update British English translation

This commit is contained in:
András Salamon 2005-12-04 21:01:01 +00:00
parent 076bfbab80
commit 3fbdefa08b
5 changed files with 109 additions and 161 deletions

View file

@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-12-04 20:34+0100\n"
"PO-Revision-Date: 2005-12-04 17:46+0200\n"
"PO-Revision-Date: 2005-12-04 22:41+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -104,7 +104,6 @@ msgid "Choose a Map to Load"
msgstr "Choose a Map to Load"
#: src/editor/editor.cpp:513
#, fuzzy
msgid ""
"Warning: Illegal characters found in the map name. Please save under a "
"different name."

View file

@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-12-04 20:36+0100\n"
"PO-Revision-Date: 2005-12-04 18:55+0200\n"
"PO-Revision-Date: 2005-12-04 22:53+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: none\n"
"MIME-Version: 1.0\n"
@ -36,7 +36,6 @@ msgid "Champion"
msgstr "Champion"
#: data/campaigns/Heir_To_The_Throne.cfg:13
#, fuzzy
msgid ""
"Fight to regain the throne of Wesnoth, of which you are the legitimate heir."
msgstr ""
@ -229,9 +228,8 @@ msgid "Then let us devise a battle plan."
msgstr "Then let us devise a battle plan."
#: data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg:171
#, fuzzy
msgid "Well, we escaped."
msgstr "Well, we... we..."
msgstr "Well, we escaped."
#: data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg:175
msgid ""
@ -837,7 +835,6 @@ msgid "On your own? My lord! We, your loyal soldiers, will support you!"
msgstr "On your own? My lord! We, your loyal soldiers, will support you!"
#: data/scenarios/Heir_To_The_Throne/Bay_of_Pearls.cfg:707
#, fuzzy
msgid ""
"You will prevail. I have faith in you. Head north. Elensefar is but three "
"days' travel if you make haste."
@ -934,7 +931,6 @@ msgstr ""
"do I get to Elensefar?"
#: data/scenarios/Heir_To_The_Throne/Bay_of_Pearls.cfg:874
#, fuzzy
msgid ""
"Since you have broken the Orcs' hegemony over the seas, going by ship would "
"be safest. Sail along the coast, and you can land mere miles from Elensefar. "
@ -1080,7 +1076,6 @@ msgstr ""
"from Elves?"
#: data/scenarios/Heir_To_The_Throne/Blackwater_Port.cfg:186
#, fuzzy
msgid ""
"Elves are a powerful race, Konrad, more powerful than my own people usually "
"acknowledge. But horsemen are powerful in a different way. They have no long "
@ -1119,12 +1114,10 @@ msgid "Haldiel"
msgstr "Haldiel"
#: data/scenarios/Heir_To_The_Throne/Blackwater_Port.cfg:211
#, fuzzy
msgid "Greetings, young master. I pledge myself to your service."
msgstr "Greetings, young master. I pledge myself to your service."
#: data/scenarios/Heir_To_The_Throne/Blackwater_Port.cfg:215
#, fuzzy
msgid ""
"Konrad, note that Haldiel does not seek gold upkeep; as a loyal unit he "
"fights for us solely out of loyalty to our cause. Such units are extremely "
@ -1229,7 +1222,6 @@ msgstr ""
"Elensefar's rescue had not yet reached her."
#: data/scenarios/Heir_To_The_Throne/Crossroads.cfg:46
#, fuzzy
msgid ""
"Small as it was, Konrad's army avoided the notice of hostile eyes in the "
"sparsely populated western countryside. However, their luck was not to hold."
@ -1250,7 +1242,6 @@ msgid "Here we come to the great cross-roads. We should go north-east."
msgstr "Here we come to the great cross-roads. We should go north-east."
#: data/scenarios/Heir_To_The_Throne/Crossroads.cfg:205
#, fuzzy
msgid ""
"Beware! These hills are not safe! The roads are important to Asheviere's "
"strategy, and she has hired Orcs to guard them. We shall have to fight to "
@ -1333,12 +1324,11 @@ msgstr "Shuuga-Mool"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:123
msgid "Pillars of Thunedain"
msgstr ""
msgstr "Pillars of Thunedain"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:128
#, fuzzy
msgid "The Great Doors"
msgstr "The Dwarven Doors"
msgstr "The Great Doors"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:138
msgid "Royal Guard"
@ -1373,14 +1363,14 @@ msgstr ""
"of Fire. If we tarry in this place, hordes of orcs will surround us."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:179
#, fuzzy
msgid ""
"Konrad, heed the words of Delfador. We shall return to wrest the grip of the "
"orcs from these lands. Look - orcs are already gathering. More are surely "
"on their way."
msgstr ""
"Konrad, heed the words of Delfador. We shall return to wrest the grip of the "
"orcs from these lands."
"orcs from these lands. Look - orcs are already gathering. More are surely "
"on their way."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:183
msgid "This does not please me, but I will listen to your advice."
@ -1407,12 +1397,11 @@ msgstr ""
"towers!"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:229
#, fuzzy
msgid ""
"The battle outside was fierce and lasted a full half-year. But, the battles "
"inside the tunnels were worse."
msgstr ""
"The battle outside was fierce, and lasted a full half-year. But the battles "
"The battle outside was fierce and lasted a full half-year. But, the battles "
"inside the tunnels were worse."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:242
@ -1420,12 +1409,16 @@ msgid ""
"The pillars of Thunedain. He was a legendary dwarvish lord who made his last "
"stand here. May we triumph where he fell."
msgstr ""
"The pillars of Thunedain. He was a legendary dwarvish lord who made his last "
"stand here. May we triumph where he fell."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:246
msgid ""
"I would settle for escape, though I know not which I dread more: foul orcs "
"or fetid caves."
msgstr ""
"I would settle for escape, though I know not which I dread more: foul orcs "
"or fetid caves."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:264
msgid "Uncle Somf"
@ -1433,20 +1426,19 @@ msgstr "Uncle Somf"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:286
msgid "$outlaw_name|! How have you been? I haven't seen you in years."
msgstr ""
msgstr "$outlaw_name|! How have you been? I haven't seen you in years."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:291
msgid "Haw! Any friend of $outlaw_name is a friend of mine too."
msgstr ""
msgstr "Haw! Any friend of $outlaw_name is a friend of mine too."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:297
#, fuzzy
msgid "Who... who's here?"
msgstr "Halt! Who goes there?"
msgstr "Who... who's here?"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:307
msgid "We need to make it into the caves of the dwarves."
msgstr ""
msgstr "We need to make it into the caves of the dwarves."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:320
msgid ""
@ -1454,24 +1446,29 @@ msgid ""
"doors, while heavily defended, remain accessible. The orcish hordes that "
"assault them are repulsed, but you may be able to sneak in unnoticed."
msgstr ""
"The mine entrances were all collapsed intentionally during the fighting. The "
"doors, while heavily defended, remain accessible. The orcish hordes that "
"assault them are repulsed, but you may be able to sneak in unnoticed."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:326
msgid ""
"The best way is through the mine tunnels. The orcs have never found all the "
"mine entrances, and many still lead deep underground."
msgstr ""
"The best way is through the mine tunnels. The orcs have never found all the "
"mine entrances, and many still lead deep underground."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:363
msgid "The doors... they can be moved!"
msgstr ""
msgstr "The doors... they can be moved!"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:367
msgid "Quickly, now, let us slip inside and hope the dwarves do not object..."
msgstr ""
msgstr "Quickly, now, let us slip inside and hope the dwarves do not object..."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:371
msgid "... and that the orcs do not follow."
msgstr ""
msgstr "... and that the orcs do not follow."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:377
msgid "The doors are closed and barred from the inside!"
@ -1482,13 +1479,12 @@ msgid "We can't get in! What should we do now?"
msgstr "We can't get in! What should we do now?"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:385
#, fuzzy
msgid ""
"It is said that the orcs used old mine tunnels to surprise the dwarves. "
"There appears to be one nearby, to the north-east."
msgstr ""
"It is said that the orcs used an old mine tunnel to surprise the dwarves. It "
"must be that one in the north-east."
"It is said that the orcs used old mine tunnels to surprise the dwarves. "
"There appears to be one nearby, to the north-east."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:389
msgid "Then we must make it to that tunnel!"
@ -1511,19 +1507,21 @@ msgid ""
"I have reached the mine entrance, but there is no tunnel here. Rock and "
"rubble completely block the way."
msgstr ""
"I have reached the mine entrance, but there is no tunnel here. Rock and "
"rubble completely block the way."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:431
msgid "I hope we can make it through the main doors, then."
msgstr ""
msgstr "I hope we can make it through the main doors, then."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:435
msgid "It is our only choice now. Hurry!"
msgstr ""
msgstr "It is our only choice now. Hurry!"
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:462
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:491
msgid "Pray that we see live to see sunlight again."
msgstr ""
msgstr "Pray that we see live to see sunlight again."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:510
msgid ""
@ -1538,15 +1536,16 @@ msgid ""
"Indeed we must not delay. Let us breach the great doors to the dwarven "
"kingdom."
msgstr ""
"Indeed we must not delay. Let us breach the great doors to the dwarven "
"kingdom."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:526
#, fuzzy
msgid ""
"Indeed we must not delay. The mines in the northeast are the best way to "
"enter."
msgstr ""
"Indeed we must not delay. I remember now, the mines in the North-East are "
"the best way to enter!"
"Indeed we must not delay. The mines in the northeast are the best way to "
"enter."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:540
#: data/scenarios/Heir_To_The_Throne/Ford_of_Abez.cfg:282
@ -1570,9 +1569,8 @@ msgstr ""
"lakes near the Dwarven Kingdoms."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:565
#, fuzzy
msgid "But Konrad's party was not alone in entering the caves..."
msgstr "But Konrad's party was not alone in entering the mines..."
msgstr "But Konrad's party was not alone in entering the caves..."
#: data/scenarios/Heir_To_The_Throne/Dwarven_Doors.cfg:568
#: data/scenarios/Heir_To_The_Throne/Ford_of_Abez.cfg:58
@ -1619,7 +1617,6 @@ msgid "We are indeed honored."
msgstr "We are indeed honoured."
#: data/scenarios/Heir_To_The_Throne/Elven_Council.cfg:92
#, fuzzy
msgid ""
"I might also say that it is you who are honored. It has been so long since "
"you have been graced by the presence of a princess of Wesnoth."
@ -2504,7 +2501,6 @@ msgstr ""
"its eggs!"
#: data/scenarios/Heir_To_The_Throne/Gryphon_Mountain.cfg:173
#, fuzzy
msgid ""
"It appears that we are not the only ones interested in this mountain. Once "
"again the Queen opposes us!"
@ -2889,7 +2885,6 @@ msgstr ""
"right in saying you are no match for the Clan's might."
#: data/scenarios/Heir_To_The_Throne/Home_Clan.cfg:474
#, fuzzy
msgid ""
"Well said, brother. The warriors of the Clan hear you, and have come to "
"fight with us!"
@ -3200,13 +3195,12 @@ msgstr ""
"attacks almost always find their mark, even against well-defended troops."
#: data/scenarios/Heir_To_The_Throne/Isle_of_Anduin.cfg:229
#, fuzzy
msgid ""
"Caution, young prince. It is very difficult to train inexperienced magi in "
"combat. When they fight on the front lines of battle, you must protect magi "
"with stronger units else the enemy will make short work of them."
msgstr ""
"Caution, young prince. It is very difficult to train inexperienced magi in "
"Caution, young prince. It is very difficult to train inexperienced magi in "
"combat. When they fight on the front lines of battle, you must protect magi "
"with stronger units else the enemy will make short work of them."
@ -3378,12 +3372,10 @@ msgstr ""
"with your help, I can destroy them."
#: data/scenarios/Heir_To_The_Throne/Isle_of_the_Damned.cfg:261
#, fuzzy
msgid "Join us, wise one. We welcome your aid!"
msgstr "Join us, wise one. We welcome your aid!"
#: data/scenarios/Heir_To_The_Throne/Isle_of_the_Damned.cfg:265
#, fuzzy
msgid ""
"If we eradicate the undead blight on these islands, I will surely go with "
"you. Otherwise, I plan to finish my task here before moving on."
@ -3623,18 +3615,16 @@ msgid "My lord! On yonder peninsula there seems to be some movement!"
msgstr "My lord! On yonder peninsula there seems to be some movement!"
#: data/scenarios/Heir_To_The_Throne/Muff_Malal_Peninsula.cfg:122
#, fuzzy
msgid ""
"It looks like an undead outpost! If we could defeat them, the locals would "
"probably be grateful. But I do not know if we have the strength or time to "
"persevere against such a foe."
msgstr ""
"It looks like there are undead there! If we can defeat the undead I'm sure "
"the locals would be grateful. But I do not know if we have the strength or "
"time to persevere against such a foe."
"It looks like an undead outpost! If we could defeat them, the locals would "
"probably be grateful. But I do not know if we have the strength or time to "
"persevere against such a foe."
#: data/scenarios/Heir_To_The_Throne/Muff_Malal_Peninsula.cfg:126
#, fuzzy
msgid ""
"Cleansing this land of undead does not appear like it would be a difficult "
"task. It could be good training for those yet untested in battle."
@ -3643,7 +3633,6 @@ msgstr ""
"task. It could be good training for those yet untested in battle."
#: data/scenarios/Heir_To_The_Throne/Muff_Malal_Peninsula.cfg:130
#, fuzzy
msgid ""
"I see. If we are to break the siege of Elensefar, we will need every veteran "
"soldier we can get."
@ -3652,7 +3641,6 @@ msgstr ""
"soldier we can get."
#: data/scenarios/Heir_To_The_Throne/Muff_Malal_Peninsula.cfg:134
#, fuzzy
msgid ""
"The decision is yours, sir. If we are to leave, I advise we hurry past "
"before they are upon us. If we are to fight, then... To Arms!"
@ -4248,7 +4236,6 @@ msgid "We have changed the plan. Now we are killing them."
msgstr "We have changed the plan. Now we are killing them."
#: data/scenarios/Heir_To_The_Throne/Return_to_Wesnoth.cfg:166
#, fuzzy
msgid ""
"We must make haste! Far greater challenges lie before us, by tarrying here "
"we're diminishing our resources."
@ -4609,7 +4596,6 @@ msgid "Halt! Who goes there, friend or foe?"
msgstr "Halt! Who goes there, friend or foe?"
#: data/scenarios/Heir_To_The_Throne/The_Siege_of_Elensefar.cfg:258
#, fuzzy
msgid ""
"Greetings, friend. We are from the Elensefar Thieves' Guild. We would like "
"to help you against the Orcs!"
@ -4622,7 +4608,6 @@ msgid "Thieves, hmmm? Who says we can trust such as you?"
msgstr "Thieves, hmmm? Who says we can trust such as you?"
#: data/scenarios/Heir_To_The_Throne/The_Siege_of_Elensefar.cfg:266
#, fuzzy
msgid ""
"We would understand if you didn't trust us, of course, but it is in our "
"mutual interest to rid the city of the Orcs!"
@ -4839,12 +4824,10 @@ msgid "Oh, and you want me to get this scepter?"
msgstr "Oh, and you want me to get this sceptre?"
#: data/scenarios/Heir_To_The_Throne/The_Siege_of_Elensefar.cfg:601
#, fuzzy
msgid "We will help you retrieve it, my lord."
msgstr "We will help you retrieve it, my lord."
#: data/scenarios/Heir_To_The_Throne/The_Siege_of_Elensefar.cfg:606
#, fuzzy
msgid ""
"Time is short. We think that Asheviere is also searching for the Scepter, to "
"help seal her place as ruler. But if you find the Scepter first, the people "

View file

@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-12-04 20:34+0100\n"
"PO-Revision-Date: 2005-12-04 17:44+0200\n"
"PO-Revision-Date: 2005-12-04 22:19+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -454,7 +454,7 @@ msgstr "Skip AI Moves"
#: src/preferences_display.cpp:219
msgid "Show lobby joins"
msgstr ""
msgstr "Show lobby joins"
#: src/preferences_display.cpp:220
msgid "Show Floating Labels"
@ -554,7 +554,7 @@ msgstr "Overlay a grid onto the map"
#: src/preferences_display.cpp:288
msgid "Show messages about players joining the multiplayer lobby"
msgstr ""
msgstr "Show messages about players joining the multiplayer lobby"
#: src/preferences_display.cpp:291
msgid "Show text above a unit when it is hit to display damage inflicted"
@ -637,7 +637,6 @@ msgid "Hotkey Settings"
msgstr "Hotkey Settings"
#: src/preferences_display.cpp:682 src/preferences_display.cpp:735
#, fuzzy
msgid "Press desired Hotkey"
msgstr "Press desired Hotkey"
@ -658,7 +657,6 @@ msgid "Save Hotkeys"
msgstr "Save Hotkeys"
#: src/preferences_display.cpp:761
#, fuzzy
msgid "This Hotkey is already in use."
msgstr "This Hotkey is already in use."
@ -672,7 +670,7 @@ msgstr "New theme will take effect on next new or loaded game."
#: src/preferences_display.cpp:804
msgid "No known themes. Try changing from within an existing game."
msgstr ""
msgstr "No known themes. Try changing from within an existing game."
#: src/show_dialog.cpp:314
msgid "Error"

View file

@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.1-svn\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-12-04 20:35+0100\n"
"PO-Revision-Date: 2005-12-04 19:18+0200\n"
"PO-Revision-Date: 2005-12-04 22:31+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
"MIME-Version: 1.0\n"
@ -117,15 +117,14 @@ msgid "End your turn, and wait for Merle to attack you."
msgstr "End your turn, and wait for Merle to attack you."
#: data/scenarios/tutorial/Basic_Training.cfg:195
#, fuzzy
msgid ""
"Your fighter has survived Merle's attack. Whenever a unit survives a battle, "
"it receives experience from the combat. Once a unit gains enough experience, "
"it advances to the next level, and becomes more powerful."
msgstr ""
"Your fighter has survived Merle's attack. Whenever a unit survives a battle, "
"it gets experience from the combat. Once a unit gains enough experience, it "
"advances to the next level, and becomes more powerful."
"it receives experience from the combat. Once a unit gains enough experience, "
"it advances to the next level, and becomes more powerful."
#: data/scenarios/tutorial/Basic_Training.cfg:204
#: data/scenarios/tutorial/Basic_Training.cfg:207
@ -295,7 +294,6 @@ msgid "En garde!"
msgstr "En garde!"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:107
#, fuzzy
msgid ""
"You may notice that your units have slightly different statistics from the "
"statistics shown before you recruited them. This is because they have been "
@ -422,7 +420,6 @@ msgid "What's a leader?"
msgstr "What's a leader?"
#: data/scenarios/tutorial/utils.cfg:68
#, fuzzy
msgid ""
"A leader is a unit that can recruit. This means that when the leader is on a "
"keep, units can be recruited on the surrounding castle tiles. Leaders are "
@ -433,7 +430,7 @@ msgid ""
"leaders."
msgstr ""
"A leader is a unit that can recruit. This means that when the leader is on a "
"keep, he can recruit units on the surrounding castle tiles. Leaders are "
"keep, units can be recruited on the surrounding castle tiles. Leaders are "
"usually powerful units that each side only controls one of. Also, your "
"leader is usually the first unit that your side controls, and starts on a "
"keep. You can select your leader quickly by pressing 'l'. If your leader "
@ -473,14 +470,13 @@ msgid "How do I end my turn?"
msgstr "How do I end my turn?"
#: data/scenarios/tutorial/utils.cfg:74
#, fuzzy
msgid ""
"One way to end your turn is to press 'Alt-Space'. Alternatively, you can "
"right-click and select End Turn, or select the End Turn button in the lower "
"right hand corner."
msgstr ""
"One way to end your turn is to press 'Alt-Space'. Alternatively, you can "
"right-click and select End Turn, or select the End Turn button in the lower-"
"right-click and select End Turn, or select the End Turn button in the lower "
"right hand corner."
#: data/scenarios/tutorial/utils.cfg:75
@ -508,7 +504,6 @@ msgid "How far can my Elvish Fighter move?"
msgstr "How far can my Elvish Fighter move?"
#: data/scenarios/tutorial/utils.cfg:79
#, fuzzy
msgid ""
"Your Elvish Fighter begins with a certain number of move points each turn; "
"this is called its speed. When your Elvish Fighter moves along a path, each "
@ -522,18 +517,17 @@ msgid ""
"twice to remove the course."
msgstr ""
"Your Elvish Fighter begins with a certain number of move points each turn; "
"this is called his speed. When your Elvish Fighter moves along a path, each "
"hex he goes through costs him move points; this includes his destination. "
"When you select your Elvish Fighter, all hexes he can't move onto within one "
"turn will be shaded. If the destination is far enough away that he needs "
"more than one turn to reach it, a number will appear showing how many turns "
"it will take him. Clicking on a far-away space will set the unit on a course "
"for that space, which means it automatically moves as far as it can towards "
"that space every turn. If you accidentally set a unit on a course, select it "
"this is called its speed. When your Elvish Fighter moves along a path, each "
"hex it passes through costs it move points; this includes the destination. "
"When you select your Elvish Fighter, all hexes it can't move onto within one "
"turn will be shaded. If the destination is far enough away that more than "
"one turn is needed to reach it, a number will appear showing how many turns "
"it will take. Clicking on a far-away space will set the unit on a course for "
"that space, which means it automatically moves as far as it can towards that "
"space every turn. If you accidentally set a unit on a course, select it "
"twice to remove the course."
#: data/scenarios/tutorial/utils.cfg:80
#, fuzzy
msgid ""
"A unit's zone of control is the location consisting of all hexes the unit is "
"adjacent to. Units cannot move through opponent's zones of control; they can "
@ -552,7 +546,6 @@ msgid "What's the zone of control?"
msgstr "What's the zone of control?"
#: data/scenarios/tutorial/utils.cfg:81
#, fuzzy
msgid ""
"Units you control have a green, yellow, or red energy circle above their "
"health bar, the green vertical bar next to them. Units with full movement "
@ -567,7 +560,7 @@ msgstr ""
"have green: ones with some movement yellow, ones with no movement red. Units "
"controlled by the enemy do not have an energy circle. Allied units you do "
"not control, like me, have a blue energy circle. Also, the option 'Show Team "
"Colors', in Preferences, causes the color of a unit's controller to be "
"Colours', in Preferences, causes the colour of a unit's controller to be "
"displayed as a disc below the unit."
#: data/scenarios/tutorial/utils.cfg:81
@ -579,7 +572,6 @@ msgid "Can Merle retaliate from my attack?"
msgstr "Can Merle retaliate from my attack?"
#: data/scenarios/tutorial/utils.cfg:85
#, fuzzy
msgid ""
"Whenever a unit is attacked, it retaliates with one of their own weapons. "
"This means that after each blow from the attacker, the defender retaliates "
@ -604,7 +596,7 @@ msgstr ""
"melee attack. Most units have more powerful melee attacks than ranged "
"attacks. Units with strong ranged attacks are useful in retaliation against "
"melee oriented units. Some melee units without ranged attacks won't be able "
"to retaliate at all. However ranged units cannot shoot across multiple "
"to retaliate at all. However, ranged units cannot shoot across multiple "
"hexes; this is one of the distinctive features of Wesnoth."
#: data/scenarios/tutorial/utils.cfg:86
@ -632,9 +624,8 @@ msgid "How can you tell how powerful a unit's attacks are?"
msgstr "How can you tell how powerful a unit's attacks are?"
#: data/scenarios/tutorial/utils.cfg:87
#, fuzzy
msgid "Will my fighter hit every time when it attacks?"
msgstr "Will my fighter hit every time when he attacks?"
msgstr "Will my fighter hit every time when it attacks?"
#: data/scenarios/tutorial/utils.cfg:87
msgid ""
@ -689,7 +680,6 @@ msgid "What happens when a unit moves onto a village?"
msgstr "What happens when a unit moves onto a village?"
#: data/scenarios/tutorial/utils.cfg:96
#, fuzzy
msgid ""
"Whenever a unit moves onto a village, it flags the village for its side. "
"This action takes all the unit's remaining movement. Villages flagged for a "
@ -700,21 +690,20 @@ msgid ""
"of villages, villages can be used in battle. Villages heal the units on them "
"8 HP per turn."
msgstr ""
"Whenever a unit moves onto a village, he flags the village for his side. "
"This action takes all of the unit's remaining movement. Villages flagged for "
"a side give the side several benefits, including giving the side an extra "
"gold coin every turn, and reducing the total upkeep cost of that side's "
"units by one. The total number of villages you control is also displayed on "
"the status bar after the picture of a house. In addition to the economic "
"benefit of villages, villages can be used in battle. Villages heal the units "
"on them 8 HP per turn."
"Whenever a unit moves onto a village, it flags the village for its side. "
"This action takes all the unit's remaining movement. Villages flagged for a "
"side give the side several benefits, including giving the side an extra gold "
"coin every turn, and reducing the total upkeep cost of that side's units by "
"one. The total number of villages you control is also displayed on the "
"status bar after the picture of a house. In addition to the economic benefit "
"of villages, villages can be used in battle. Villages heal the units on them "
"8 HP per turn."
#: data/scenarios/tutorial/utils.cfg:97
msgid "How do I heal when there aren't any villages nearby?"
msgstr "How do I heal when there aren't any villages nearby?"
#: data/scenarios/tutorial/utils.cfg:97
#, fuzzy
msgid ""
"There are ways to heal even without villages. If a unit does not move or "
"attack for 1 turn, it heals 2 HP from resting. However, if an enemy attacks "
@ -724,18 +713,17 @@ msgid ""
"scenario all your units are healed fully."
msgstr ""
"There are ways to heal even without villages. If a unit does not move or "
"attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks "
"him he cannot receive rest-heal. Also, there are some units which heal the "
"units surrounding them. The Elvish Shaman is one such unit; units next to an "
"Elvish Shaman are healed 4 HP per turn. Finally, whenever you beat a "
"scenario all of your units are fully healed."
"attack for 1 turn, it heals 2 HP from resting. However, if an enemy attacks "
"it, the unit cannot receive rest-heal. Also, there are some units which heal "
"the units surrounding them. The Elvish Shaman is one such unit; units next "
"to an Elvish Shaman are healed 4 HP per turn. Finally, whenever you win a "
"scenario all your units are healed fully."
#: data/scenarios/tutorial/utils.cfg:101
msgid "How do I know how to complete a scenario? Will you always tell me?"
msgstr "How do I know how to complete a scenario? Will you always tell me?"
#: data/scenarios/tutorial/utils.cfg:101
#, fuzzy
msgid ""
"Sometimes it is not clear how to win a scenario just by listening to the "
"dialog. In this case you need to look at the scenario objectives, which "
@ -746,13 +734,12 @@ msgid ""
msgstr ""
"Sometimes it is not clear how to win a scenario just by listening to the "
"dialog. In this case you need to look at the scenario objectives, which "
"appear after the opening dialog. It can also be accessed by clicking "
"'Objectives' on the menu. The scenario objectives are a list of victory "
"appear after the opening dialog. The objectives can also be accessed by "
"clicking 'Objectives' on the menu. The scenario objectives list victory "
"conditions and defeat conditions, and when any of the conditions are met, "
"the scenario is over. Hopefully, it was a victory condition that was met."
#: data/scenarios/tutorial/utils.cfg:102
#, fuzzy
msgid ""
"When you win a scenario, all your units survive and are revived to full "
"health, and you do not have to pay them for the remaining turns. Also, if "
@ -760,10 +747,10 @@ msgid ""
"immediately after you win. However, between scenarios 20% of your gold is "
"lost."
msgstr ""
"When you win a scenario, all of your units survive and are revived to full "
"When you win a scenario, all your units survive and are revived to full "
"health, and you do not have to pay them for the remaining turns. Also, if "
"your army remains in the area after you win, all villages surrender to you "
"immediately after you win. However between scenarios, 20% of your gold is "
"immediately after you win. However, between scenarios 20% of your gold is "
"lost."
#: data/scenarios/tutorial/utils.cfg:102
@ -807,7 +794,6 @@ msgid "What do traits do?"
msgstr "What do traits do?"
#: data/scenarios/tutorial/utils.cfg:111
#, fuzzy
msgid ""
"The function of traits is to add variety by making units of the same type "
"different from each other. This is done by randomly assigning each unit "
@ -815,14 +801,13 @@ msgid ""
"Table, and the function of a specific trait can be found by putting your "
"cursor over that trait."
msgstr ""
"The function of traits is add variety by making units of the same type "
"The function of traits is to add variety by making units of the same type "
"different from each other. This is done by randomly assigning each unit "
"traits when they are recruited. The traits that a unit has are displayed on "
"the Status Table, and the function of a specific trait can be found by "
"putting your cursor over that trait."
"traits when they are recruited. A unit's traits are displayed in the Status "
"Table, and the function of a specific trait can be found by putting your "
"cursor over that trait."
#: data/scenarios/tutorial/utils.cfg:112
#, fuzzy
msgid ""
"There are four distinct traits, which have effects ranging from increasing a "
"unit's hit points to decreasing the amount of XP required to advance. "
@ -833,10 +818,10 @@ msgid ""
msgstr ""
"There are four distinct traits, which have effects ranging from increasing a "
"unit's hit points to decreasing the amount of XP required to advance. "
"However all traits are designed to improve unit's power; there are no "
"'negative' traits. Most units have an equal chance to get any two different "
"traits when they are recruited. Also, some races and units may have traits "
"that are unique to them."
"However, all traits are designed to improve a unit's power; there are no "
"'negative' traits. Most units have an equal chance to obtain any two "
"different traits when they are recruited. Also, some races and units may "
"have traits that are unique to them."
#: data/scenarios/tutorial/utils.cfg:112
msgid "What kind of traits can my units get?"
@ -887,7 +872,6 @@ msgid "How do I get gold?"
msgstr "How do I get gold?"
#: data/scenarios/tutorial/utils.cfg:121
#, fuzzy
msgid ""
"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times "
"of day: day, twilight, and night. During the day, units of the alignment "
@ -897,17 +881,17 @@ msgid ""
"night."
msgstr ""
"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times "
"of day: day, twilight, and night. During day, units of the alignment Lawful, "
"such as humans, do 25% more damage, while Chaotic units such as undead do "
"25% less. At night it is reversed. During twilight, all units do their "
"normal damage. Neutral units such as elves are unaffected by day and night."
"of day: day, twilight, and night. During the day, units of the alignment "
"Lawful, such as humans, do 25% more damage, while Chaotic units such as "
"undead do 25% less. At night this is reversed. During twilight, all units do "
"their normal damage. Neutral units such as elves are unaffected by day and "
"night."
#: data/scenarios/tutorial/utils.cfg:121
msgid "What are the different alignments and times of day?"
msgstr "What are the different alignments and times of day?"
#: data/scenarios/tutorial/utils.cfg:122
#, fuzzy
msgid ""
"The times of day usually progress in a sequence: dawn- identical to "
"twilight, morning- day, evening- day, dusk- twilight, first-watch- night, "
@ -920,16 +904,16 @@ msgstr ""
"The times of day usually progress in a sequence: dawn- identical to "
"twilight, morning- day, evening- day, dusk- twilight, first-watch- night, "
"second-watch- night, then repeat. This is represented by the sun and moon "
"which each rise in the east and set in the west. However some scenarios have "
"a different sequence, such as underground where it is perpetually night. You "
"can find out the current time of day by looking at the Status Table."
"which each rise in the east and set in the west. However, some scenarios "
"have a different sequence, such as underground where it is perpetually "
"night. You can find out the current time of day by looking at the Status "
"Table."
#: data/scenarios/tutorial/utils.cfg:122
msgid "How do I know what time of day it is?"
msgstr "How do I know what time of day it is?"
#: data/scenarios/tutorial/utils.cfg:126
#, fuzzy
msgid ""
"Two terrains have properties which have already been described; namely "
"villages and castles. However, the properties of most terrains are more "
@ -942,21 +926,20 @@ msgid ""
"average 30% of the time."
msgstr ""
"Two terrains have properties which have already been described; namely "
"villages and castle. However the properties of most terrains are more "
"villages and castles. However, the properties of most terrains are more "
"subtle, and have to do with the advantages and disadvantages different units "
"have when they move onto them. The first property of a terrain is the number "
"of move points it takes each unit to move through the hex. The second "
"property is the defense that the terrain gives units standing on it. This is "
"a percentage which determines the unit's chance to be hit on that terrain. "
"For example; many elves have 70% defense in woods, and are therefore hit 30% "
"of the time."
"For example, many elves have 70% defense in forest, and are therefore hit on "
"average 30% of the time."
#: data/scenarios/tutorial/utils.cfg:126
msgid "What are the different properties that terrains have?"
msgstr "What are the different properties that terrains have?"
#: data/scenarios/tutorial/utils.cfg:127
#, fuzzy
msgid ""
"To find out the properties of a terrain with respect to a specific unit, "
"right-click on the unit, select Unit Description, then look at Terrain "
@ -969,7 +952,7 @@ msgstr ""
"To find out the properties of a terrain with respect to a specific unit, "
"right-click on the unit, select Unit Description, then look at Terrain "
"Modifiers. To find out which terrain is on a particular hex, move your "
"cursor over that hex and look in the upper-right hand corner of the screen. "
"cursor over that hex and look in the upper right hand corner of the screen. "
"This will display, in order, the name of the terrain, then the coordinates "
"of the hex, then the selected unit's defense, then the number of move points "
"it will cost the selected unit to move through that hex."
@ -1089,7 +1072,6 @@ msgid "What kind of objects am I likely to encounter?"
msgstr "What kind of objects am I likely to encounter?"
#: data/scenarios/tutorial/utils.cfg:143
#, fuzzy
msgid ""
"The objects you encounter are put in by the scenario designer, so they vary "
"from campaign to campaign. In Heir to the Throne, most objects give the unit "
@ -1098,17 +1080,16 @@ msgid ""
msgstr ""
"The objects you encounter are put in by the scenario designer, so they vary "
"from campaign to campaign. In Heir to the Throne, most objects give the unit "
"who picks them up a new weapon. However there are usually not that many "
"who picks them up a new weapon. However, there are usually not that many "
"objects in a campaign."
#: data/scenarios/tutorial/utils.cfg:144
#, fuzzy
msgid ""
"Most objects are permanent changes to the unit that receives them. However, "
"a few objects, such as holy water, last only until the end of the scenario."
msgstr ""
"Most objects are permanent changes to the unit that receives them. However a "
"few objects, such as holy water, last only until the end of the scenario."
"Most objects are permanent changes to the unit that receives them. However, "
"a few objects, such as holy water, last only until the end of the scenario."
#: data/scenarios/tutorial/utils.cfg:144
msgid "How long do these objects last?"

View file

@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-12-04 20:19+0100\n"
"PO-Revision-Date: 2005-12-04 17:14+0200\n"
"PO-Revision-Date: 2005-12-04 22:40+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -1860,7 +1860,6 @@ msgstr ""
"possibly dare to take this!"
#: data/items.cfg:816
#, fuzzy
msgid "Zap"
msgstr "Zap"
@ -2560,7 +2559,6 @@ msgstr ""
"types."
#: data/tips.cfg:4
#, fuzzy
msgid ""
"The terrain your units are occupying determines the chance your opponents "
"have of hitting them in battle. The defensive rating for the currently "
@ -2585,7 +2583,6 @@ msgstr ""
"the 'cure' ability."
#: data/tips.cfg:6
#, fuzzy
msgid ""
"You can use units from a previous scenario by selecting 'Recall' in the game "
"menu. By recalling the same units over and over, you can build up a powerful "
@ -2862,7 +2859,6 @@ msgid "Hard"
msgstr "Hard"
#: data/translations/english.cfg:9
#, fuzzy
msgid ""
"Lawful units fight better during the day, and worse at night.\n"
"\n"
@ -2883,7 +2879,6 @@ msgstr ""
"both conditions."
#: data/translations/english.cfg:14
#, fuzzy
msgid ""
"Chaotic units fight better at night, and worse during the day.\n"
"\n"
@ -2918,7 +2913,6 @@ msgid "ambush"
msgstr "ambush"
#: data/translations/english.cfg:31
#, fuzzy
msgid ""
"Cures:\n"
"This unit combines herbal remedies with magic to heal units more quickly "
@ -2936,7 +2930,7 @@ msgstr ""
"than is normally possible on the battlefield.\n"
"\n"
"This unit will care for all adjacent friendly units that are injured at the "
"beginning of the turn.\n"
"beginning of each turn.\n"
"A unit cared for by a curer may heal up to 8 HP per turn.\n"
"A curer may heal a total of 18 HP per turn, for all units it cares for.\n"
"A curer can cure a unit of poison, although that unit will receive no "
@ -2950,7 +2944,6 @@ msgid "cures"
msgstr "cures"
#: data/translations/english.cfg:40
#, fuzzy
msgid ""
"Heals:\n"
"Allows the unit to heal adjacent friendly units at the beginning of each "
@ -3078,7 +3071,6 @@ msgid "regenerates"
msgstr "regenerates"
#: data/translations/english.cfg:76
#, fuzzy
msgid ""
"Skirmisher:\n"
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
@ -3087,8 +3079,8 @@ msgid ""
msgstr ""
"Skirmisher:\n"
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control. (Exception: if you stop in an enemy ZOC your remaining "
"movement will be set to 0 even if you are a skirmisher.)"
"Zones of Control. (Exception: if you stop in an enemy zone of control, your "
"remaining movement will be set to 0 even if you are a skirmisher.)"
#: data/translations/english.cfg:78 data/units/Assassin.cfg:24
#: data/units/Assassin.cfg:125 data/units/Duelist.cfg:22
@ -4162,9 +4154,8 @@ msgstr ""
"high chance of hitting an opponent."
#: data/units/Dark_Adept.cfg:33 data/units/Dark_Adept.cfg:124
#, fuzzy
msgid "shadow wave"
msgstr "shove"
msgstr "shadow wave"
#: data/units/Dark_Adept.cfg:95
msgid "female^Dark Adept"
@ -4949,7 +4940,6 @@ msgid "Dwarvish Stalwart"
msgstr "Dwarvish Stalwart"
#: data/units/Dwarvish_Stalwart.cfg:30
#, fuzzy
msgid ""
"Stalwarts, after years in battle, have fashioned new shields and strong "
"armor from the ruins of their enemies. While slow, they are feared for their "
@ -5248,7 +5238,6 @@ msgid "female^Elvish Enchantress"
msgstr "Elvish Enchantress"
#: data/units/Elvish_Enchantress.cfg:35
#, fuzzy
msgid ""
"The Elven Enchantresses are masters of offensive magic, striking at their "
"enemies both with blasts of icy wind drawn from the ethereal plane, and "
@ -6262,13 +6251,12 @@ msgid "Horse Lord"
msgstr "Horse Lord"
#: data/units/Horse_Lord.cfg:24
#, fuzzy
msgid ""
"The greatest of the the men of the plains, Horse Lords are heads of their "
"houses and are respected by all, friend or foe. Their sword can kill most "
"ordinary enemies, and their morning star crushes those who are left."
msgstr ""
"The greatest of the the men of the plains, Horse Lords are heads of their "
"The greatest of the men of the plains, Horse Lords are heads of their "
"houses and are respected by all, friend or foe. Their sword can kill most "
"ordinary enemies, and their morning star crushes those who are left."
@ -10548,12 +10536,11 @@ msgstr "damage"
#: src/reports.cpp:254
msgid "weapon range: "
msgstr ""
msgstr "weapon range: "
#: src/reports.cpp:255
#, fuzzy
msgid "damage type: "
msgstr "damage"
msgstr "damage type: "
#: src/reports.cpp:310
msgid "Lawful units: "