui/window/mp_alerts_options.cfg:200
#, fuzzy
#| msgid "When a new turn has begun"
msgid "When a new game has been created"
msgstr "When a new turn has begun"
msgstr "When a new game has been created"
#. [button]: id=revert_to_defaults
#: data/gui/window/mp_alerts_options.cfg:235
@ -4740,16 +4712,12 @@ msgstr "Limit FPS"
#. [toggle_button]: id=fps_limiter
#: data/gui/window/preferences/03_display.cfg:275
#, fuzzy
#| msgid ""
#| "Disabling this increases CPU usage to 100% but may slightly improve "
#| "performance at high resolutions"
msgid ""
"Disabling this increases CPU usage, but may slightly improve performance "
"(requires restart to take effect)"
msgstr ""
"Disabling this increases CPU usage to 100% but may slightly improve "
"performance at high resolutions"
"Disabling this increases CPU usage, but may slightly improve performance "
"(requires restart to take effect)"
#. [button]: id=choose_theme
#: data/gui/window/preferences/03_display.cfg:290
@ -5042,16 +5010,21 @@ msgid ""
"The sum (or difference) of the two numbers in parentheses is the actual "
"number of hitpoints inflicted/taken."
msgstr ""
"Difference of actual outcome to expected outcome, as a percentage.\n"
"The first number in parentheses is the expected number of hit-points "
"inflicted/taken.\n"
"The sum (or difference) of the two numbers in parentheses is the actual "
"number of hit-points inflicted/taken."
#. [column]
#: data/gui/window/statistics_dialog.cfg:553
msgid "stats dialog^Ratio of actual to expected"
msgstr ""
msgstr "Ratio of actual to expected"
#. [column]
#: data/gui/window/statistics_dialog.cfg:568
msgid "Hits"
msgstr ""
msgstr "Hits"
#. [column]
#: data/gui/window/statistics_dialog.cfg:571
@ -5061,6 +5034,9 @@ msgid ""
"Values between 0 and 50 suggest the number of hits was less than expected.\n"
"Values between 50 and 100 suggest the number of hits was more than expected."
msgstr ""
"Estimate of how much randomness of battles favoured or penalised this side.\n"
"Values between 0 and 50 suggest the number of hits was less than expected.\n"
"Values between 50 and 100 suggest the number of hits was more than expected."
#. [button]: id=cancel
#: data/gui/window/story_viewer.cfg:131
@ -5630,11 +5606,11 @@ msgstr "Installed"
#: src/gui/dialogs/addon/manager.cpp:186
msgid "addons_view^Upgradable"
msgstr "Upgradable"
msgstr "Upgrade Available"
#: src/gui/dialogs/addon/manager.cpp:187
msgid "addons_view^Publishable"
msgstr "Publishable"
msgstr "Ready to Publish"
#: src/gui/dialogs/addon/manager.cpp:188
msgid "addons_view^Not Installed"
@ -5746,11 +5722,11 @@ msgstr "Published, not tracking local version"
#: src/gui/dialogs/addon/manager.cpp:273
msgid "addon_state^Installed ($local_version|), upgradable"
msgstr "Installed ($local_version|), upgradable"
msgstr "Installed ($local_version|), upgrade available"
#: src/gui/dialogs/addon/manager.cpp:274
msgid "addon_state^Published ($local_version| installed), upgradable"
msgstr "Published ($local_version| installed), upgradable"
msgstr "Published ($local_version| installed), upgrade available"
#: src/gui/dialogs/addon/manager.cpp:280
msgid "addon_state^Installed ($local_version|), outdated on server"
@ -6519,11 +6495,11 @@ msgstr "This Turn"
#: src/gui/dialogs/statistics_dialog.cpp:217
msgid "Actual hit rates, by chance to hit:"
msgstr ""
msgstr "Actual hit rates, by chance to hit:"
#: src/gui/dialogs/statistics_dialog.cpp:219
msgid "(no attacks have taken place yet)"
msgstr ""
msgstr "(no attacks have taken place yet)"
#: src/gui/dialogs/statistics_dialog.cpp:328
msgid ""
@ -6534,6 +6510,11 @@ msgid ""
"The sum (or difference) of the two numbers in parentheses is the actual "
"number of hits inflicted/taken."
msgstr ""
"Difference of actual outcome to expected outcome, as a percentage.\n"
"The first number in parentheses is the expected number of hits inflicted/"
"taken.\n"
"The sum (or difference) of the two numbers in parentheses is the actual "
"number of hits inflicted/taken."
#: src/gui/dialogs/statistics_dialog.cpp:372
msgid "Recruits"
@ -6613,11 +6594,11 @@ msgstr "No default gui defined."
#: src/gui/widgets/addon_list.cpp:118
msgid "addon_state^Installed, upgradable"
msgstr "Installed, upgradable"
msgstr "Installed, upgrade available"
#: src/gui/widgets/addon_list.cpp:118
msgid "addon_state^Published, upgradable"
msgstr "Published, upgradable"
msgstr "Published, upgrade available"
#: src/gui/widgets/addon_list.cpp:122
msgid "addon_state^Installed, outdated on server"
@ -7568,11 +7549,11 @@ msgstr "Speak to All"
#: src/hotkey/hotkey_command.cpp:278
msgid "Help about save-loading"
msgstr ""
msgstr "Help about save-loading"
#: src/hotkey/hotkey_command.cpp:278
msgid "Hint: save-loading is unnecessary"
msgstr ""
msgstr "Hint: save-loading is unnecessary"
#: src/hotkey/hotkey_command.cpp:279
msgid "View Chat Log"

View file

@ -10,7 +10,7 @@ msgid ""
msgstr ""
"Project-Id-Version: en_GB\n"
"POT-Creation-Date: 2019-08-27 22:41+0300\n"
"PO-Revision-Date: 2019-07-08 12:39+1000\n"
"PO-Revision-Date: 2019-08-28 11:35+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -981,15 +981,14 @@ msgstr ""
#. type: TP
#: doc/man/wesnoth.6:368
#, fuzzy, no-wrap
#| msgid "B<--scenario>I<\\ value>"
#, no-wrap
msgid "B<-S,--use-schema>I<\\ path>"
msgstr "B<--scenario>I<\\ value>"
msgstr "B<-S,--use-schema>I<\\ path>"
#. type: Plain text
#: doc/man/wesnoth.6:372
msgid "sets the WML schema for use with B<-V,--validate>."
msgstr ""
msgstr "sets the WML schema for use with B<-V,--validate>."
#. type: TP
#: doc/man/wesnoth.6:372
@ -1074,50 +1073,47 @@ msgstr ""
#. type: TP
#: doc/man/wesnoth.6:403
#, fuzzy, no-wrap
#| msgid "B<--data-path>"
#, no-wrap
msgid "B<--validate>I<\\ path>"
msgstr "B<--data-path>"
msgstr "B<--validate>I<\\ path>"
#. type: Plain text
#: doc/man/wesnoth.6:406
msgid "validates a file against the WML schema."
msgstr ""
msgstr "validates a file against the WML schema."
#. type: TP
#: doc/man/wesnoth.6:406
#, no-wrap
msgid "B<--validate-addon>I<\\ addon_id>"
msgstr ""
msgstr "B<--validate-addon>I<\\ addon_id>"
#. type: Plain text
#: doc/man/wesnoth.6:409
msgid "validates the WML of the given addon as you play."
msgstr ""
msgstr "validates the WML of the given add-on as you play."
#. type: TP
#: doc/man/wesnoth.6:409
#, fuzzy, no-wrap
#| msgid "B<--validcache>"
#, no-wrap
msgid "B<--validate-core>"
msgstr "B<--validcache>"
msgstr "B<--validate-core>"
#. type: Plain text
#: doc/man/wesnoth.6:412
msgid "validates the core WML as you play."
msgstr ""
msgstr "validates the core WML as you play."
#. type: TP
#: doc/man/wesnoth.6:412
#, fuzzy, no-wrap
#| msgid "B<--validcache>"
#, no-wrap
msgid "B<--validate-schema \\ path>"
msgstr "B<--validcache>"
msgstr "B<--validate-schema \\ path>"
#. type: Plain text
#: doc/man/wesnoth.6:415
msgid "validates a file as a WML schema."
msgstr ""
msgstr "validates a file as a WML schema."
#. type: TP
#: doc/man/wesnoth.6:415
@ -1935,7 +1931,7 @@ msgstr "Example: B<versions_accepted=\"*\"> accepts any version string."
#: doc/man/wesnothd.6:168
#, no-wrap
msgid "B<deny_unregistered_login>"
msgstr ""
msgstr "B<deny_unregistered_login>"
#. type: Plain text
#: doc/man/wesnothd.6:173
@ -1943,6 +1939,8 @@ msgid ""
"Whether to prevent users who are not registered with the B<user_handler> "
"being used from logging in. (default: false)"
msgstr ""
"Whether to prevent users who are not registered with the B<user_handler> "
"being used from logging in. (default: false)"
#. type: SS
#: doc/man/wesnothd.6:174
@ -2050,12 +2048,6 @@ msgstr ""
#. type: Plain text
#: doc/man/wesnothd.6:221
#, fuzzy
#| msgid ""
#| "B<[user_handler]> Configures the user handler. Available keys vary "
#| "depending on which user handler is set with the B<user_handler> key. If "
#| "no B<[user_handler]> section is present in the configuration the server "
#| "will run without any nick registration service."
msgid ""
"B<[user_handler]> Configures the user handler. Available keys vary depending "
"on which user handler is set with the B<user_handler> key. If no "
@ -2067,7 +2059,9 @@ msgstr ""
"B<[user_handler]> Configures the user handler. Available keys vary depending "
"on which user handler is set with the B<user_handler> key. If no "
"B<[user_handler]> section is present in the configuration the server will "
"run without any nick registration service."
"run without any nick registration service. All additional tables that are "
"needed for the forum_user_handler to function can be found in "
"table_definitions.sql in the Wesnoth source repository."
#. type: TP
#: doc/man/wesnothd.6:222
@ -2077,10 +2071,8 @@ msgstr "B<db_host>"
#. type: Plain text
#: doc/man/wesnothd.6:225
#, fuzzy
#| msgid "The hostname of the mail server"
msgid "The hostname of the database server"
msgstr "The hostname of the mail server"
msgstr "The host name of the database server"
#. type: TP
#: doc/man/wesnothd.6:225
@ -2090,10 +2082,8 @@ msgstr "B<db_name>"
#. type: Plain text
#: doc/man/wesnothd.6:228
#, fuzzy
#| msgid "The hostname of the mail server"
msgid "The name of the database"
msgstr "The hostname of the mail server"
msgstr "The name of the database"
#. type: TP
#: doc/man/wesnothd.6:228
@ -2103,14 +2093,8 @@ msgstr "B<db_user>"
#. type: Plain text
#: doc/man/wesnothd.6:231
#, fuzzy
#| msgid ""
#| "(for user_handler=forum) The name of the user under which to log into the "
#| "database"
msgid "The name of the user under which to log into the database"
msgstr ""
"(for user_handler=forum) The name of the user under which to log into the "
"database"
msgstr "The name of the user under which to log into the database"
#. type: TP
#: doc/man/wesnothd.6:231
@ -2120,10 +2104,8 @@ msgstr "B<db_password>"
#. type: Plain text
#: doc/man/wesnothd.6:234
#, fuzzy
#| msgid "This user's password."
msgid "This user's password"
msgstr "This user's password."
msgstr "This user's password"
#. type: TP
#: doc/man/wesnothd.6:234
@ -2133,18 +2115,12 @@ msgstr "B<db_users_table>"
#. type: Plain text
#: doc/man/wesnothd.6:237
#, fuzzy
#| msgid ""
#| "(for user_handler=forum) The name of the table in which your phpbb forums "
#| "saves its user data. Most likely this will be E<lt>table-"
#| "prefixE<gt>_users (e.g. phpbb3_users)."
msgid ""
"The name of the table in which your phpbb forums saves its user data. Most "
"likely this will be E<lt>table-prefixE<gt>_users (e.g. phpbb3_users)."
msgstr ""
"(for user_handler=forum) The name of the table in which your phpbb forums "
"saves its user data. Most likely this will be E<lt>table-prefixE<gt>_users "
"(e.g. phpbb3_users)."
"The name of the table in which your phpbb forums saves its user data. Most "
"likely this will be E<lt>table-prefixE<gt>_users (e.g. phpbb3_users)."
#. type: TP
#: doc/man/wesnothd.6:237
@ -2157,26 +2133,26 @@ msgstr "B<db_extra_table>"
msgid ""
"The name of the table in which wesnothd will save its own data about users."
msgstr ""
"The name of the table in which wesnothd will save its own data about users."
#. type: TP
#: doc/man/wesnothd.6:240
#, fuzzy, no-wrap
#| msgid "B<db_users_table>"
#, no-wrap
msgid "B<db_game_info_table>"
msgstr "B<db_users_table>"
msgstr "B<db_game_info_table>"
#. type: Plain text
#: doc/man/wesnothd.6:243
msgid ""
"The name of the table in which wesnothd will save its own data about games."
msgstr ""
"The name of the table in which wesnothd will save its own data about games."
#. type: TP
#: doc/man/wesnothd.6:243
#, fuzzy, no-wrap
#| msgid "B<db_users_table>"
#, no-wrap
msgid "B<db_game_player_info_table>"
msgstr "B<db_users_table>"
msgstr "B<db_game_player_info_table>"
#. type: Plain text
#: doc/man/wesnothd.6:246
@ -2184,12 +2160,14 @@ msgid ""
"The name of the table in which wesnothd will save its own data about the "
"players in a game."
msgstr ""
"The name of the table in which wesnothd will save its own data about the "
"players in a game."
#. type: TP
#: doc/man/wesnothd.6:246
#, no-wrap
msgid "B<db_game_modification_info_table>"
msgstr ""
msgstr "B<db_game_modification_info_table>"
#. type: Plain text
#: doc/man/wesnothd.6:249
@ -2197,41 +2175,38 @@ msgid ""
"The name of the table in which wesnothd will save its own data about the "
"modifications used in a game."
msgstr ""
"The name of the table in which wesnothd will save its own data about the "
"modifications used in a game."
#. type: TP
#: doc/man/wesnothd.6:249
#, fuzzy, no-wrap
#| msgid "B<db_users_table>"
#, no-wrap
msgid "B<db_user_group_table>"
msgstr "B<db_users_table>"
msgstr "B<db_user_group_table>"
#. type: Plain text
#: doc/man/wesnothd.6:252
#, fuzzy
#| msgid ""
#| "(for user_handler=forum) The name of the table in which your phpbb forums "
#| "saves its user data. Most likely this will be E<lt>table-"
#| "prefixE<gt>_users (e.g. phpbb3_users)."
msgid ""
"The name of the table in which your phpbb forums saves its user group data. "
"Most likely this will be E<lt>table-prefixE<gt>_user_group (e.g. "
"phpbb3_user_group)."
msgstr ""
"(for user_handler=forum) The name of the table in which your phpbb forums "
"saves its user data. Most likely this will be E<lt>table-prefixE<gt>_users "
"(e.g. phpbb3_users)."
"The name of the table in which your phpbb forums saves its user group data. "
"Most likely this will be E<lt>table-prefixE<gt>_user_group (e.g. "
"phpbb3_user_group)."
#. type: TP
#: doc/man/wesnothd.6:252
#, no-wrap
msgid "B<mp_mod_group>"
msgstr ""
msgstr "B<mp_mod_group>"
#. type: Plain text
#: doc/man/wesnothd.6:255
msgid ""
"The ID of the forum group to be considered as having moderation authority."
msgstr ""
"The ID of the forum group to be considered as having moderation authority."
#. type: Plain text
#: doc/man/wesnothd.6:260
@ -2262,7 +2237,6 @@ msgstr ""
msgid "B<wesnoth>(6)"
msgstr "B<wesnoth>(6)"
#, no-wrap
#~ msgid "B<user_handler>"
#~ msgstr "B<user_handler>"
@ -2301,7 +2275,6 @@ msgstr "B<wesnoth>(6)"
#~ "PRIMARY KEY, user_lastvisit INT UNSIGNED NOT NULL DEFAULT 0, "
#~ "user_is_moderator TINYINT(4) NOT NULL DEFAULT 0);>"
#, no-wrap
#~ msgid "B<user_expiration>"
#~ msgstr "B<user_expiration>"
@ -2319,29 +2292,24 @@ msgstr "B<wesnoth>(6)"
#~ "B<[mail]> Configures an SMTP server through which the user handler can "
#~ "send mail. Currently only used by the sample user handler."
#, no-wrap
#~ msgid "B<server>"
#~ msgstr "B<server>"
#, no-wrap
#~ msgid "B<username>"
#~ msgstr "B<username>"
#~ msgid "The user name under which to log into the mail server."
#~ msgstr "The user name under which to log into the mail server."
#, no-wrap
#~ msgid "B<password>"
#~ msgstr "B<password>"
#, no-wrap
#~ msgid "B<from_address>"
#~ msgstr "B<from_address>"
#~ msgid "The reply-to address of you mail."
#~ msgstr "The reply-to address of your mail."
#, no-wrap
#~ msgid "B<mail_port>"
#~ msgstr "B<mail_port>"

View file

@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.3.7+dev\n"
"POT-Creation-Date: 2019-07-18 15:50+0300\n"
"PO-Revision-Date: 2018-03-29 12:38+1100\n"
"PO-Revision-Date: 2019-08-28 12:30+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -17,7 +17,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 2.0.6\n"
"X-Generator: Poedit 2.2.3\n"
#. type: Attribute 'lang' of: <book>
#: doc/manual/manual.en.xml:6
@ -4046,11 +4046,11 @@ msgid ""
"enemy may exploit."
msgstr ""
"Striking first is an advantage because it allows you the choice of which "
"units will face off. Take advantage of enemy weakness: e.g. direct your "
"ranged attacks against foes without ranged weapons. Take advantage of "
"weaknesses like Horsemen&#8217;s vulnerability to pierce. But remember that "
"they may retaliate on their turn, so you might have weaknesses the enemy may "
"exploit."
"units will face each other in battle. Take advantage of enemy weakness: e.g. "
"direct your ranged attacks against foes without ranged weapons. Take "
"advantage of weaknesses like Horsemen&#8217;s vulnerability to pierce. But "
"remember that they may retaliate on their turn, so you might have weaknesses "
"the enemy may exploit."
#. type: Content of: <book><chapter><section><section><simpara>
#: doc/manual/manual.en.xml:2679

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-07-08 12:40+1000\n"
"PO-Revision-Date: 2019-08-28 12:31+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -2262,9 +2262,8 @@ msgid ""
"A 4 player map where 4 mighty castles face off at the convergence of two "
"rivers. Works well as 2 vs. 2 or FFA. There are approximately 45 villages."
msgstr ""
"A 4-player map where 4 mighty castles face-off at the convergence of two "
"rivers. Works well as 2 vs 2 or free-for-all. There are approximately 45 "
"villages."
"A 4-player map where 4 mighty castles meet at the convergence of two rivers. "
"Works well as 2 vs 2 or free-for-all. There are approximately 45 villages."
#. [multiplayer]: id=multiplayer_4p_Underworld
#: data/multiplayer/scenarios/4p_Underworld.cfg:5
@ -2685,12 +2684,12 @@ msgstr ""
#. [multiplayer]: id=multiplayer_test_lua_mapgen
#: data/multiplayer/scenarios/test_lua_mapgen.cfg:16
msgid "Lua Mapgen Maritime"
msgstr ""
msgstr "Lua Mapgen Maritime"
#. [multiplayer]: id=multiplayer_test_lua_mapgen
#: data/multiplayer/scenarios/test_lua_mapgen.cfg:17
msgid "Testing new lua mapgen features"
msgstr ""
msgstr "Testing new lua mapgen features"
#~ msgid "Default + Khalifate"
#~ msgstr "Default + Khalifate"

View file

@ -7,7 +7,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-07-08 12:44+1000\n"
"PO-Revision-Date: 2019-08-28 11:36+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -901,17 +901,12 @@ msgstr ""
#. [message]: speaker=Baglur
#. all the dwarves are inside, although there might still be some elves inside too
#: data/campaigns/Sceptre_of_Fire/scenarios/2_Closing_the_Gates.cfg:514
#, fuzzy
#| msgid ""
#| "Just watch. The gates wi close very soon. Then the elves outside — and, "
#| "unfortunately, our dwarves who are still out there — wi become "
#| "irrelevant."
msgid ""
"Just watch. The gates wi close very soon. Then the elves outside wi become "
"irrelevant."
msgstr ""
"Just watch. The gates wi close very soon. Then the elves outside — and, "
"unfortunately, our dwarves who are still out there — wi become irrelevant."
"Just watch. The gates wi close very soon. Then the elves outside wi become "
"irrelevant."
#. [message]: speaker=Glindur
#: data/campaigns/Sceptre_of_Fire/scenarios/2_Closing_the_Gates.cfg:549

View file

@ -282,6 +282,9 @@ msgid ""
"killed and not immediately raised as a corpse, its corpse type will be "
"permanantly added to the recruit list instead."
msgstr ""
"<span color='cyan'>Special Note: </span>In this campaign, if a unit is "
"killed and not immediately raised as a corpse, its corpse type will be "
"permanantly added to the recruit list instead."
#. [message]: speaker=Ardonna
#: data/campaigns/Secrets_of_the_Ancients/scenarios/01_Slipping_Away.cfg:325
@ -2961,7 +2964,7 @@ msgstr "Gryphons... live at this height. We should be cautious."
#. [message]: speaker=Vendraxis
#: data/campaigns/Secrets_of_the_Ancients/scenarios/15_Mountain_Pass.cfg:361
msgid "Yesss. The danger I sssensed is here."
msgstr ""
msgstr "Yesss. The danger I sssensed is here."
#. [scenario]: id=16_The_Mage
#: data/campaigns/Secrets_of_the_Ancients/scenarios/16_The_Mage.cfg:13
@ -3827,12 +3830,12 @@ msgstr "Well met Fizztsars. Now these creatures will certainly fall."
#. [message]: speaker=Fizztsars
#: data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg:591
msgid "Except for the male of oursss with them. He will come with usss."
msgstr ""
msgstr "Except for the male of oursss with them. He will come with usss."
#. [message]: speaker=Vendraxis
#: data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg:595
msgid "No! I will not return yet, I still have sssecrets to learn!"
msgstr ""
msgstr "No! I will not return yet, I still have sssecrets to learn!"
#. [unit]: type=Dwarvish Dragonguard, id=Thrigalurd
#: data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg:622
@ -4188,24 +4191,24 @@ msgstr ""
#. [unit_type]: id=SotA Walking Corpse_Dummy, race=undead
#: data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg:89
msgid "All Corpses"
msgstr ""
msgstr "All Corpses"
#. [unit_type]: id=SotA Walking Corpse_Dummy, race=undead
#: data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg:101
msgid "Choose this “unit” to get a list of available corpses."
msgstr ""
msgstr "Choose this “unit” to get a list of available corpses."
#. [unit_type]: id=SotA Flying Corpse_Gryphon
#. [unit_type]: id=SotA Flying Corpse_Bat
#: data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg:153
#: data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg:310
msgid "Flying Corpse"
msgstr ""
msgstr "Flying Corpse"
#. [unit_type]: id=SotA Swimming Corpse
#: data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg:201
msgid "Swimming Corpse"
msgstr ""
msgstr "Swimming Corpse"
#: data/campaigns/Secrets_of_the_Ancients/utils/characters.cfg:7
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:7
@ -4304,32 +4307,32 @@ msgstr "I will miss you."
#. [message]: speaker=Vendraxis
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:307
msgid "Now I will never learn the sssecret of exssstending my ssspan."
msgstr ""
msgstr "Now I will never learn the sssecret of exssstending my ssspan."
#. [message]: speaker=Carcyn
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:323
msgid "I'm going to miss him."
msgstr ""
msgstr "I'm going to miss him."
#. [message]: speaker=Ras-Tabahn
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:329
msgid "Unfortunate. He was useful."
msgstr ""
msgstr "Unfortunate. He was useful."
#. [message]: speaker=Shynal
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:340
msgid "Yes, he was helpful."
msgstr ""
msgstr "Yes, he was helpful."
#. [message]: speaker=Ardonna
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:346
msgid "Indeed, he will be missed."
msgstr ""
msgstr "Indeed, he will be missed."
#. [message]: speaker=Ardonna
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:360
msgid "Don't worry, my pet. I can save you."
msgstr ""
msgstr "Don't worry, my pet. I can save you."
#. [message]: speaker=$unit.id
#: data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg:416
@ -4533,6 +4536,19 @@ msgid ""
" (Troll),\n"
" (Dwarf)"
msgstr ""
"(Bat),\n"
" (Rat),\n"
" (Wolf),\n"
" (Human),\n"
" (Mounted),\n"
" (Wolf Rider),,\n"
" (Saurian),\n"
" (Wose),\n"
" (Goblin),\n"
" (Gryphon),\n"
" (Spider),\n"
" (Troll),\n"
" (Dwarf)"
#. [split]
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:63
@ -4552,66 +4568,78 @@ msgid ""
" You can now raise troll corpses!,\n"
" You can now raise dwarf corpses!"
msgstr ""
"You can now raise bat corpses!,\n"
" You can now raise rat corpses!,\n"
" You can now raise wolf corpses!,\n"
" You can now raise human corpses!,\n"
" You can now raise mounted corpses!,\n"
" You can now raise wolf rider corpses!,\n"
" You can now raise swimming corpses!,\n"
" You can now raise saurian corpses!,\n"
" You can now raise wose corpses!,\n"
" You can now raise goblin corpses!,\n"
" You can now raise gryphon corpses!,\n"
" You can now raise spider corpses!,\n"
" You can now raise troll corpses!,\n"
" You can now raise dwarf corpses!"
#. [message]: speaker=narrator
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:346
msgid "A lua error has occurred, and a corpse cannot be recruited."
msgstr ""
msgstr "A lua error has occurred, and a corpse cannot be recruited."
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:30
msgid "Lvl 0"
msgstr ""
msgstr "Lvl 0"
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:33
msgid "Undead"
msgstr ""
msgstr "Undead"
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:38
msgid "Traits"
msgstr ""
msgstr "Traits"
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:41
msgid "Attacks"
msgstr ""
msgstr "Attacks"
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:53
msgid "Choose a Corpse"
msgstr ""
msgstr "Choose a Corpse"
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:68
msgid "Recruit"
msgstr ""
msgstr "Recruit"
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:69
msgid "Cancel"
msgstr ""
msgstr "Cancel"
#. [lua]: select
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:80
msgid "HP: "
msgstr ""
msgstr "HP: "
#. [lua]: select
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:80
msgid "MP: "
msgstr ""
msgstr "MP: "
#. [lua]: select
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:80
msgid "XP: "
msgstr ""
msgstr "XP: "
#. [lua]: postshow
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:143
msgid "There are no corpses available."
msgstr ""
msgstr "There are no corpses available."
#. [lua]: postshow
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie_recruit_dialog.lua:147
#, fuzzy
#| msgid "You don't have enough gold to raise that unit."
msgid "You do not have enough gold to recruit that unit"
msgstr "You don't have enough gold to raise that unit."
msgstr "You do not have enough gold to recruit that unit"
#~ msgid "Translations"
#~ msgstr "Translations"

File diff suppressed because it is too large Load diff

View file

@ -8,7 +8,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-07-08 12:57+1000\n"
"PO-Revision-Date: 2019-08-28 11:55+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -7204,16 +7204,13 @@ msgstr ""
"not for itself)."
#: data/campaigns/The_Rise_Of_Wesnoth/utils/trow-abilities.cfg:16
#, fuzzy
#| msgid ""
#| "This unit is capable of distracting opponents, allowing allied units to "
#| "trespass their Zones of Control and move unhindered around them."
msgid ""
"\n"
"• This unit is capable of distracting opponents, allowing allied units to "
"trespass their Zones of Control and move unhindered around them."
msgstr ""
"This unit is capable of distracting opponents, allowing allied units to "
"\n"
"• This unit is capable of distracting opponents, allowing allied units to "
"trespass their Zones of Control and move unhindered around them."
#. [message]: speaker=unit

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-07-08 12:53+1000\n"
"PO-Revision-Date: 2019-08-28 11:57+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -56,10 +56,8 @@ msgstr ""
#. [campaign]: id=The_South_Guard
#: data/campaigns/The_South_Guard/_main.cfg:23
#, fuzzy
#| msgid "(Rookie level, 9 scenarios.)"
msgid "(Rookie level, 8 scenarios.)"
msgstr "(Rookie level, 9 scenarios.)"
msgstr "(Rookie level, 8 scenarios.)"
#. [campaign]: id=The_South_Guard
#: data/campaigns/The_South_Guard/_main.cfg:25
@ -98,10 +96,8 @@ msgstr "Campaign Design"
#. [about]
#: data/campaigns/The_South_Guard/_main.cfg:38
#, fuzzy
#| msgid "Campaign Design"
msgid "Campaign Revision"
msgstr "Campaign Design"
msgstr "Campaign Revision"
#. [about]
#: data/campaigns/The_South_Guard/_main.cfg:44
@ -5230,23 +5226,16 @@ msgstr ""
#. [part]
#: data/campaigns/The_South_Guard/utils/sg_story.cfg:124
#, fuzzy
#| msgid ""
#| "<i>“These are our terms: no human will be permitted in the forests or "
#| "hills of the Aetherwood, and likewise, we elves will not traverse the "
#| "plains and farmlands belonging to you humans. No more will the elves send "
#| "ambassadors or councilors to Westin, and no more will men wander the "
#| "green woods.”</i>"
msgid ""
"<i>“These are our terms: no human will be permitted in the forests or hills "
"of the Aethenwood, and likewise, we elves will not traverse the plains and "
"farmlands belonging to you humans. No more will the elves send ambassadors "
"or councilors to Westin, and no more will men wander the green woods.”</i>"
msgstr ""
"<i>These are our terms: no human will be permitted in the forests or hills "
"of the Aetherwood, and likewise, we elves will not traverse the plains and "
"<i>“These are our terms: no human will be permitted in the forests or hills "
"of the Aethenwood, and likewise, we elves will not traverse the plains and "
"farmlands belonging to you humans. No more will the elves send ambassadors "
"or councillors to Westin, and no more will men wander the green woods.</i>"
"or councillors to Westin, and no more will men wander the green woods.</i>"
#. [part]
#: data/campaigns/The_South_Guard/utils/sg_story.cfg:128
@ -5263,14 +5252,6 @@ msgstr ""
#. [part]
#: data/campaigns/The_South_Guard/utils/sg_story.cfg:132
#, fuzzy
#| msgid ""
#| "Thus, an uneasy peace was established between man and elf. For many "
#| "weeks, the South Guard patrolled the borders of the elven woods and "
#| "watched over the growing farms and villages. The threat from the elves "
#| "was enough to keep the villagers from entering the now forbidding "
#| "Aetherwood, and despite the palpable tension at the forest border, the "
#| "truce was maintained without incident."
msgid ""
"Thus, an uneasy peace was established between man and elf. For many weeks, "
"the South Guard patrolled the borders of the elven woods and watched over "
@ -5282,7 +5263,7 @@ msgstr ""
"Thus, an uneasy peace was established between man and elf. For many weeks, "
"the South Guard patrolled the borders of the elven woods and watched over "
"the growing farms and villages. The threat from the elves was enough to keep "
"the villagers from entering the now forbidding Aetherwood, and despite the "
"the villagers from entering the now forbidding Aethenwood, and despite the "
"palpable tension at the forest border, the truce was maintained without "
"incident."

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-07-08 12:57+1000\n"
"PO-Revision-Date: 2019-08-28 11:58+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -97,6 +97,7 @@ msgstr "Get yourself killed"
msgid ""
"You cannot end your turn until you have completed the lesson on movement!"
msgstr ""
"You cannot end your turn until you have completed the lesson on movement!"
#. [message]: speaker=narrator
#: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:145
@ -302,7 +303,7 @@ msgstr ""
#. [disallow_end_turn]
#: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:526
msgid "You cannot end your turn until you have attacked the dummy!"
msgstr ""
msgstr "You cannot end your turn until you have attacked the dummy!"
#. [message]: speaker=student
#: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:540
@ -421,6 +422,7 @@ msgstr "End your turn"
msgid ""
"You cannot end your turn until you have completed the lesson on healing!"
msgstr ""
"You cannot end your turn until you have completed the lesson on healing!"
#. [message]: speaker=student
#: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:641
@ -479,6 +481,7 @@ msgstr ""
msgid ""
"You cannot end your turn until you have completed the lesson on recruiting!"
msgstr ""
"You cannot end your turn until you have completed the lesson on recruiting!"
#. [message]: speaker=Delfador
#: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:706
@ -584,6 +587,7 @@ msgstr ""
msgid ""
"You cannot end your turn until you have completed the lesson on attacking!"
msgstr ""
"You cannot end your turn until you have completed the lesson on attacking!"
#. [message]: speaker=student
#: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:838
@ -957,6 +961,8 @@ msgid ""
"You cannot end your turn until you have recruited troops and captured a "
"village!"
msgstr ""
"You cannot end your turn until you have recruited troops and captured a "
"village!"
#. [message]: speaker=narrator
#: data/campaigns/tutorial/scenarios/02_Tutorial_part_2.cfg:190

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-07-08 13:09+1000\n"
"PO-Revision-Date: 2019-08-28 13:38+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -1508,10 +1508,8 @@ msgstr ""
#. [unit_type]: id=Dune Alchemist, race=dunefolk
#: data/core/units/dunefolk/Alchemist.cfg:4
#, fuzzy
#| msgid "Dune Blademaster"
msgid "Dune Alchemist"
msgstr "Dune Blademaster"
msgstr "Dune Alchemist"
#. [unit_type]: id=Dune Alchemist, race=dunefolk
#: data/core/units/dunefolk/Alchemist.cfg:21
@ -1526,11 +1524,20 @@ msgid ""
"at least one Alchemist for precisely this reason — the political advantage "
"from the threat of nearly untraceable poisons is not to be underestimated."
msgstr ""
"To the Dunefolk, alchemy is less a form of philosophy or science, and more "
"of an extension of the phytology that is practised by herbalists. However, "
"in contrast to their brethrens focus on herbs for medicine and healing, "
"Alchemists use various plants and naturally occurring venoms to concoct "
"potent poisons. Though useful for weakening tough enemies, the Alchemists "
"art is viewed warily by other Dunefolk, for it is often employed for "
"espionage and assassination. Nevertheless, almost every caravan will contain "
"at least one Alchemist for precisely this reason — the political advantage "
"from the threat of nearly untraceable poisons is not to be underestimated."
#. [attack]: type=pierce
#: data/core/units/dunefolk/Alchemist.cfg:40
msgid "blowgun"
msgstr ""
msgstr "blowgun"
#. [unit_type]: id=Dune Apothecary, race=dunefolk
#: data/core/units/dunefolk/Apothecary.cfg:4
@ -1552,6 +1559,17 @@ msgid ""
"necessary materials, and thus Apothecaries possess a special role in "
"supporting the remedial arts of their kind."
msgstr ""
"Even in the absence of battle, infection and injury are common plights in "
"the harsh desert sands. Dunefolk healers, in particular, require vast "
"knowledge of herbs and medicine in comparison with healers of other races; "
"the lack of magic combined with the meagre plant life in the desert results "
"in great difficulty in treating the plethora of ailments and poisons that "
"plague the dune peoples. Apothecaries are typically more knowledgeable and "
"well-travelled compared to their less experienced brethren, but the title is "
"usually applied to those who undertake the complex task of tending to "
"valuable medicinal plants. The Dunefolk have no means of healing without the "
"necessary materials, and thus Apothecaries possess a special role in "
"supporting the remedial arts of their kind."
#. [unit_type]: id=Dune Blademaster, race=dunefolk
#: data/core/units/dunefolk/Blademaster.cfg:4
@ -1581,6 +1599,25 @@ msgid ""
"masters of offensive swordsmanship and are capable of subverting even the "
"strongest fortifications."
msgstr ""
"Dunefolk swordsmen are known for playing a game called the Laeqad "
"Challenge, in which Laeqads—thick, sturdy reeds that are several sword-"
"lengths in height—are hurled at them like javelins and they attempt to split "
"the reed length-wise in midair. The trick to the game is that the reed is "
"not circularly symmetric: most of the stalk is quite hard, but there is a "
"thin line across the cross section that is softer and easier to cut. For "
"even an experienced swordsman, splitting an entire Laeqad down its length "
"would be an extraordinary achievement; most would be hard-pressed to cut "
"even a single sword length, given the precise aim required to line up the "
"blade with the reeds soft spot. For a Blademaster, however, splitting "
"several Laeqads in quick succession is quite ordinary, and some are even "
"able to cut through two or three reeds simultaneously with a single sword "
"swish.\n"
"\n"
"This game has more practical implications in real battles. No matter how "
"elusive or well-armoured the fighter, against a Blademaster, it often seems "
"like the defence does not even exist. These warriors are undoubtedly the "
"masters of offensive swordsmanship and are capable of subverting even the "
"strongest fortifications."
#. [attack]: type=blade
#: data/core/units/dunefolk/Blademaster.cfg:30
@ -1591,7 +1628,7 @@ msgstr ""
#: data/core/units/dunefolk/Swordsman.cfg:31
#: data/core/units/dunefolk/Warmaster.cfg:32
msgid "scimitar"
msgstr ""
msgstr "scimitar"
#. [unit_type]: id=Dune Burner, race=dunefolk
#: data/core/units/dunefolk/Burner.cfg:4
@ -1609,27 +1646,30 @@ msgid ""
"Dunefolk quickly realized the applicability of such a substance to warfare "
"and regularly employ fire spouting weapons to sow chaos among their enemies."
msgstr ""
"An oft forgotten hazard of traversing the desert is the freezing cold that "
"descends upon the sands during the night. To combat this, the Dunefolk "
"typically make use of the highly flammable sap of the Sanbaar tree, which "
"burns slowly and gently in small quantities. In larger amounts, however, "
"Sanbaar sap is very nearly combustible and burns extremely violently. The "
"Dunefolk quickly realized the applicability of such a substance to warfare "
"and regularly employ fire spouting weapons to sow chaos among their enemies."
#. [attack]: type=fire
#: data/core/units/dunefolk/Burner.cfg:37
#: data/core/units/dunefolk/Firetrooper.cfg:38
#: data/core/units/dunefolk/Scorcher.cfg:38
msgid "flamethrower"
msgstr ""
msgstr "flamethrower"
#. [female]
#: data/core/units/dunefolk/Burner.cfg:89
#, fuzzy
#| msgid "Dune Burner"
msgid "female^Dune Burner"
msgstr "Dune Burner"
#. [unit_type]: id=Dune Captain, race=dunefolk
#: data/core/units/dunefolk/Captain.cfg:4
#, fuzzy
#| msgid "Dune Cataphract"
msgid "Dune Captain"
msgstr "Dune Cataphract"
msgstr "Dune Captain"
#. [unit_type]: id=Dune Captain, race=dunefolk
#: data/core/units/dunefolk/Captain.cfg:25
@ -1643,6 +1683,14 @@ msgid ""
"presence of such a commander is rarely inspiring for most Soldiers, but they "
"are still quick to follow the expert tactical direction of their officers."
msgstr ""
"Traditionally hailing from noble or military families, Dune Captains are the "
"core of any Dunefolk platoon. Usually a position filled based on heritage "
"rather than merit, Captains are those who are often relatively weak with the "
"blade, but still reasonably trained in tactics. Unlike other leaders, the "
"Captains abilities lie largely in directing their troops to strategically "
"advantageous positions rather than directly raising their morale. The "
"presence of such a commander is rarely inspiring for most Soldiers, but they "
"are still quick to follow the expert tactical direction of their officers."
#. [unit_type]: id=Dune Cataphract, race=dunefolk
#: data/core/units/dunefolk/Cataphract.cfg:4
@ -1664,6 +1712,17 @@ msgid ""
"nor hills deter these riders in the slightest, and the displaced air of a "
"descending mace is the last sound they hear."
msgstr ""
"Cataphracts are eminent horsemen, riders of mounts that are possessed less "
"of speed or endurance, but tremendous power instead. Bearing a lance along "
"with their signature maces, these warriors are most often the secondary "
"strike force after a primary assault. After enemy forces are already "
"occupied and weakened by a flank of swordsmen, a common and terrifying sight "
"is a group of Cataphracts lining up, lances pitched at the ready. A gap is "
"made amongst the Dunefolk ranks, and in a single charge, these mighty "
"horsemen pierce straight through enemy formations, dealing a lethal blow in "
"a single stroke. Those who try to flee swiftly discover that neither sand "
"nor hills deter these riders in the slightest, and the displaced air of a "
"descending mace is the last sound they hear."
#. [attack]: type=pierce
#: data/core/units/dunefolk/Cataphract.cfg:49
@ -1692,6 +1751,13 @@ msgid ""
"only as scouts for probing enemies, but are skilled enough to be effective "
"flankers or potent shock attackers."
msgstr ""
"A slow-moving caravan out in the open desert is a prime target for bandits "
"or marauders. In order to protect themselves, the Dunefolk employ Explorers "
"to scout and repel potential threats. In doing so, these fleet fighters not "
"only protect their vulnerable caravans, but pilfer the supplies of supposed "
"raiders for themselves. When employed for warfare, Explorers no longer act "
"only as scouts for probing enemies, but are skilled enough to be effective "
"flankers or potent shock attackers."
#. [unit_type]: id=Dune Firetrooper, race=dunefolk
#: data/core/units/dunefolk/Firetrooper.cfg:4
@ -1710,18 +1776,22 @@ msgid ""
"of choice. The resulting destruction is more than enough to justify the use "
"of such a hazardous chemical."
msgstr ""
"By refining Sanbaar sap through a very specific distillation process, it "
"becomes possible to produce exceedingly flammable naphtha which burns even "
"more violently than the sap it was derived from. Such a substance is, of "
"course, extremely dangerous due to its highly combustible nature. Even "
"Scorchers will shy away from its use since the potential for self injury is "
"very high, but a few daring souls choose to use pure naphtha as their weapon "
"of choice. The resulting destruction is more than enough to justify the use "
"of such a hazardous chemical."
#. [female]
#: data/core/units/dunefolk/Firetrooper.cfg:91
#, fuzzy
#| msgid "Dune Firetrooper"
msgid "female^Dune Firetrooper"
msgstr "Dune Firetrooper"
#. [unit_type]: id=Dune Harrier, race=dunefolk
#: data/core/units/dunefolk/Harrier.cfg:4
#, fuzzy
#| msgid "Dune Harrier"
msgid "female^Dune Harrier"
msgstr "Dune Harrier"
@ -1741,6 +1811,18 @@ msgid ""
"wielding their spears, and their falcons can provide an extra attack when "
"absolutely necessary."
msgstr ""
"While Dune Harriers can fulfil a similar role to Striders in hampering enemy "
"forces, their name is actually derived from the harrier falcons they employ "
"to maintain contact with the bulk of a Dunefolk army. Most commonly found "
"operating behind enemy lines, Harriers are usually tasked with providing "
"useful intelligence on enemy troop movements. However, when the time is "
"right, these agile warriors gather together and strike at the rear of "
"weakened supply lines or flanks. A rain of bolas followed by a piercing "
"thrust of spears is often enough to severely cripple the target, allowing "
"the main Dunefolk force to close in and finish the job. The choice to stand "
"and fight is not an easy one either: Harriers are considerably skilled in "
"wielding their spears, and their falcons can provide an extra attack when "
"absolutely necessary."
#. [unit_type]: id=Dune Herbalist, race=dunefolk
#: data/core/units/dunefolk/Herbalist.cfg:4
@ -1763,13 +1845,23 @@ msgid ""
"the various flora and fauna that supply their work. Hardened by their "
"travels, many of these men are even able to heal themselves."
msgstr ""
"As those responsible for caring for the ill and wounded among the Dunefolk, "
"Herbalists possess both the medicinal skills to heal a variety of "
"afflictions and the skill to seek and gather restorative herbs. Their "
"motivations are many; some look to it as an adventure or as a steady source "
"of pay while others feel it to be a duty to their society. No matter the "
"reason, Herbalists are an invaluable part of Dunefolk society and are "
"especially useful for their ability to administer quick treatments in the "
"midst of battle or while traveling in the desert.\n"
"\n"
"Even among the nomadic Dunefolk, healers journey a great deal in search of "
"the various flora and fauna that supply their work. Hardened by their "
"travels, many of these men are even able to heal themselves."
#. [unit_type]: id=Dune Luminary, race=dunefolk
#: data/core/units/dunefolk/Luminary.cfg:4
#, fuzzy
#| msgid "Dune Burner"
msgid "Dune Luminary"
msgstr "Dune Burner"
msgstr "Dune Luminary"
#. [unit_type]: id=Dune Luminary, race=dunefolk
#: data/core/units/dunefolk/Luminary.cfg:21
@ -1788,6 +1880,19 @@ msgid ""
"proven, but the fact remains that some Luminaries seem to hold much more "
"influence than their abilities should afford."
msgstr ""
"On the surface, it is not entirely clear what distinguishes a Luminary from "
"other healers among the Dunefolk. Certainly, a Luminary may be marginally "
"more knowledgeable, well-travelled, or skilled in combat compared to "
"Herbalists or Apothecaries, but the difference is usually modest at best. "
"Nevertheless, Luminary is a formal title granted to the highest order of "
"Dunefolk healers and grants these men both the greatest esteem and the "
"greatest envy.\n"
"\n"
"There is some speculation that a secret order exists among the Luminaries. "
"These so called Eminents hoard a great deal of forbidden knowledge and "
"advise many Dunefolk leaders from the shadows. Such a thing has never been "
"proven, but the fact remains that some Luminaries seem to hold much more "
"influence than their abilities should afford."
#. [unit_type]: id=Dune Marauder, race=dunefolk
#: data/core/units/dunefolk/Marauder.cfg:4
@ -1809,6 +1914,17 @@ msgid ""
"brute force does not. For this reason, they are sometimes hired by small "
"armies or wealthier caravans as a deterrent to unwanted raids."
msgstr ""
"Some find themselves well suited to the life of a Raider and may even form "
"their own clans with like-minded individuals. Ever roaming the deserts for "
"unwary travellers or vulnerable caravans, these horsemen make their "
"livelihood off scavenging and pilfering. Having no particular speciality, "
"Marauders are neither the strongest warriors, nor the most dexterous "
"archers; nevertheless, they are among the most dangerous enemies out in the "
"desert due to their sheer manoeuvrability. A co-ordinated Marauder attack "
"can wipe out even medium-sized camps before any response is possible, and "
"against stronger foes, guerrilla tactics may allow them to prevail where "
"brute force does not. For this reason, they are sometimes hired by small "
"armies or wealthier caravans as a deterrent to raids."
#. [attack]: type=fire
#: data/core/units/dunefolk/Marauder.cfg:31
@ -1819,10 +1935,8 @@ msgstr "torch"
#. [unit_type]: id=Dune Paragon, race=dunefolk
#: data/core/units/dunefolk/Paragon.cfg:4
#, fuzzy
#| msgid "Dune Marauder"
msgid "Dune Paragon"
msgstr "Dune Marauder"
msgstr "Dune Paragon"
#. [unit_type]: id=Dune Paragon, race=dunefolk
#: data/core/units/dunefolk/Paragon.cfg:18
@ -1849,6 +1963,27 @@ msgid ""
"of great strength and acuity who may then be considered as candidates to "
"lead the next generation of Dunefolk."
msgstr ""
"In many Dunefolk city-states, the process for selecting the next generation "
"of leaders is a long process that takes place over many years. In each "
"generation, a few particularly talented youths among the nobility are "
"trained separately from their peers. Eat, sleep, and train, these warriors "
"learn to live and breathe swordsmanship as their core identity more than "
"even an extension of themselves. From adolescence, ten years of intense "
"training paves the path to the final test, a series of duels to the death "
"between pairs of these fighters. When the dust settles and the process is "
"ended, eight are left remaining. These men are granted the title Kal, or "
"collectively, Kalai.\n"
"\n"
"Among the Dunefolk, while great leaders are required to have mastered the "
"blade, the ruling caste is required to know far more than mere swordplay. "
"Gruelling training is usually followed by either several years of nomadic "
"roving through the deserts or dedication of the mind to the sciences, the "
"purpose of which is to find a self-motivated path towards enlightened "
"wisdom. No matter the case, at the end of the second training period, the "
"remaining Kalai return and demonstrate their knowledge to the elders of the "
"current ruling caste. Those who are found worthy are then called Paragon, "
"warriors of great strength and acuity who may then be considered as "
"candidates to lead the next generation of Dunefolk."
#. [attack]: type=impact
#: data/core/units/dunefolk/Paragon.cfg:38
@ -1872,6 +2007,14 @@ msgid ""
"Dunefolk, capable of outpacing nearly anything they might encounter in the "
"sandy deserts."
msgstr ""
"Though rarely found in organized armies, Raiders are a staple among the "
"nomadic Dunefolk, who regularly ambush rival caravans and camps at night. In "
"these scenarios, raw power is of little concern. The greatest importance is "
"placed on speed—striking quickly, spreading as much chaos with their torches "
"in the shortest time possible, allows these riders to get in and out of the "
"blitz without any fear of counterattack. Raiders are the fastest of the "
"Dunefolk, capable of outpacing nearly anything they might encounter in the "
"sandy deserts."
#. [unit_type]: id=Dune Ranger, race=dunefolk
#: data/core/units/dunefolk/Ranger.cfg:4
@ -1911,6 +2054,35 @@ msgid ""
"the other Rangers again. My tale might not be that impressive to them, but "
"at least it is an improvement over my previous encounter with the wyvern...”"
msgstr ""
"From the journal of Balah, the Dune Watcher:\n"
"\n"
"“... Today was the sixth day. Six days of pursuit through the desert without "
"sleep, without rest... but, I require neither. The Bloodeye Roc has pilfered "
"too many of my herd for its ravenous feasting. I must be rid of it before "
"the caravan starves. I have tracked it thus far, and no matter how far it "
"flees, I shall follow.\n"
"\n"
"... blast it! The creature was only a couple hundred paces away, but the sun "
"was in my eyes! I managed to land a few arrows on the foul thing, but only "
"enough to slow it. Still, it seems to be tiring faster than I. With any "
"luck, I will catch it before it can reach the mountains.\n"
"\n"
"... Day eleven. I cornered the creature after it landed on the hillside, but "
"there were three more that I was not accounting for. Rocs are ferocious "
"creatures in close quarters; fighting one is already no simple task, but "
"four at once? I am lucky I brought my second axe, otherwise I would have "
"sustained severe injury during that battle. As it is, I am waiting for the "
"gauze to set on my leg before I return to slay the final two. Perhaps then "
"it will finally be time to eat and get some rest.\n"
"\n"
"... it comes as a surprise to even me that I travelled nearly half-way "
"across the Northern Dunes in my twenty-one day expedition. It would take the "
"caravan nearly three months to make that trip, but I do suppose the "
"circumstances around my joruney were somewhat extenuating. On the bright "
"side, I was able to procure some salted roc meat along the way, which should "
"make for a fine treat for the children. It will also be nice to see some of "
"the other Rangers again. My tale might not be that impressive to them, but "
"at least it is an improvement over my previous encounter with the wyvern...”"
#. [unit_type]: id=Dune Rider, race=dunefolk
#: data/core/units/dunefolk/Rider.cfg:4
@ -1930,6 +2102,15 @@ msgid ""
"is what allows these horsemen to be so effective and versatile out on the "
"rolling dunes."
msgstr ""
"The Dunefolk are prominent horse breeders who raise many different varieties "
"of mounts to fulfil various purposes. Those who are used for hard labour are "
"bred for power, while those for journeys or caravans are bred for endurance. "
"For warfare, a mix of traits is usually best, though the ability to easily "
"and rapidly traverse sand is of utmost importance. The riders of these "
"horses primarily function as scouts and messengers, or occasionally as "
"supporting forces for weakened lines. The crucial trait of manoeuvrability "
"is what allows these horsemen to be so effective and versatile out on the "
"rolling dunes."
#. [unit_type]: id=Dune Rover, race=dunefolk
#: data/core/units/dunefolk/Rover.cfg:4
@ -1938,14 +2119,6 @@ msgstr "Dune Rover"
#. [unit_type]: id=Dune Rover, race=dunefolk
#: data/core/units/dunefolk/Rover.cfg:16
#, fuzzy
#| msgid ""
#| "Rovers in many ways represent the ideal Dunefolk unit; flexible, mobile, "
#| "equally effective in defense and offense as well as in ranged or close "
#| "combat. They are most comfortable operating in terrain and environments "
#| "common to them; the deserts and hills of their southern lands. Moreover "
#| "they fight best at dawn or dusk, corresponding to the time when desert "
#| "temperatures are the most reasonable."
msgid ""
"Originating from the nomadic wanderers of the open deserts, Rovers, in many "
"ways, represent the ideal Dunefolk soldier: flexible, mobile, equally "
@ -1956,12 +2129,14 @@ msgid ""
"warfare. Their unique trait of fighting best at dawn or dusk corresponds "
"with the time when desert temperatures are the most habitable."
msgstr ""
"Rovers in many ways represent the ideal Dunefolk unit; flexible, mobile, "
"equally effective in defence and offence as well as in ranged or close "
"combat. They are most comfortable operating in terrain and environments "
"common to them; the deserts and hills of their southern lands. Moreover they "
"fight best at dawn or dusk, corresponding to the time when desert "
"temperatures are the most reasonable."
"Originating from the nomadic wanderers of the open deserts, Rovers, in many "
"ways, represent the ideal Dunefolk soldier: flexible, mobile, equally "
"effective in defence and offence as well as in ranged or close combat. They "
"are hardy inhabitants of the deserts and hills that they call home and "
"experienced hunters and trackers. While lacking training as formal soldiers, "
"the skills Rovers employ for survival in the desert translate readily to "
"warfare. Their unique trait of fighting best at dawn or dusk corresponds "
"with the time when desert temperatures are the most habitable."
#. [unit_type]: id=Dune Scorcher, race=dunefolk
#: data/core/units/dunefolk/Scorcher.cfg:5
@ -1979,18 +2154,21 @@ msgid ""
"relish igniting great swaths of flame on the battlefield, though this "
"sometimes results in unintended friendly fire as well."
msgstr ""
"The Scorchers name is derived not from the destruction they wreak on "
"adversarial formations, but on their own singed appearance. By experimenting "
"endlessly with their equipment, most Scorchers inevitably overstep their "
"bounds and are seared by the highly volatile Sanbaar sap that soaks their "
"weapons. Bearing their burns as a mark of pride in their work, these archers "
"relish igniting great swaths of flame on the battlefield, though this "
"sometimes results in unintended friendly fire as well."
#. [female]
#: data/core/units/dunefolk/Scorcher.cfg:91
#, fuzzy
#| msgid "Dune Scorcher"
msgid "female^Dune Scorcher"
msgstr "Dune Scorcher"
#. [unit_type]: id=Dune Skirmisher, race=dunefolk
#: data/core/units/dunefolk/Skirmisher.cfg:4
#, fuzzy
#| msgid "Dune Skirmisher"
msgid "female^Dune Skirmisher"
msgstr "Dune Skirmisher"
@ -2007,6 +2185,15 @@ msgid ""
"assassinating key units, or pincering an enemy formation into a "
"disadvantageous position."
msgstr ""
"Born and raised out on the open sands, Dune Skirmishers are accustomed to "
"the harsh, arid desert heat and inhospitable terrain. Compared to even other "
"Dunefolk, Skirmishers are unnaturally agile on the unstable dunes, allowing "
"them to safeguard their herds and hunt the barrens with ease. When applied "
"to battle, the same agility allows them to both slip through enemy lines and "
"avoid all manner of attack. These skills make Skirmishers effective "
"saboteurs, capable of cutting of escape routes and supply lines, "
"assassinating key units, or pincering an enemy formation into a "
"disadvantageous position."
#. [unit_type]: id=Dune Soldier, race=dunefolk
#: data/core/units/dunefolk/Soldier.cfg:4
@ -2024,6 +2211,13 @@ msgid ""
"adeptness by placing Soldiers in a spaced pattern, allowing them to draw out "
"clustered enemy lines and overwhelm their foes in pseudo single combat."
msgstr ""
"While most Dunefolk castes serve an additional practical purpose beyond only "
"direct warfare, Dune Soldiers are among the few who are completely dedicated "
"to military purposes. By train intensely to hone their skill in swordplay, "
"Soldiers learn to navigate tricky fights in close quarters and repel ranged "
"assaults with their shields. A typical Dunefolk formation makes use of this "
"adeptness by placing Soldiers in a spaced pattern, allowing them to draw out "
"clustered enemy lines and overwhelm their foes in pseudo single combat."
#. [unit_type]: id=Dune Spearguard, race=dunefolk
#: data/core/units/dunefolk/Spearguard.cfg:4
@ -2044,6 +2238,16 @@ msgid ""
"their sword-wielding brethren, they are highly skilled with spear and shield "
"and more than capable of repelling most advances."
msgstr ""
"The push and pull of any battle requires varying degrees of offence and "
"defence. The Dunefolk no doubt value offence as the greater of the two and "
"focus their greatest efforts on training skilled swordsmen, but in any band "
"of warriors, a small number of soldiers opt to trade in their sword and "
"instead fulfil the vital duties of the Spearguard. Guarding crucial supply "
"lines and vantage points, Spearguards are most often positioned slightly "
"behind the main line and used as a supporting force or a deterrent to "
"flanking attacks. Though these fighters tend to see less direct combat than "
"their sword-wielding brethren, they are highly skilled with spear and shield "
"and more than capable of repelling most advances."
#. [unit_type]: id=Dune Spearmaster, race=dunefolk
#: data/core/units/dunefolk/Spearmaster.cfg:4
@ -2073,11 +2277,28 @@ msgid ""
"distinction, it is still a modicum of recognition for those who were "
"prepared to die as nameless martyrs to protect their brethren."
msgstr ""
"Among the Dunefolk armies, the highest prestige goes to the master swordsmen "
"leading every assault. Though honoured for their service in battle, those "
"who wield the spear and shield are largely forgotten beyond that: the path "
"of a spearman is to fulfil the least desirable role in combat without glory "
"or recognition. When a Dunefolk assault fails and a retreat must be had, a "
"rank of Spearguards is usually left behind to hold back the counterassault. "
"Though providing a formidable defence, the shield line is inevitably "
"overwhelmed and most of the Spearguards lost to the maw of war. On the off "
"chance that one manages to survive and find his way back to the recuperating "
"army, he is often reprimanded for failing to stand his ground and die with "
"the rest of his unnamed brethren. Nevertheless, after a minor scolding, the "
"warrior is accepted back and carries his hard won experience into the next "
"battle.\n"
"\n"
"It is not a formal title, but Spearmaster is what Spearguards call their "
"companions who manage to return from the usually suicidal defence that the "
"Dunefolk mount to guard their retreats. Hardly a term of praise or "
"distinction, it is still a modicum of recognition for those who were "
"prepared to die as nameless martyrs to protect their brethren."
#. [unit_type]: id=Dune Strider, race=dunefolk
#: data/core/units/dunefolk/Strider.cfg:4
#, fuzzy
#| msgid "Dune Swiftrider"
msgid "female^Dune Strider"
msgstr "Dune Swiftrider"
@ -2096,6 +2317,17 @@ msgid ""
"elusiveness, Striders are fairly fragile in direct combat and are easily "
"taken down if left exposed."
msgstr ""
"The power of any Dunefolk assault is inhibited by one major drawback: "
"organized Dunefolk forces tend to be rather slow. Because of this, enemy "
"forces often have the ability to regroup and call upon reinforcements, in "
"which case a second assault becomes much more difficult. To combat this, "
"Dune Striders exchange their rudimentary slings with heavy bolas, allowing "
"them to slow retreating lines from the side and prevent a clean escape. The "
"same tactic can be applied in the opposite scenario of a Dunefolk retreat; "
"an advancing army can be hampered, allowing injured Dunefolk warriors time "
"to recuperate. The danger of such a tactic is that despite their "
"elusiveness, Striders are fairly fragile in direct combat and are easily "
"taken down if left exposed."
#. [unit_type]: id=Dune Sunderer, race=dunefolk
#: data/core/units/dunefolk/Sunderer.cfg:4
@ -2116,6 +2348,16 @@ msgid ""
"horsemen possess enough skill with the bow to weaken enemy forces or pick "
"off fleeing stragglers."
msgstr ""
"Among the many different type of Dune horsemen, there are those who most "
"enjoy the frantic melee at the heart of battle. Those who are so disposed—"
"and skilled enough to survive multiple skirmishes—are recruited into the "
"ranks of the Sunderers. As sturdy, robust warriors, these men usually bear "
"short-ranged maces, a rather odd choice of weaponry for most riders. That is "
"not to say Sunderers are impotent in any way: though not typically effective "
"chargers, even a small group of Sunderers is powerful enough to breach any "
"enemy line through sheer force. In a situation that requires it, these "
"horsemen possess enough skill with the bow to weaken enemy forces or pick "
"off fleeing stragglers."
#. [unit_type]: id=Dune Swiftrider, race=dunefolk
#: data/core/units/dunefolk/Swiftrider.cfg:4
@ -2133,6 +2375,13 @@ msgid ""
"pass messages from afar with their long-ranged arrows is of great use to "
"maintain communication among the Dunefolk armies."
msgstr ""
"Swiftriders are those who favour archery over melee weaponry. Fleet and "
"elusive, these horsemen are experts at harassing less mobile foes with hails "
"of arrows. As excellent skirmishers in the desert, Swiftriders are most "
"often used as combat scouts or to hunt down fleeing enemies. Though not "
"usually trained for infiltration or spying, these equestrians ability to "
"pass messages from afar with their long-ranged arrows is of great use to "
"maintain communication among the Dunefolk armies."
#. [unit_type]: id=Dune Swordsman, race=dunefolk
#: data/core/units/dunefolk/Swordsman.cfg:4
@ -2154,6 +2403,17 @@ msgid ""
"accuracy, a contingent of of Swordsmen is enough to crack even the sternest "
"of defenses."
msgstr ""
"In a direct clash of large armies, the Dunefolk commonly encounter either "
"densely packed Shield Walls or heavily fortified enemy positions. Striking "
"against these highly organized fronts can be quite challenging; an enemy "
"formation might leave only small, brief gaps between shields and armor, "
"while threatening a counterstrike with a thrust of spears and projectiles. "
"Thus, Dunefolk swordplay places a heavy emphasis on power and more "
"importantly, precision. A warrior might find only one chance to strike at an "
"enemy, but an experienced Dune Swordsman is more than likely to seize the "
"opportunity and make his strike count. Honing in with nearly unnatural "
"accuracy, a contingent of of Swordsmen is enough to crack even the sternest "
"of defences."
#. [unit_type]: id=Dune Warmaster, race=dunefolk
#: data/core/units/dunefolk/Warmaster.cfg:4
@ -2173,6 +2433,15 @@ msgid ""
"training. Said to be a veteran of a thousand battles, a Warmaster is an "
"expert leader that should never be underestimated."
msgstr ""
"In direct contrast with other Dunefolk commanders, Warmasters focus heavily "
"on rousing their troops and maintaining high morale. These generals are "
"often found at the forefront of battle, leading by example and fighting and "
"bleeding alongside their soldiers. While Warmasters usually leave the finer "
"details of strategy to their Captains, they are certainly capable tacticians "
"as well; many a battle has been won on an inventive or surprise manoeuvre "
"that is often the creative by-product of combat experience rather than "
"formal training. Said to be a veteran of a thousand battles, a Warmaster is "
"an expert leader that should never be underestimated."
#. [unit_type]: id=Dune Windrider, race=dunefolk
#: data/core/units/dunefolk/Windrider.cfg:4
@ -2194,13 +2463,22 @@ msgid ""
"craft to its apex, Windriders are undisputed masters of ranged combat among "
"the Dunefolk."
msgstr ""
"Archery on horseback presents a number of additional challenges that very "
"few are able to overcome. What separates the renowned Windrider caste from "
"other bowmen is their ability to not only master these difficulties, but "
"turn them into benefits instead. Making great use of their steeds "
"incredible speed, a Windrider is actually a better archer when mounted as "
"compared to on land. The extra momentum from riding on horseback provides "
"additional force to their already potent shots, and by riding in meandering "
"patterns, these bowmen are able to curve the trajectories of their arrows, "
"reaching targets they might not be able to otherwise. Having honed their "
"craft to its apex, Windriders are undisputed masters of ranged combat among "
"the Dunefolk."
#. [unit_type]: id=Wyvern Rider, race=monster, description=
#: data/core/units/dunefolk/Wyvern_Rider.cfg:4
#, fuzzy
#| msgid "Gryphon Rider"
msgid "Wyvern Rider"
msgstr "Gryphon Rider"
msgstr "Wyvern Rider"
#. [unit_type]: id=Dwarvish Arcanister, race=dwarf
#: data/core/units/dwarves/Arcanister.cfg:4
@ -5253,7 +5531,7 @@ msgstr "pincers"
#. [variation]
#: data/core/units/monsters/Giant_Scorpion.cfg:111
msgid "Sand Scuttler"
msgstr ""
msgstr "Sand Scuttler"
#. [variation]
#: data/core/units/monsters/Giant_Scorpion.cfg:114
@ -5262,6 +5540,9 @@ msgid ""
"mix of mundane creature and elemental beast. Though usually timid, Sand "
"Scuttlers sometimes attack unwary travelers, especially when startled."
msgstr ""
"Blending in nearly seamlessly into sandy dunes, these critters are an odd "
"mix of mundane creature and elemental beast. Though usually timid, Sand "
"Scuttlers sometimes attack unwary travellers, especially when startled."
#. [unit_type]: id=Giant Scorpling, race=monster
#: data/core/units/monsters/Giant_Scorpling.cfg:4
@ -5313,14 +5594,12 @@ msgstr "web"
#. [unit_type]: id=Jinn, race=monster, description=
#: data/core/units/monsters/Jinn.cfg:4
msgid "Jinn"
msgstr ""
msgstr "Jinn"
#. [attack]: type=fire
#: data/core/units/monsters/Jinn.cfg:24
#, fuzzy
#| msgid "faerie fire"
msgid "desert fire"
msgstr "faerie fire"
msgstr "desert fire"
#. [unit_type]: id=Mudcrawler, race=monster
#: data/core/units/monsters/Mudcrawler.cfg:4
@ -5345,7 +5624,7 @@ msgstr ""
#. [unit_type]: id=Roc, race=monster, description=
#: data/core/units/monsters/Roc.cfg:4
msgid "Roc"
msgstr ""
msgstr "Roc"
#. [unit_type]: id=Sea Serpent, race=monster
#: data/core/units/monsters/Sea_Serpent.cfg:4
@ -5439,7 +5718,7 @@ msgstr ""
#. [unit_type]: id=Wild Wyvern, race=monster, description=
#: data/core/units/monsters/Wild_Wyvern.cfg:4
msgid "Wild Wyvern"
msgstr ""
msgstr "Wild Wyvern"
#. [unit_type]: id=Wolf, race=wolf
#: data/core/units/monsters/Wolf.cfg:4
@ -5494,7 +5773,7 @@ msgstr ""
#. [unit_type]: id=Naga Bladewhirler, race=naga
#: data/core/units/nagas/Bladewhirler.cfg:4
msgid "Naga Bladewhirler"
msgstr ""
msgstr "Naga Bladewhirler"
#. [unit_type]: id=Naga Bladewhirler, race=naga
#: data/core/units/nagas/Bladewhirler.cfg:18
@ -5509,19 +5788,26 @@ msgid ""
"these nagas ensure that their services are always sought after by one tribe "
"or another."
msgstr ""
"Experienced warriors of the Southern Naga often find work as mercenaries, "
"usually hired by neighbouring Dunefolk to control key waterways near the "
"coastline. Though generally amicable with their wealthy employers, this "
"friendliness should not be mistaken for loyalty. Bladewhirlers, in "
"particular, are known for readily switching between rival city-state "
"factions at the start of each shipping season, when demand for water-based "
"protection is the highest. By encouraging a healthy amount of competition, "
"these nagas ensure that their services are always sought after by one tribe "
"or another."
#. [attack]: type=blade
#: data/core/units/nagas/Bladewhirler.cfg:28
#: data/core/units/nagas/Dervish.cfg:30
#, fuzzy
#| msgid "war blade"
msgid "curved blade"
msgstr "war blade"
msgstr "curved blade"
#. [unit_type]: id=Naga Dervish, race=naga
#: data/core/units/nagas/Dervish.cfg:4
msgid "Naga Dervish"
msgstr ""
msgstr "Naga Dervish"
#. [unit_type]: id=Naga Dervish, race=naga
#: data/core/units/nagas/Dervish.cfg:19
@ -5537,6 +5823,16 @@ msgid ""
"experienced mercenaries know perfectly well that the best methods for "
"generating money are those that do not place themselves in danger."
msgstr ""
"While they sometimes still stand in as sellswords for potential Dunefolk "
"allies, Naga Dervishes are more often the keepers of trade routes and "
"resource beds close to waterways. For the right fee or exchange of goods, a "
"Dervish will guarantee safe travel or free access to valuable supplies in "
"his territory. Rubbed the wrong way and a Dervish becomes a fearsome foe—not "
"because of their personal strength in combat, but instead due to the "
"numerous allies that he can call upon to quash any potential nuisance. "
"Though perfectly capable warriors when the time is necessary, these "
"experienced mercenaries know perfectly well that the best methods for "
"generating money are those that do not place themselves in danger."
#. [unit_type]: id=Naga Fighter, race=naga
#: data/core/units/nagas/Fighter.cfg:4
@ -5607,10 +5903,8 @@ msgstr ""
#. [unit_type]: id=Naga Ringcaster, race=naga
#: data/core/units/nagas/Ringcaster.cfg:4
#, fuzzy
#| msgid "Naga Fighter"
msgid "Naga Ringcaster"
msgstr "Naga Fighter"
msgstr "Naga Ringcaster"
#. [unit_type]: id=Naga Ringcaster, race=naga
#: data/core/units/nagas/Ringcaster.cfg:17
@ -5625,20 +5919,27 @@ msgid ""
"each blade ring is coming out of the forge, each Ringcaster has a different "
"fighting style to which their tools are tailored."
msgstr ""
"The blade ring, or chakram, is the signature weapon of the southern Naga and "
"their renowned Ringcasters. These nagas choose their tools with great care: "
"the process of forging a chakram underwater is quite tricky and usually "
"results in weapons with a fair bit of variance. Each Ringcaster picks a "
"specific set of chakrams that suits them, whether it be rings with high "
"uniformity for faster spinning, blades with a slight bit of wobble for "
"unpredictability, or lopsided rings for curved trajectories. As different as "
"each blade ring is coming out of the forge, each Ringcaster has a different "
"fighting style to which their tools are tailored."
#. [attack]: type=blade
#: data/core/units/nagas/Ringcaster.cfg:28
#: data/core/units/nagas/Ringcaster.cfg:37 data/core/units/nagas/Zephyr.cfg:41
#: data/core/units/nagas/Zephyr.cfg:50
msgid "chakram"
msgstr ""
msgstr "chakram"
#. [unit_type]: id=Naga Slasher, race=naga
#: data/core/units/nagas/Slasher.cfg:4
#, fuzzy
#| msgid "Naga Fighter"
msgid "Naga Slasher"
msgstr "Naga Fighter"
msgstr "Naga Slasher"
#. [unit_type]: id=Naga Slasher, race=naga
#: data/core/units/nagas/Slasher.cfg:18
@ -5652,6 +5953,14 @@ msgid ""
"these fighters are nonetheless effective when it comes time to engage in "
"warfare."
msgstr ""
"In contrast to the heavily melee-focused style of their northern brethren, "
"young Naga of the southern tribes prefer to carry small bows, with which "
"they used to pepper their prey with arrows. While finishing off any water-"
"based enemies usually must be done at close range, softening foes with "
"ranged attacks is usually much less dangerous than rushing headlong directly "
"into the fray. Sometimes viewed as cowardly by more proper Naga warriors, "
"these fighters are nonetheless effective when it comes time to engage in "
"warfare."
#. [unit_type]: id=Naga Warrior, race=naga
#: data/core/units/nagas/Warrior.cfg:4
@ -5699,10 +6008,8 @@ msgstr ""
#. [unit_type]: id=Naga Zephyr, race=naga
#: data/core/units/nagas/Zephyr.cfg:4
#, fuzzy
#| msgid "Naga Fighter"
msgid "Naga Zephyr"
msgstr "Naga Fighter"
msgstr "Naga Zephyr"
#. [unit_type]: id=Naga Zephyr, race=naga
#: data/core/units/nagas/Zephyr.cfg:18
@ -5741,6 +6048,39 @@ msgid ""
"announced his new name: Zephyr, a warrior who serves the Wind on which his "
"blades fly."
msgstr ""
"The Southern Naga commonly recount a curious story about the Wind Spirit, "
"Zefra and the aetherial chakram:\n"
"\n"
"In the distant past, there was a chakram wielder who was possessed of "
"legendary skill. It is said that he could cleave the very seas with a flurry "
"of blades, fell a hundred foes before a single could reach him, and deflect "
"a thousand arrows without being struck. Called by the name of Xylrix, "
"tempest, he was a warrior whose arrogance was as great as his talent. He was "
"always more than willing to boast his prowess to any and all who would watch "
"him. Then one day, while flaunting himself to a band of young Nagini, he "
"chose a sacred Allnai tree as his target.\n"
"\n"
"Watch, he bellowed, and split the tree straight in two.\n"
"\n"
"In that moment, a great wind surrounded him and the Wind Spirits voice "
"echoed in his ears, You think yourself mighty for slaying my hapless "
"offspring? Though talent you possess, no mortal should trifle with the "
"divinity that guides them.\n"
"\n"
"He retorted, Come, spirit. I am not afraid. No weapon, steel, water, or "
"wind, shall stand up to my rings.\n"
"\n"
"The wind whirled ever faster, a torrent of gale force spiralling and "
"spiralling in a gyrating dance of fury. He felt himself lifted from the "
"ground, spinning at a tremendous rate, rendered utterly hapless at the mercy "
"of Zefras wrath. Face upturned in terror, he let go of his blades and "
"suddenly saw it in the whirling tempest—the twirling motion of the ringed "
"chakrams, patterned in the very wind itself.\n"
"\n"
"As quickly as the storm came, it vanished, leaving Xylrix to contemplate his "
"broken weapons. When he finally returned to his home many days later, he "
"announced his new name: Zephyr, a warrior who serves the Wind on which his "
"blades fly."
#. [unit_type]: id=Ogre, race=ogre
#: data/core/units/ogres/Ogre.cfg:4
@ -6437,8 +6777,6 @@ msgstr "Saurian"
#. [variation]
#: data/core/units/undead/Corpse_Soulless.cfg:173
#: data/core/units/undead/Corpse_Walking.cfg:172
#, fuzzy
#| msgid "wc_variation^Swimmer"
msgid "wc_variation^Spider"
msgstr "Swimmer"
@ -7048,14 +7386,12 @@ msgstr ""
#. [unit_type]: id=Wose Sapling
#: data/core/units/wose/Wose_Sapling.cfg:7
msgid "Wose Sapling"
msgstr ""
msgstr "Wose Sapling"
#. [unit_type]: id=Wose Shaman, race=wose
#: data/core/units/wose/Wose_Shaman.cfg:4
#, fuzzy
#| msgid "Troll Shaman"
msgid "Wose Shaman"
msgstr "Troll Shaman"
msgstr "Wose Shaman"
#. [unit_type]: id=Wose Shaman, race=wose
#: data/core/units/wose/Wose_Shaman.cfg:27
@ -7063,6 +7399,8 @@ msgid ""
"These woses are able to command forest plants such as vines and creepers to "
"hinder their enemies."
msgstr ""
"These woses are able to command forest plants such as vines and creepers to "
"hinder their enemies."
#~ msgid ""
#~ "Some men excel at medicine the way others do at strength of arms, and the "

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-07-08 13:19+1000\n"
"PO-Revision-Date: 2019-08-28 12:11+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -2380,15 +2380,11 @@ msgstr ""
#. [message]: speaker=$lich_lord.id
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:932
#, fuzzy
#| msgid ""
#| "No! This contest is not over yet, Azkotep. I shall show you a taste of my "
#| "true power."
msgid ""
"No! This contest is not over yet, Ystara. I shall show you a taste of my "
"true power."
msgstr ""
"No! This contest is not over yet, Azkotep. I shall show you a taste of my "
"No! This contest is not over yet, Ystara. I shall show you a taste of my "
"true power."
#. [message]: speaker=$lich_lord.id
@ -7844,16 +7840,12 @@ msgstr ""
#. [message]: speaker=unit
#: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:2304
#, fuzzy
#| msgid ""
#| "Look, the western passage is already flooding! It must connect back "
#| "somehow to the other tunnels."
msgid ""
"I think I hear the sound of rushing water down the western passage; it might "
"already be flooding! It must connect back somehow to the other tunnels."
msgstr ""
"Look, the western passage is already flooding! It must connect back somehow "
"to the other tunnels."
"I think I hear the sound of rushing water down the western passage; it might "
"already be flooding! It must connect back somehow to the other tunnels."
#. [message]: speaker=unit
#: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:2310
@ -8026,7 +8018,7 @@ msgstr "Look, daylight! I think we finally made it out of the caves!"
#. [message]: speaker=Nym
#: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:2562
msgid "Kaleh? Zhul? Im still stuck back here..."
msgstr ""
msgstr "Kaleh? Zhul? Im still stuck back here..."
#. [message]: speaker=$explorer.id
#: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:2577
@ -8045,7 +8037,7 @@ msgstr "Kaleh, I think you should come up and see this."
#. [message]: speaker=Kaleh
#: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:2613
msgid "Ack, Im surrounded by water!"
msgstr ""
msgstr "Ack, Im surrounded by water!"
#. [message]: speaker=Kaleh
#: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:2633
@ -15451,15 +15443,6 @@ msgstr "Tauroch Rider"
#. [unit_type]: id=Tauroch Rider, race=elf
#: data/campaigns/Under_the_Burning_Suns/units/quenoth/Rider.cfg:27
#, fuzzy
#| msgid ""
#| "Taurochs are huge, hardened beasts of the desert, considered untamable by "
#| "most surviving races. However, the elves' affinity with nature has "
#| "allowed them to form an unlikely bond with them. While taurochs can "
#| "easily carry or pull heavy loads, their thick hides and unwavering "
#| "resolution also make them formidable mounts in battle. A tauroch guided "
#| "by a skilled rider can hold off multiple enemies long enough for "
#| "assistance to arrive."
msgid ""
"Taurochs are huge, hardened beasts of the desert, considered untamable by "
"most surviving races. However, the elves affinity with nature has allowed "
@ -15470,11 +15453,12 @@ msgid ""
"powerful warden to protect elven villages and carvans."
msgstr ""
"Taurochs are huge, hardened beasts of the desert, considered untamable by "
"most surviving races. However, the elves' affinity with nature has allowed "
"them to form an unlikely bond with them. While taurochs can easily carry or "
"pull heavy loads, their thick hides and unwavering resolution also make them "
"formidable mounts in battle. A tauroch guided by a skilled rider can hold "
"off multiple enemies long enough for assistance to arrive."
"most surviving races. However, the elves affinity with nature has allowed "
"them to form an unlikely bond with these unruly animals. While Taurochs can "
"easily carry or pull heavy loads, their thick hides and unwavering "
"resolution also make them formidable mounts in battle. A Tauroch guided by a "
"skilled rider can hold off multiple enemies by itself and serves as a "
"powerful warden to protect elven villages and carvans."
#. [unit_type]: id=Quenoth Scout, race=elf
#: data/campaigns/Under_the_Burning_Suns/units/quenoth/Scout.cfg:5
@ -15949,24 +15933,21 @@ msgstr ""
"and destruction."
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:65
#, fuzzy
#| msgid " This unit is capable of basic healing and slowing dehydration."
msgid ""
"\n"
"• This unit is capable of basic healing and slowing dehydration."
msgstr " This unit is capable of basic healing and slowing dehydration."
msgstr ""
"\n"
"• This unit is capable of basic healing and slowing dehydration."
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:69
#, fuzzy
#| msgid ""
#| " This unit is capable of healing those around it, slowing dehydration, "
#| "and curing them of poison."
msgid ""
"\n"
"• This unit is capable of healing those around it, slowing dehydration, and "
"curing them of poison."
msgstr ""
" This unit is capable of healing those around it, slowing dehydration, and "
"\n"
"• This unit is capable of healing those around it, slowing dehydration, and "
"curing them of poison."
#. [dummy]: id=teaching
@ -16101,59 +16082,49 @@ msgid "The upkeep costs of adjacent friendly units are lowered by 1."
msgstr "The upkeep costs of adjacent friendly units are lowered by 1."
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:181
#, fuzzy
#| msgid ""
#| " This units melee attack can overwhelm the defenses of enemies, "
#| "preventing them from retaliating as effectively."
msgid ""
"\n"
"• This units melee attack can overwhelm the defenses of enemies, preventing "
"them from retaliating as effectively."
msgstr ""
" This units melee attack can overwhelm the defences of enemies, preventing "
"\n"
"• This units melee attack can overwhelm the defences of enemies, preventing "
"them from retaliating as effectively."
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:185
#, fuzzy
#| msgid ""
#| " Groups of units of this type are able to shield each other in combat."
msgid ""
"\n"
"• Groups of units of this type are able to shield each other in combat."
msgstr " Groups of units of this type are able to shield each other in combat."
msgstr ""
"\n"
"• Groups of units of this type are able to shield each other in combat."
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:189
#, fuzzy
#| msgid " This unit can move either before or after attacking."
msgid ""
"\n"
"• This unit can move either before or after attacking."
msgstr " This unit can move either before or after attacking."
msgstr ""
"\n"
"• This unit can move either before or after attacking."
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:193
#, fuzzy
#| msgid ""
#| " This unit can daze its enemies, reducing their accuracy and defense "
#| "until they end a turn."
msgid ""
"\n"
"• This unit can daze its enemies, reducing their accuracy and defense until "
"they end a turn."
msgstr ""
" This unit can daze its enemies, reducing their accuracy and defence until "
"\n"
"• This unit can daze its enemies, reducing their accuracy and defence until "
"they end a turn."
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:197
#, fuzzy
#| msgid ""
#| "This unit is capable of distracting opponents, allowing allied units to "
#| "trespass their Zones of Control and move unhindered around them."
msgid ""
"\n"
"• This unit is capable of distracting opponents, allowing allied units to "
"trespass their Zones of Control and move unhindered around them."
msgstr ""
"This unit is capable of distracting opponents, allowing allied units to "
"\n"
"• This unit is capable of distracting opponents, allowing allied units to "
"trespass their Zones of Control and move unhindered around them."
#. [unstore_unit]

View file

@ -1,16 +1,17 @@
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-08-22 14:23 UTC\n"
"Last-Translator: Automatically generated\n"
"PO-Revision-Date: 2019-08-28 12:55+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: none\n"
"Language: en_GB\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 2.2.3\n"
#. [campaign]: id=Wings_of_Victory
#: data/campaigns/Wings_of_Victory/_main.cfg:9
@ -136,7 +137,7 @@ msgid ""
msgstr ""
"For long cycles we Recorders of Morogor had watched the slow rising of the "
"tides and the sinking of our islands. Each cycle it became slightly more "
"difficult to feed our hatchlings. Newer flights scraped out a meager "
"difficult to feed our hatchlings. Newer flights scraped out a meagre "
"existence on islets of rock their grandsires would have scorned, and some "
"turned their eyes enviously on the green expanses of the central islands. We "
"feared a final war was nearly upon us."
@ -444,7 +445,7 @@ msgid ""
"Even though Galun was now an Aspirant, he still needed to win enough honor "
"to be chosen to represent his caste in the Contention."
msgstr ""
"Even though Galun was now an Aspirant, he still needed to win enough honor "
"Even though Galun was now an Aspirant, he still needed to win enough honour "
"to be chosen to represent his caste in the Contention."
#. [part]
@ -494,7 +495,7 @@ msgstr "Viragar"
#. [objective]: condition=win
#: data/campaigns/Wings_of_Victory/scenarios/02_The_Raid.cfg:85
msgid "Capture Viragar (reduce him to 0 hitpoints or lower)"
msgstr "Capture Viragar (reduce him to 0 hitpoints or lower)"
msgstr "Capture Viragar (reduce him to 0 hit-points or lower)"
#. [objective]: condition=win
#: data/campaigns/Wings_of_Victory/scenarios/02_The_Raid.cfg:90
@ -573,7 +574,8 @@ msgstr "Viragar was captured alive and interrogated for a long time."
msgid ""
"The interrogation yielded rumors of a land to the east and a way to reach it."
msgstr ""
"The interrogation yielded rumors of a land to the east and a way to reach it."
"The interrogation yielded rumours of a land to the east and a way to reach "
"it."
#. [message]: speaker=narrator
#: data/campaigns/Wings_of_Victory/scenarios/02_The_Raid.cfg:180
@ -612,9 +614,9 @@ msgid ""
"\n"
"So ended Galuns dream of becoming a Dominant."
msgstr ""
"Galun and his troops fought gallantly, and their fallen had died with honor, "
"but it was not enough. It was only with reinforcements from Verkon that "
"Galun won the island back.\n"
"Galun and his troops fought gallantly, and their fallen had died with "
"honour, but it was not enough. It was only with reinforcements from Verkon "
"that Galun won the island back.\n"
"\n"
"So ended Galuns dream of becoming a Dominant."
@ -634,7 +636,7 @@ msgid ""
msgstr ""
"For ages, we of the Spiral Path have not demurred when our kin of the "
"Straight Path spoke vaguely of the end of the world lying beyond the "
"oceans, receding ever farther as Dominants claim new ranges. However, we "
"oceans, receding ever further as Dominants claim new ranges. However, we "
"knew better: for we have found it written in the tides and the motion of the "
"stars that our world is round, made like a drakes egg."
@ -649,7 +651,7 @@ msgstr ""
"Every hatchlings hope is to become the Dominant of a new flight. But the "
"sinking of our islands may only prefigure a vastly greater tragedy; for if "
"the world is bounded, our Way must end in a final war of drake against "
"drake...or a great starvation."
"drake... or a great starvation."
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/03_The_Contention.cfg:28
@ -731,10 +733,10 @@ msgid ""
"arena in the very heart of Morogor."
msgstr ""
"All the skills necessary to protect and provide for a flight were tested. "
"Each team faced various challenges of martial ability, hunting, group "
"coordination, strategy, & tactics. The top two teams, with only their "
"gathered resources and raw recruits, advanced onward to the traditional "
"arena in the very heart of Morogor."
"Each team faced various challenges of martial ability, hunting, group co-"
"ordination, strategy, & tactics. The top two teams, with only their gathered "
"resources and raw recruits, advanced onwards to the traditional arena in the "
"very heart of Morogor."
#. [message]: speaker=narrator
#: data/campaigns/Wings_of_Victory/scenarios/03_The_Contention.cfg:186
@ -743,7 +745,7 @@ msgid ""
"Gribbel of the Flight of Kerath, faced off in a final battle: The Contention."
msgstr ""
"As was the Way, the teams, lead by Galun of the Flight of Verkon, and "
"Gribbel of the Flight of Kerath, faced off in a final battle: The Contention."
"Gribbel of the Flight of Kerath, met in a final battle: The Contention."
#. [message]: speaker=Vank
#: data/campaigns/Wings_of_Victory/scenarios/03_The_Contention.cfg:191
@ -751,8 +753,8 @@ msgid ""
"I can scarce believe we are actually here. The Contention! Are we truly fit "
"for this?"
msgstr ""
"I can scarce believe we are actually here. The Contention! Are we truly fit "
"for this?"
"I can scarcely believe we are actually here. The Contention! Are we truly "
"fit for this?"
#. [message]: speaker=Galun
#: data/campaigns/Wings_of_Victory/scenarios/03_The_Contention.cfg:195
@ -832,7 +834,7 @@ msgstr "May the pride and power of the Drakes be increased."
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/04_The_Spiral_Path.cfg:28
msgid "That...may not always be possible."
msgstr "That...may not always be possible."
msgstr "That... may not always be possible."
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/04_The_Spiral_Path.cfg:33
@ -880,7 +882,7 @@ msgid ""
"that some drakes believe the world is round like an egg; that there is no "
"abyss to fall into."
msgstr ""
"As for the abyss at the end of the great ocean...you have heard, perhaps, "
"As for the abyss at the end of the great ocean... you have heard, perhaps, "
"that some drakes believe the world is round like an egg; that there is no "
"abyss to fall into."
@ -890,7 +892,7 @@ msgid ""
"Yes. It was after I learned this rumor that I began to wonder if ours was "
"truly the only land in the world."
msgstr ""
"Yes. It was after I learned this rumor that I began to wonder if ours was "
"Yes. It was after I learned this rumour that I began to wonder if ours was "
"truly the only land in the world."
#. [part]
@ -934,8 +936,8 @@ msgid ""
"enemies."
msgstr ""
"One of the things they have forgotten is that there is indeed other land in "
"the world. Long ago, cycles beyond counting, we lived on a great landmass "
"far to the west of here. We..most of us...chose to forget our origins, "
"the world. Long ago, cycles beyond counting, we lived on a great land mass "
"far to the west of here. We... most of us... chose to forget our origins, "
"because we were driven from it in a great war. We came to Morogor fleeing "
"enemies."
@ -962,7 +964,7 @@ msgid ""
msgstr ""
"It is written in the tides, and in the motions of the moons, that the world "
"is indeed made in the shape of a drakes egg. You might very well find new "
"land to the east of here, farther from whence we came."
"land to the east of here, further from whence we came."
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/04_The_Spiral_Path.cfg:103
@ -986,8 +988,8 @@ msgid ""
"when the world fills up with drakes?"
msgstr ""
"Think now of the great green world as an island; if you travel around its "
"shore long enough, you will end where you began. Galun...what will happen "
"when the world fills up with drakes?"
"shore long enough, you will end where you began. Galun... what will happen "
"when the world fills with drakes?"
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/04_The_Spiral_Path.cfg:118
@ -1006,7 +1008,7 @@ msgid ""
"keep our numbers in bounds."
msgstr ""
"We do. The Spiral Path seeks a way to prevent that war, The Straight Path of "
"spawning and swarming cannot continue forever. We must, somehow, learn to "
"spawning and swarming cannot continue for ever. We must, somehow, learn to "
"keep our numbers in bounds."
#. [part]
@ -1046,7 +1048,7 @@ msgid ""
"would lose their ability to fly."
msgstr ""
"They had little time to prepare the new flight. The new hatchlings could not "
"go long without food...but worse, if the breeders grew heavy with eggs they "
"go long without food... but worse, if the breeders grew heavy with eggs they "
"would lose their ability to fly."
#. [part]
@ -1058,11 +1060,11 @@ msgid ""
"sling bags of dried meat. That, and the prey they could take from the Great "
"Ocean on their journey, might see them through."
msgstr ""
"Galun prepared for true long-distance travel by abandoning the massive armor "
"of the Clashers. The flight took only the lighter tools with it, counting on "
"re-creating the heavier ones in the new land. Instead, they loaded up with "
"sling bags of dried meat. That, and the prey they could take from the Great "
"Ocean on their journey, might see them through."
"Galun prepared for true long-distance travel by abandoning the massive "
"armour of the Clashers. The flight took only the lighter tools with it, "
"counting on re-creating the heavier ones in the new land. Instead, they "
"loaded sling bags of dried meat. That, and the prey they could take from the "
"Great Ocean on their journey, might see them through."
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/05_Islands.cfg:25
@ -1119,7 +1121,7 @@ msgstr "Defeat all enemy leaders"
#: data/campaigns/Wings_of_Victory/scenarios/05_Islands.cfg:153
#: data/campaigns/Wings_of_Victory/scenarios/06_The_Three_Sisters.cfg:223
msgid "Galuns flight is not yet able to manufacture armor for Clashers."
msgstr "Galuns flight is not yet able to manufacture armor for Clashers."
msgstr "Galuns flight is not yet able to manufacture armour for Clashers."
#. [note]
#: data/campaigns/Wings_of_Victory/scenarios/05_Islands.cfg:156
@ -1190,7 +1192,7 @@ msgid ""
"continue onward."
msgstr ""
"We have triumphed, though these islands are only a place to rest. We must "
"continue onward."
"continue onwards."
#. [message]: speaker=Vank
#: data/campaigns/Wings_of_Victory/scenarios/05_Islands.cfg:326
@ -1249,7 +1251,7 @@ msgid ""
"the south to intersect the flights path, and then led them towards a group "
"of three islands."
msgstr ""
"Vanks eyes had not deceived him. There was indeed land to the east, farther "
"Vanks eyes had not deceived him. There was indeed land to the east, further "
"than he guessed and barely within reach. A great warm current angled up from "
"the south to intersect the flights path, and then led them towards a group "
"of three islands."
@ -1363,7 +1365,7 @@ msgid ""
msgstr ""
"With the mainland near, shorter flights with heavier loads could be made. "
"Thus with the fire from the volcanoes the drakes reforged their heavier "
"tools and armor for the clashers."
"tools and armour for the clashers."
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/07_Elensefar.cfg:29
@ -1371,7 +1373,7 @@ msgid ""
"When everyone was ready, Galun ordered the flight toward the mountains. On "
"their way, a settlement was spotted."
msgstr ""
"When everyone was ready, Galun ordered the flight toward the mountains. On "
"When everyone was ready, Galun ordered the flight towards the mountains. On "
"their way, a settlement was spotted."
#. [leader]: id=Vorlyan, type=General
@ -1472,7 +1474,7 @@ msgid ""
"the trees down there are <i>walking</i>!"
msgstr ""
"Some of the game has two legs rather than four. They dont quite look like "
"our runners, though. They move better. And...Galun, I could swear some of "
"our runners, though. They move better. And... Galun, I could swear some of "
"the trees down there are <i>walking</i>!"
#. [message]: speaker=Galun
@ -1506,8 +1508,8 @@ msgid ""
"Set up a rotating overwatch. Well feed and rest here until the overwatch "
"flyers spot more of them within a half-league, then fly north."
msgstr ""
"Set up a rotating overwatch. Well feed and rest here until the overwatch "
"flyers spot more of them within a half-league, then fly north."
"Set up a rotating watch. Well feed and rest here until the patrol flyers "
"spot more of them within a half-league, then fly north."
#. [message]: speaker=Vank
#: data/campaigns/Wings_of_Victory/scenarios/08_Wesmere.cfg:156
@ -1634,7 +1636,7 @@ msgid ""
"attention, and he led the flight toward it."
msgstr ""
"Upon leaving the forest, a mountain in the range ahead caught Galuns "
"attention, and he led the flight toward it."
"attention, and he led the flight towards it."
#. [part]
#: data/campaigns/Wings_of_Victory/scenarios/09_Foothills.cfg:30
@ -1906,7 +1908,7 @@ msgid ""
"hunted the trolls and the beasts of the mountains for meat."
msgstr ""
"The Drakes began to carve out a new home with fire and tools. They built "
"watchposts, and chambers for the breeders, and sleeping quarters. They "
"watch posts, and chambers for the breeders, and sleeping quarters. They "
"hunted the trolls and the beasts of the mountains for meat."
#. [part]
@ -2117,7 +2119,7 @@ msgid ""
"customs. Surrender, and I will give you a quick death, and some of your "
"drakes may be allowed to live and serve me."
msgstr ""
"We are not in Morogor anymore! There are no other flights around to enforce "
"We are not in Morogor any more! There are no other flights around to enforce "
"customs. Surrender, and I will give you a quick death, and some of your "
"drakes may be allowed to live and serve me."
@ -2320,7 +2322,7 @@ msgid ""
msgstr ""
"As Tuskers age, their already formidable teeth grow longer and more "
"numerous. A mature boar gorer is a valuable asset to any farmer. An angry "
"boar gorer is a challenge even to the best hunters"
"boar gorer is a challenge even to the best hunters."
#. [attack]: type=blade
#: data/campaigns/Wings_of_Victory/units/Gorer.cfg:49
@ -2390,7 +2392,7 @@ msgid ""
"trifled with."
msgstr ""
"Tuskers are hardy livestock. Their powerful limbs make them good beasts of "
"burden. Their thick wool and hides make coarse, but serviceable clothing and "
"burden. Their thick wool and hides make coarse, but adequate clothing and "
"their meat is tough, but filling. But an angry or wild tusker is not to be "
"trifled with."
@ -2433,7 +2435,7 @@ msgstr "Krenix"
#. [message]: speaker=Galun
#: data/campaigns/Wings_of_Victory/utils/deaths.cfg:25
msgid "Vank! No! How will I continue on without you?"
msgstr "Vank! No! How will I continue on without you?"
msgstr "Vank! No! How will I continue without you?"
#. [objective]: description=<small>, condition=win
#: data/campaigns/Wings_of_Victory/utils/wov-macros.cfg:32

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 22:41+0300\n"
"PO-Revision-Date: 2019-07-08 12:17+1000\n"
"PO-Revision-Date: 2019-08-28 19:00+1000\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -2714,6 +2714,15 @@ msgid ""
"Saadia,Sabiha,Safiya,Sahar,Saida,Sajida,Sakhra,Salma,Samira,Sarah,Shahd,"
"Shatha,Sherine,Shumaila,Sumaya,Taslima,Umm,Yara,Yasmin,Zahra,Zakiya,Zaynab"
msgstr ""
"Abiha,Afaf,A'isha,Ajda,Aliya,Amira,Ashraqat,Atikah,Azra,Boutheina,Bushra,"
"Chaima,Cynthia,Dalal,Dalia,Eliana,Esma,Farida,Fatima,Feyrouz,Habiba,Hafsa,"
"Hajra,Halima,Hamida,Hanifa,Havva,Hayat,Hessa,Ibtisam,Ibtissam,Inaam,Jamila,"
"Jawahir,Jena,Jumana,Kareena,Karima,Katya,Khadija,Khairunnisa,Khawla,Khawlah,"
"Lama,Lamia,Latifa,Layal,Layan,Leila,Lina,Lulwa,Madiha,Maha,Mahmuna,Mai,"
"Malika,Marwa,Maryam,Maya,Maysoon,Melissa,Nadia,Nafisa,Nahla,Naila,Najat,"
"Nasim,Nasrin,Nejla,Nezha,Niusha,Qistina,Rahima,Rana,Rashida,Reem,Ruqayya,"
"Saadia,Sabiha,Safiya,Sahar,Saida,Sajida,Sakhra,Salma,Samira,Sarah,Shahd,"
"Shatha,Sherine,Shumaila,Sumaya,Taslima,Umm,Yara,Yasmin,Zahra,Zakiya,Zaynab"
#. Generator for male dunefolk human names; see <https://wiki.wesnoth.org/Context-free_grammar> for syntax
#: data/core/macros/names.cfg:146
@ -3688,21 +3697,14 @@ msgstr ""
#. [language]
#: data/english.cfg:17
#, fuzzy
#| msgid ""
#| "Lawful units fight better during the day, and worse at night.\n"
#| "\n"
#| "Day: +25% Damage\n"
#| "Night: 25% Damage"
msgid ""
"Liminal units fight best during the twilight times of day.\n"
"\n"
"Twilight: +25% Damage"
msgstr ""
"Lawful units fight better during the day, and worse at night.\n"
"Liminal units fight best during the twilight times of day.\n"
"\n"
"Day: +25% Damage\n"
"Night: 25% Damage"
"Twilight: +25% Damage"
#. [language]
#: data/english.cfg:22
@ -4140,10 +4142,8 @@ msgstr "Defeat:"
#. [lua]: generate_objectives
#: data/lua/wml/objectives.lua:119
#, fuzzy
#| msgid "%d%% of gold carried over to the next scenario."
msgid "$percent|% of gold carried over to the next scenario."
msgstr "%d%% of gold carried over to the next scenario."
msgstr "$percent|% of gold carried over to the next scenario."
#. #-#-#-#-# wesnoth.wml.pot (PACKAGE VERSION) #-#-#-#-#
#. [objective]: condition=win
@ -4156,13 +4156,13 @@ msgstr "Defeat enemy leader(s)"
#. [heals]: id=aura of death 8
#: data/scenario-test.cfg:886 data/scenario-test.cfg:914
msgid "aura of seath ("
msgstr ""
msgstr "aura of seath ("
#. [heals]: id=aura of death 4
#. [heals]: id=aura of death 8
#: data/scenario-test.cfg:887 data/scenario-test.cfg:915
msgid "female^aura of death ("
msgstr ""
msgstr "aura of death ("
#: data/scenario-test.cfg:1073 src/game_initialization/depcheck.cpp:491
msgid "OK"
@ -6155,7 +6155,7 @@ msgstr "Connection timed out"
#: src/game_initialization/multiplayer.cpp:71
msgid "Invalid address specified for multiplayer server"
msgstr ""
msgstr "Invalid address specified for multiplayer server"
#: src/game_initialization/multiplayer.cpp:118
msgid ""
@ -7040,10 +7040,8 @@ msgid "Switch a side to/from AI control."
msgstr "Switch a side to/from AI control."
#: src/menu_events.cpp:1191
#, fuzzy
#| msgid "do not translate the on/off^[<side> [on/off]]"
msgid "do not translate the on/off/full^[<side> [on/off/full]]"
msgstr "[<side> [on/off]]"
msgstr "[<side> [on/off/full]]"
#: src/menu_events.cpp:1192
msgid "Switch a side to/from idle state."
@ -7255,11 +7253,11 @@ msgstr "Could not find label or unit containing the string $search."
#: src/menu_events.cpp:1434
msgid "Can't droid invalid side: '$side'."
msgstr "Can't droid invalid side: '$side'."
msgstr "Can't use droid on invalid side: '$side'."
#: src/menu_events.cpp:1437
msgid "Can't droid networked side: '$side'."
msgstr "Can't droid networked side: '$side'."
msgstr "Can't use droid on networked side: '$side'."
#: src/menu_events.cpp:1447
msgid "Side '$side' controller is now controlled by: AI."
@ -7267,34 +7265,29 @@ msgstr "Side '$side' controller is now controlled by: AI."
#: src/menu_events.cpp:1449
msgid "Side '$side' is already droided."
msgstr "Side '$side' is already droided."
msgstr "Side '$side' is already AI controlled."
#: src/menu_events.cpp:1456
msgid "Side '$side' controller is now controlled by: human."
msgstr "Side '$side' controller is now controlled by: human."
#: src/menu_events.cpp:1458
#, fuzzy
#| msgid "Side '$side' is already droided."
msgid "Side '$side' is already not droided."
msgstr "Side '$side' is already droided."
msgstr "Side '$side' is already human controlled."
#: src/menu_events.cpp:1465
#, fuzzy
#| msgid "Side '$side' controller is now controlled by: AI."
msgid "Side '$side' controller is now fully controlled by: AI."
msgstr "Side '$side' controller is now controlled by: AI."
msgstr "Side '$side' controller is now fully controlled by: AI."
#: src/menu_events.cpp:1467
#, fuzzy
#| msgid "Side '$side' is already droided."
msgid "Side '$side' is already fully AI controlled."
msgstr "Side '$side' is already droided."
msgstr "Side '$side' is already fully AI controlled."
#: src/menu_events.cpp:1470
msgid ""
"Invalid action provided for side '$side'. Valid actions are: on, off, full."
msgstr ""
"Invalid action provided for side '$side'. Valid actions are: on, off, full."
#: src/menu_events.cpp:1493
msgid "Can't idle invalid side: '$side'."
@ -7416,7 +7409,7 @@ msgstr "No Ally Mirror"
#: src/mp_ui_alerts.cpp:67
msgid "A game ($name|, $scenario|) has been created"
msgstr ""
msgstr "A game ($name|, $scenario|) has been created"
#: src/mp_ui_alerts.cpp:68 src/mp_ui_alerts.cpp:82 src/mp_ui_alerts.cpp:96
#: src/mp_ui_alerts.cpp:165 src/mp_ui_alerts.cpp:176