Spelling, typo and text fixes related to meta-bug #10960.

This commit is contained in:
Eric S. Raymond 2008-02-02 19:14:38 +00:00
parent 31ac71533a
commit 759f1dc262
20 changed files with 71 additions and 68 deletions

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@ -112,7 +112,7 @@ Undead are resistant to physical attack. Use mages to attack the undead, and elv
[/filter]
[message]
description="Erlornas"
message=_"All is lost! Without Linaera's help, I cannot hope to defeat these horrifying appraritions!"
message=_"All is lost! Without Linaera's help, I cannot hope to defeat these horrifying apparitions!"
sound=""
[/message]
[endlevel]

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@ -1397,7 +1397,7 @@
[/filter]
[message]
speaker=unit
message= _ "What a horde! 2 000 gold!"
message= _ "What a hoard! 2 000 gold!"
[/message]
[gold]
side=1

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@ -450,7 +450,7 @@
[message]
description=Rakshas
message= _ "I am Emperor Rakshas and by the power of my sword, I lead the orcish people. I am here simply finishing the job Khazg Black - Tusk started years ago - the conquest of Knalga."
message= _ "I am Emperor Rakshas and by the power of my sword, I lead the orcish people. I am here simply finishing the job Khazg Black-Tusk started years ago - the conquest of Knalga."
[/message]
[message]
@ -460,7 +460,7 @@
[message]
description=Rakshas
message= _ "Pah! I would like to see those cowardly dwarves try their treachery on me as they did on The Black - Tusk! In any case, those dwarves will soon be groveling at my feet and equipping my people with the finest weapons. With the dwarvish weapons, and the wealth of Knalga, nothing will be able to stop us. Even that little backwater that you humans call Wesnoth will be nothing but a burnt out, pillaged wreck before long."
message= _ "Pah! I would like to see those cowardly dwarves try their treachery on me as they did on the Black-Tusk! In any case, those dwarves will soon be groveling at my feet and equipping my people with the finest weapons. With the dwarvish weapons, and the wealth of Knalga, nothing will be able to stop us. Even that little backwater that you humans call Wesnoth will be nothing but a burnt out, pillaged wreck before long."
[/message]
[message]
@ -558,7 +558,7 @@
[message]
role=Supporter
message= _ "I agree, Tallin, it is pointless to cary on."
message= _ "I agree, Tallin, it is pointless to carry on."
[/message]
[message]

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@ -96,9 +96,7 @@
[message]
description="Hamel"
message=_"Aiglondur, what ye ha' found is disturbing, for all it
seems a small thing. I make known to ye Angarthing, loremaster in training,
who recognized the mark on it."
message=_"Aiglondur, what ye ha' found is disturbing, for all it seems a small thing. I make known to ye Angarthing, loremaster in training, who recognized the mark on it."
[/message]
[message]
description="Angarthing_dummy"

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@ -112,7 +112,7 @@
[message]
description="Angarthing"
message=_"Behold, the High Pass. By the old maps, we are halfway to Kal Kartha here. "
message=_"Behold, the High Pass. By the old maps, we are halfway to Kal Kartha here."
[/message]
[message]
speaker="Aiglondur"
@ -266,7 +266,7 @@
[message]
speaker="Aiglondur"
message=_"Aye. But I've a grim feeling we might be going to discover that in person."
message=_"Aye. But I've a grim feeling we might be going to discover that in person."
[/message]
[endlevel]

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@ -102,15 +102,15 @@
[message]
speaker="Preceptor"
message=_" Master Perrin! A mage comes down from the High Pass, with a company of dwarves. They are well-armed, but not in battle array."
message=_"Master Perrin! A mage comes down from the High Pass, with a company of dwarves. They are well-armed, but not in battle array."
[/message]
[message]
speaker="Master Perrin"
message=_"That will be Ratheln, I expect. Hail! You on the road! Who comes bearing arms into our valley?"
message=_"That will be Ratheln, I expect. Hail! You on the road! Who comes bearing arms into our valley?"
[/message]
[message]
speaker="Glashal"
message=_"'Our' valley, says Master Perrin. The arrogance of these mages is intolerable!"
message=_"'Our' valley, says Master Perrin. The arrogance of these mages is intolerable!"
[/message]
[message]
speaker="Aiglondur"
@ -118,11 +118,11 @@
[/message]
[message]
speaker="Master Perrin"
message=_"Well met, then. But if you intend to travel east of here, beware of the nest of drakes in the cliffs near the valley's end. They were here before us, and have become more hostile to travelers of late."
message=_"Well met, then. But if you intend to travel east of here, beware of the nest of drakes in the cliffs near the valley's end. They were here before us, and have become more hostile to travelers of late."
[/message]
[message]
speaker="Glashal"
message=_"The axe-bearers must not be let near our nestlings. Attack!"
message=_"The axe-bearers must not be let near our nestlings. Attack!"
[/message]
[objectives]
@ -159,7 +159,7 @@
[then]
[message]
speaker="Master Perrin"
message=_"We're grateful for your assistance. And I'd like to send at least one of our senior apprentices with you to the east. It has come time for them to be journeymen...and I sense something being born to the east that I do not like the feel of."
message=_"We're grateful for your assistance. And I'd like to send at least one of our senior apprentices with you to the east. It has come time for them to be journeymen...and I sense something being born to the east that I do not like the feel of."
[/message]
[message]
@ -169,7 +169,7 @@
[message]
speaker="Master Perrin"
message=_"There is some great magic brewing. Something...evil. I feel its traces in the currents of the earth and air."
message=_"There is some great magic brewing. Something...evil. I feel its traces in the currents of the earth and air."
[/message]
#ifdef EASY
@ -197,7 +197,7 @@
[/message]
[message]
speaker="Aiglondur"
message=_"You have your duty, as we have ours. Fare well."
message=_"You have your duty, as we have ours. Fare well."
[/message]
[kill]
description="Ratheln"
@ -205,12 +205,12 @@
#else
[message]
speaker="Ratheln"
message=_"Perrin, I owe these dwarves a debt; I think it is my duty to aid them in their journey. I'll return with your apprentices as soon as I may."
message=_"Perrin, I owe these dwarves a debt; I think it is my duty to aid them in their journey. I'll return with your apprentices as soon as I may."
[/message]
[message]
speaker="Master Perrin"
message=_"As you will. Go safely and return swiftly."
message=_"As you will. Go safely and return swiftly."
[/message]
#endif
[/then]
@ -221,11 +221,11 @@
[/message]
[message]
speaker="Aiglondur"
message=_"You have your duty, as we have ours. Fare well."
message=_"You have your duty, as we have ours. Fare well."
[/message]
[message]
speaker="Angarthing"
message=_"I think we will regret Perrin's passing. There is much he might have told us."
message=_"I think we will regret Perrin's passing. There is much he might have told us."
[/message]
[kill]
description="Ratheln"

View file

@ -219,6 +219,10 @@
description=_"Death of Angarthing"
condition="lose"
[/objective]
[objective]
description=_"Death of West Gate commander"
condition="lose"
[/objective]
[objective]
description=_"Time runs out"
condition="lose"

View file

@ -163,22 +163,22 @@
[message]
description="Angarthing"
message=_"(I see it. There is something very wrong here.)"
message=_"(I see it. There is something very wrong here.)"
[/message]
[message]
description="Karrag"
message=_" Hail, fellow dwarves. All Kal Kartha thanks you for your timely rescue."
message=_"Hail, fellow dwarves. All Kal Kartha thanks you for your timely rescue."
[/message]
[message]
description="Aiglondur"
message=_"We are from Knalga; your clans are kin to ours of old. We but did our duty to kin."
message=_"We are from Knalga; your clans are kin to ours of old. We but did our duty to kin."
[/message]
[message]
description="Karrag"
message=_"All dwarves are kin, and must prevail against orcs and humans and other dirtgrubbers. You can be part of the fist that smites them."
message=_"All dwarves are kin, and must prevail against orcs and humans and other dirtgrubbers. You can be part of the fist that smites them."
[/message]
[message]
@ -188,7 +188,7 @@
[message]
description="Karrag"
message=_"Trade? Your destruction of the besieging orcs was a far nobler act than trade. There can be more such victories. And there will be by the power of our ancient heirloom, the Hammer of Thursagan. "
message=_"Trade? Your destruction of the besieging orcs was a far nobler act than trade. There can be more such victories. And there will be by the power of our ancient heirloom, the Hammer of Thursagan. "
[/message]
[message]
@ -198,22 +198,22 @@
[message]
description="Karrag"
message=_"Yes! And the Hammer holds the soul of the dwarves, the true people. Together, we can march to greater victories! Will you of Knalga join me?"
message=_"Yes! And the Hammer holds the soul of the dwarves, the true people. Together, we can march to greater victories! Will you of Knalga join me?"
[/message]
[message]
description="Angarthing"
message=_"On one condition. You must take off that mask and show your true face. I am a witness."
message=_"On one condition. You must take off that mask and show your true face. I am a witness."
[/message]
[message]
description="Karrag"
message=_"You...do not wish to see what is beneath this mask. I was terribly wounded in an orcish attack. Disfigured."
message=_"You...do not wish to see what is beneath this mask. I was terribly wounded in an orcish attack. Disfigured."
[/message]
[message]
description="Angarthing"
message=_"But the Law must see. A dwarf must put his name and his face behind his deeds. I am a witness."
message=_"But the Law must see. A dwarf must put his name and his face behind his deeds. I am a witness."
[/message]
[message]
@ -223,7 +223,7 @@
[message]
description="Angarthing"
message=_"The Law speaks. Against him with the eyes to see, no deception can hold. I AM A WITNESS!"
message=_"The Law speaks. Against him with the eyes to see, no deception can hold. I AM A WITNESS!"
[/message]
[store_unit]
@ -261,12 +261,12 @@
[message]
description="Karrag"
message=_"I lingered for weeks in agony. Only my hatred and the runelore of old sustained me, until I became as I am. I will have revenge; I will destroy the orcs, and the humans, and the elves, and all but the true people!"
message=_"I lingered for weeks in agony. Only my hatred and the runelore of old sustained me, until I became as I am. I will have revenge; I will destroy the orcs, and the humans, and the elves, and all but the true people!"
[/message]
[message]
description="Karrag"
message=_"And you have sealed your doom. Hundreds of dirtgrubbers have already died to weave a web of blood around the Hammer and the soul of the dwarves. You and your new friends will be the the last sacrifices I require to bind the entire dwarvish race to my purpose. TAKE THEM!"
message=_"And you have sealed your doom. Hundreds of dirtgrubbers have already died to weave a web of blood around the Hammer and the soul of the dwarves. You and your new friends will be the the last sacrifices I require to bind the entire dwarvish race to my purpose. TAKE THEM!"
[/message]
{MODIFY_UNIT description=Dulcatulos side 1}
@ -316,12 +316,12 @@
[message]
speaker=Dulcatulos
message=_"Then Karrag has fled to the underlevels. None but his masked ones go there any more."
message=_"Then Karrag has fled to the underlevels. None but his masked ones go there any more."
[/message]
[message]
speaker=Angarthing
message=_"We must follow. Quickly! It may be his talk of perverting the Hammer was merely mad raving, but we cannot allow the risk that his foul spell might succeed."
message=_"We must follow. Quickly! It may be his talk of perverting the Hammer was merely mad raving, but we cannot allow the risk that his foul spell might succeed."
[/message]
[endlevel]

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@ -481,7 +481,7 @@
[message]
description="Angarthing"
message= _ " (reads) Kannin a'kana du'masi a'forigln de'amp."
message= _ "(reads) Kannin a'kana du'masi a'forigln de'amp."
[/message]
[message]
@ -849,7 +849,7 @@
[message]
description="Angarthing"
message= _ "It seems to be some sort of a teleportation device. What's more, the bindings that are preventing it from working seem to be the same ones that bar those sealed gates."
message= _ "It seems to be some sort of a teleportation device. What's more, the bindings that are preventing it from working seem to be the same ones that bar those sealed gates."
[/message]
[/then]
[/if]

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@ -102,7 +102,7 @@
[message]
description="Angarthing"
message=_" Dwarves of Kal Kartha, I speak the Law. Your house is cast down; you have harbored a great evil. Who now will take the burden of cleansing this holding of its taint?"
message=_"Dwarves of Kal Kartha, I speak the Law. Your house is cast down; you have harbored a great evil. Who now will take the burden of cleansing this holding of its taint?"
[/message]
[message]
@ -158,7 +158,7 @@ Tan-Malgar and his allies spread, and reached Tallin. You did the Alliance bett
[message]
description="Pelias"
message=_" Aiglondur, the Protector dubs you a Lord Companion of the Alliance. He bids you return to Knalga as soon as convenient, for your investiture."
message=_"Aiglondur, the Protector dubs you a Lord Companion of the Alliance. He bids you return to Knalga as soon as convenient, for your investiture."
[/message]
[message]

View file

@ -46,7 +46,7 @@
[objectives]
side=1
[objective]
description= _ "Reach the border of Kerlath Province"
description= _ "Move Deoran into Kerlath Province"
condition=win
[/objective]
[objective]

View file

@ -949,7 +949,7 @@
[message]
description=Zhul
message=_"Nym! No! don't open..."
message=_"Nym! No! Don't open..."
[/message]
[removeitem]

View file

@ -375,7 +375,7 @@ This unit always strikes first with this attack, even if they are defending."
[/message]
[message]
description=Zhul
message=_"I've seen him jumping into deep darknes awhile ago pursuing agroup of enemies. Let's hope nothing happened to him."
message=_"I saw him jumping into deep darkness pursuing a group of enemies. Let's hope nothing happened to him."
[/message]
[/event]

View file

@ -173,7 +173,7 @@
[/message]
[message]
description=Kaleh
message=_"Difficult, but worth a try I guess. But first lets try to survive this mess."
message=_"Difficult, but worth a try I guess. But first we must try to survive this mess."
[/message]
[message]
description=Nym

View file

@ -265,7 +265,7 @@
#endif
[message]
description=Possessed Garak
message=_"Hahaha!.."
message=_"Hahaha!..."
[/message]
[message]
description=Zhul

View file

@ -56,7 +56,7 @@ Special Notes:"#enddef
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
#define SPECIAL_NOTES_BACKSTAB
_" If there is an enemy of the target on the opposite side of the target. This unit may backstab, inflicting double damage, by creeping around behind that enemy."#enddef
_" If there is an enemy of the target on the opposite side of the target, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef
#define SPECIAL_NOTES_PLAGUE
_" Foes who lose their life to the plague will rise again in unlife."#enddef

View file

@ -52,16 +52,16 @@
male_name= _ "race^Drake"
female_name= _ "race+female^Drake"
plural_name= _ "race^Drakes"
description= _"Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk does limit their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as springboards in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.
description= _"Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk limits their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as launch points in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.
Drakes are inherently magical creatures, with a mysterious internal fire fueling their very lives. This can easily be witnessed when one of their kind perishes in combat; its internal fire is released, burning their remains in to ashes. Their internal fire is also their greatest weakness; it makes them vulnerable extremely vulnerable to cold attacks. Despite their magical nature, drakes are incapable of channeling magic in a controlled manner. While the magic imbued within a drake's body enables it to spit fire and gives it life, they have no willful control over its functions of this magic.
Drakes are inherently magical creatures, with a mysterious internal fire fueling their very lives. This can easily be witnessed when one of their kind perishes in combat; its internal fire is released, burning their remains in to ashes. Their internal fire is also their greatest weakness; it makes them extremely vulnerable to cold attacks. Despite their magical nature, drakes are incapable of channeling magic in a controlled manner. While the magic imbued within a drake's body enables it to spit fire and gives it life, they have no willful control over its functions of this magic.
<header>text='Society'</header>
While Drakes seem to be a relatively warlike race, and their societies can be best described as a cultured martial society. A small group of veteran warriors headed by a mutually respected - or simply feared - leader rules the society with an iron fist. Every drake is expected to earn their place in the strict hierarchy, to obey their superiors and command their lessers. Entry to the highest ruling classes practically only happens through challenging and defeating a superior in single combat, which is the way the hierarchy inside the ruling class itself is established. The use of deception of any kind towards any fellow drake is, without exception, seen as cowardly and unacceptable.
Drakes are a warlike race, and their societies can be best described as extended war-bands. The core of a drake tribe is small group of veteran warriors headed by a mutually respected - or simply feared - leader who rules the society with an iron fist. Every drake is expected to earn their place in the strict hierarchy, to obey their superiors and command their lessers. Entry to the ruling elite is only possible through challenging and defeating a superior in single combat, which is the way the hierarchy within the itself is established. The use of deception of any kind towards any fellow drake is, without exception, seen as cowardly and unacceptable.
While their warlike nature and sense of territory drive them to defend their own territories savagely, drakes rarely invade or trespass on areas already occupied of the other major races. Instead, they most commonly settle in unpopulated areas to establish their own territory there. They primarily feed on large game they hunt in the lowlands around their homes, but hatchlings and lower caste drakes are known to feed also on certain of moss and fungi they cultivate deep in their cavers. The only technology drakes value is armour- and weapon-smithing, and know or need little else in terms of science and culture besides this to survive and thrive. However the few implements they do fashion are almost unrivaled in quality, only matched by those produced in the finest Dwarven foundries.
While their warlike nature and sense of territory drives them to defend their territories savagely, drakes rarely invade or trespass on areas already occupied by the other major races. Instead, they settle in unpopulated areas to establish their own territory there. They primarily feed on large game they hunt in the lowlands around their homes, but hatchlings and lower caste drakes are known to feed also on certain of moss and fungi they cultivate deep in their caverns. The only technology drakes value is armour- and weapon-smithing, and neither know or need other science and culture besides this. However the few implements they do fashion are almost unrivaled in quality, only matched by those produced in the finest Dwarven foundries.
Drakes are hatched from eggs and usually live naturally between 20 to 30 years. Death in battle is the most preferred way for a drake to leave this world, and unlike the old members of other races, drakes naturally grow more aggressive and reckless towards the ends of their natural lives, perhaps to help ensure their place in the heroic legends of their kind.
Drakes are hatched from eggs and usually live naturally between 20 to 30 years. Death in battle is the most preferred way for a drake to leave this world. Unlike the elder members of other races, drakes naturally grow more aggressive and reckless towards the ends of their natural lives, perhaps to help ensure their place in the heroic legends of their kind.
<header>text='Geography'</header>
Drakes originate from the island of Morogor in the Great Ocean. However, since the island has been slowly sinking for centuries, and colonies of drakes have slowly spread to the Great Continent. Drakes tend make their homes in mountain caverns near volcanoes to protect their eggs, hatchings and forges. While drakes naturally prefer warmth, their internal fire is more than capable of sustaining them even in a relatively cold climate, a feature which has allowed them to populate even some of the mountains of the far north of the Great Continent."
@ -76,9 +76,9 @@ Drakes originate from the island of Morogor in the Great Ocean. However, since t
plural_name= _ "race^Dwarves"
description= _"The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the continents history since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.
Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the content. At this point the dwarves started allowing some humans, mostly dissidents and outlaws from the Crown of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas. Later, when threatened by the Orcs, the dwarves and their human allies formed The Alliance of Knalga to defend their common realm.
Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the continent. At this point the dwarves started allowing some humans, mostly dissidents and outlaws from the Crown of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas. Later, when threatened by the Orcs, the dwarves and their human allies formed The Alliance of Knalga to defend their common realm.
Dwarves are slight creatures, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition dwarves are known for their calculating intellect and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor, which clad their stout warriors. These accruements are unrivaled in quality, possibly only matched by those produced by drake armourers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However a small group does practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of its nature, but were rumored to have been wiped out in a tragic accident several centuries ago. Since the arts rediscovery, it has gained greater acceptance among many dwarves, but many still treat the runesmiths craft with disdain."
Dwarves are of small stature by human measure, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition, dwarves are known for their calculating intellects and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor. These accouterments are unrivaled in quality, possibly only matched by those produced by drake armourers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However some practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of their natures."
num_traits=2
{DWARVISH_NAMES}
{TRAIT_HEALTHY}
@ -89,9 +89,9 @@ Dwarves are slight creatures, but they are by no means fragile. Their warriors,
male_name= _ "race^Elf"
female_name= _ "race+female^Elf"
plural_name= _ "race^Elves"
description= _"Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Though few differences between humans and elves are more pronounced than the latters unusually long life - most, unless claimed by illness, accident or war, live a two full centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail approaching their twentieth decade and pass away within a few decades. Elves are naturally imbued with magic to a small degree. Though most of their kin are unable to channel it directly, its latent presence gives them their keen senses and long life. It many cases it manifests at will, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to actually wield this power can become truly formidable in it's use. Many chose to use their gift to heal others.
description= _"Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the latters unusually long life - most, unless claimed by illness, accident or war, live a full two centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail approaching their twentieth decade and pass away within a few decades after. Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.
Due to their long life, elves are not driven by a primal lust of life to the extent that shorter living races like humans or orcs are. Instead, elves spend much of their time engaging in individualistic pursuits. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share a mysterious, natural affection to unspoiled nature, which they cannot quite explain. They often feel uncomfortable in open unvegetated spaces and leading them to make their homes in the forests around Great Continent, such as Aethenwood in the southwest and Wesmere in the northwest. As far as one can tell, no other race predates the elves on the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly existing over a millennium."
Elves spend much of their time honing their talents and skills. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share an affinity for unspoiled nature. They often feel uncomfortable in open unvegetated spaces, which leads them to make their homes in the forests of the Great Continent, such as Aethenwood in the southwest and Wesmere in the northwest. Elves are the eldest race of the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly having existed for over a millennium."
num_traits=2
markov_chain_size=2
{ELVISH_NAMES}
@ -129,7 +129,10 @@ Due to their long life, elves are not driven by a primal lust of life to the ext
Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.
<header>text='The Clansmen'</header>
The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth, and they just serve different purposes in the country. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans, so the parents will teach the children to ride horses, fight and shoot a bow >from an early age. In general, the Clan warriors are less organized than the civilized fighters, and their strengths and weaknesses complement each other."
The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other.
<header>text='The Northerners'</header>
Humans also live in the wild country north of the Great River. The Northlands are less densely populated and poorer than the Kingdom of Wesnoth, and humans rend to live in scattered small settlements, allying and sometimes warring with other settled populations of dwarves and elves. The Northlands are also subject to the depredations of human bandits, orcs and monsters, and the human populations there have adapted to the wild and lawless conditions by becoming hardy fighters who consider their more civilized kin south of the river somewhat effete."
num_traits=2
{HUMAN_NAMES}
[/race]
@ -218,7 +221,7 @@ The oldest known orcs have been around 50 to 60 years of age, but very few indiv
male_name= _ "race^Troll"
female_name= _ "race+female^Troll"
plural_name= _ "race^Trolls"
description= _"Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment them and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
description= _"Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
Trolls are seen by many as being little more than a yet another race of savage monsters. This common misconception is in part perpetuated by orc to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes can even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.
@ -238,7 +241,7 @@ Trolls have inhabited the mountains of the Great Continent longer than the dwarv
male_name= _ "race^Undead"
female_name= _ "race+female^Undead"
plural_name= _ "race+plural^Undead"
description= _"Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature requires not the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.
description= _"Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature does not requires the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.
Necromancy is almost solely limited to humans. Even the legends of magically apt races like elves and mermen tell of very few of their kind who have ever delved in the dark arts. It is surmised that necromantic magic requires great adaptability and a flexible mind, extremes of which are most commonly found in humans.The ultimate goal of most necromancers is to turn the same art of preserving and imbuing life upon themselves, to alter themselves at whatever cost, to ultimately escape death by preserving their own mind and spirit.

View file

@ -17,9 +17,9 @@
undead_variation=mounted
cost=58
usage=fighter
unit_description= _ "Knights of the highest virtue, Paladins have sworn their strength not to king and crown, but to ideals themselves; of chivalry, and the stewardship of everything that is good. They do serve in the armies of the world, but their first loyalties often lie with groups of their own making; secret, monastic orders that cross political and cultural boundaries. Rulers are sometimes wary of them, for the paladins' loyalty is only as strong as the liege's apparent virtue. This has led the more darkly ambitious to either attempt to defame and disperse these groups, or more rarely, to conjure elaborate deceptions to keep these otherwise staunchly loyal troops in service.
unit_description= _ "Knights of the highest virtue, Paladins have sworn their strength not to king and crown, but to ideals themselves; of chivalry, and the stewardship of everything that is good. They may serve in the armies of the world, but their first loyalties often lie with groups of their own making; secret, monastic orders that cross political and cultural boundaries. Rulers are sometimes wary of them, for the paladins' loyalty is only as strong as the liege's apparent virtue. This has led the more darkly ambitious to either attempt to defame and disperse these groups, or more rarely, to conjure elaborate deceptions to keep these otherwise staunchly loyal troops in service.
Full paladins are generally not quite as fearsome as the 'Grand Knights' that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_HEALS}
Full paladins are generally not quite as fearsome as the 'Grand Knights' that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_HEALS}
die_sound=horse-die.ogg
[resistance]
arcane=40

View file

@ -741,15 +741,13 @@ def sanity_check(filename, lines):
has_tr_mark = value.lstrip().startswith("_")
if key == 'role':
present.append(value)
elif key.startswith("#"): # FIXME: parse_attribute is confused.
# Check correctness of translation marks and desciptions
if key.startswith("#"): # FIXME: parse_attribute is confused.
pass
elif key == 'letter': # May be led with _s for void
pass
elif key == 'name': # FIXME: check this someday
pass
elif key == "speaker" and has_tr_mark:
print '"%s", line %d: %s should not have translation mark' \
% (filename, i+1, key)
elif key in ("message", "user_description", "story", "note", "text", "summary", "caption", "label", "unit_description") and not value.startswith("$"):
if not has_tr_mark:
print '"%s", line %d: %s needs translation mark' \
@ -769,7 +767,7 @@ def sanity_check(filename, lines):
print '"%s", line %d: unknown \'%s\' referred to by description' \
% (filename, i+1, value)
elif has_tr_mark:
print '"%s", line %d: %s has translation mark: correct?' \
print '"%s", line %d: %s should not have a translation mark' \
% (filename, i+1, key)
except TypeError:
pass

View file

@ -247,7 +247,7 @@ Local Game
++++++++++
This creates a game just running on your computer. You can either use it as
hotseat game where everyone playws at the same computers by taking turns in
hotseat game where everyone plays at the same computers by taking turns in
the 'hotseat'. Hotseat games will take about the same time to play as games
played over the Internet. Or you can just play a scenario against AI
oponents rather than human players. This can be a good way to become familiar
@ -255,8 +255,8 @@ with the various maps that are used for multiplayer games before playing
against real opponents. It can also be used as a simple way to explore
the capabilities of units from the different factions by choosing which
faction you will play and which faction your opponents are in these games.
Of course you can also mix both in one game. That is play together in a game with
a friend against an AI opponent.
Of course, you can also mix both in one game. That is, play together in
a game with a friend against an AI opponent.
[[game_screen]]
The Game Screen