Updated British English translation.

This commit is contained in:
András Salamon 2005-04-17 23:04:56 +00:00
parent 7b12b696f5
commit b59a2ab00f
4 changed files with 132 additions and 153 deletions

View file

@ -3,9 +3,9 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-04-17 08:24+0200\n"
"PO-Revision-Date: 2005-04-16 21:36+0200\n"
"PO-Revision-Date: 2005-04-18 00:51+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: none\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
@ -92,7 +92,6 @@ msgid "Player"
msgstr "Player"
#: src/editor/editor_dialogs.cpp:47
#, fuzzy
msgid "Your modifications to the map will be lost. Continue?"
msgstr "Your modifications to the map will be lost. Continue?"
@ -141,9 +140,8 @@ msgid "Scroll Speed:"
msgstr "Scroll Speed:"
#: src/editor/editor_dialogs.cpp:282
#, fuzzy
msgid "Toggle Full Screen"
msgstr "Full Screen"
msgstr "Toggle Full Screen"
#: src/editor/editor_dialogs.cpp:289
msgid "Show Grid"

View file

@ -3,9 +3,9 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-04-17 08:24+0200\n"
"PO-Revision-Date: 2005-03-22 17:38+0200\n"
"PO-Revision-Date: 2005-04-18 00:55+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: none\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
@ -46,9 +46,8 @@ msgid "Default Zoom"
msgstr "Default Zoom:"
#: src/hotkeys.cpp:53 src/preferences.cpp:831
#, fuzzy
msgid "Toggle Full Screen"
msgstr "Full Screen"
msgstr "Toggle Full Screen"
#: src/hotkeys.cpp:54
msgid "Accelerated"
@ -462,7 +461,7 @@ msgstr "Error"
#: src/show_dialog.cpp:409 src/show_dialog.cpp:422
msgid "OK"
msgstr ""
msgstr "OK"
#: src/show_dialog.cpp:415
msgid "Yes"
@ -483,9 +482,3 @@ msgstr "Close"
#: src/show_dialog.cpp:883
msgid "KB"
msgstr "KB"
#~ msgid "Fullscreen"
#~ msgstr "Fullscreen"
#~ msgid "Ok"
#~ msgstr "OK"

View file

@ -3,9 +3,9 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-04-17 08:24+0200\n"
"PO-Revision-Date: 2005-03-22 17:42+0200\n"
"PO-Revision-Date: 2005-04-18 00:54+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: none\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
@ -264,20 +264,19 @@ msgid "So here we are, they are preparing to assault."
msgstr "So here we are, they are preparing to assault."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:222
#, fuzzy
msgid "Prestim's walls are rock hard, they'll break clean off on them."
msgstr "Prestim's walls are rock hard, they'll break clean off on them."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:227
#, fuzzy
msgid ""
"I'm not that sure. Every fortress has its own weakness. Prestim's walls are "
"built on three towers. If one of them is destroyed, a breach will allow "
"humans to enter Prestim... needless to say, this would be the end for us."
msgstr ""
"I'm not so sure. Every fortress has its own weakness. Prestim's walls are "
"built on three towers. If one of them was destroyed, the breach would allow "
"humans to enter Prestim ... needless to say, this would be the end for us."
"built on three towers. If one of them were destroyed, the breach would "
"allow humans to enter Prestim... needless to say, this would be the end for "
"us."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:232
msgid ""
@ -304,26 +303,24 @@ msgid "Which one?"
msgstr "Which one?"
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:257
#, fuzzy
msgid ""
"Most forces will cross the river by the ford where the bridge previously "
"stood. If we manage to defend it, we might still have a chance."
msgstr ""
"Most forces will cross the river by the ford where the bridge stood "
"previously. If we manage to defend it, we might still have a chance."
"Most forces will cross the river by the ford where the bridge previously "
"stood. If we manage to defend it, we might still have a chance."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:262
msgid "And if we fail?"
msgstr "And if we fail?"
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:267
#, fuzzy
msgid ""
"Then they will assault Prestim at five versus one. We'll just have to pray "
"to Mother Earth."
msgstr ""
"Then they will assault Prestim, five against one. We'll just have to pray "
"to Mother earth."
"to Mother Earth."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:272
msgid "Great."
@ -342,9 +339,8 @@ msgid "Here we are! Hold on Prestim, we arrive to push them to the river!"
msgstr "Here we are! Hold on Prestim, we arrive to push them to the river!"
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:395
#, fuzzy
msgid "They are too numerous now, RETREAT!"
msgstr "They are too numerous now, RETREAT !"
msgstr "They are too numerous now, RETREAT!"
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:417
msgid ""
@ -353,24 +349,22 @@ msgstr ""
"The Great Horde at last! I was beginning to think they would never come."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:422
#, fuzzy
msgid ""
"Your defense of Prestim was heroic, facing such opposition surely undermined "
"the morale of humans. Now they are retreating to their fortresses and will "
"not venture out anytime soon."
msgstr ""
"Your defence of Prestim was heroic, facing such opposition surely undermined "
"morale of the humans. Now they are retreating to their fortresses and won't "
"get out of them."
"the morale of humans. Now they are retreating to their fortresses and will "
"not venture out anytime soon."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:427
#, fuzzy
msgid ""
"It is now time to show them who we are and to lead the Great Horde in "
"pursuit! We will not rest until we destitute Earl Lanbec'h!"
msgstr ""
"It is now time to show them who we are and to lead the Great Horde to their "
"tails! They won't have a rest until we'll destitute Earl Lanbec'h!"
"It is now time to show them who we are and to lead the Great Horde in "
"pursuit! We will not rest until we destitute Earl Lanbec'h!"
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:433
msgid ""

View file

@ -3,9 +3,9 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-04-17 08:15+0200\n"
"PO-Revision-Date: 2005-04-16 21:03+0200\n"
"PO-Revision-Date: 2005-04-18 00:49+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: none\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
@ -796,7 +796,6 @@ msgstr ""
"The traits that are available to all non-Undead units are:"
#: data/help.cfg:219
#, fuzzy
msgid ""
"\n"
"\n"
@ -818,14 +817,13 @@ msgstr ""
"\n"
"Intelligent units require 20% less experience than usual to advance.\n"
"\n"
"Intelligent units are very useful at the beginning of a campaign, as they "
"can be quickly advanced into much needed higher level units. Later in the "
"campaign, they are not quite so useful, and if you have plenty of high level "
"units you may find yourself recalling units with more useful ''long-term'' "
"traits."
"Intelligent units are very useful at the beginning of a campaign as they can "
"advance to higher levels more quickly. Later in campaigns Intelligent is not "
"quite as useful because units no longer have any use for experience points "
"after reaching their maximum level. If you have many 'maximum level' units "
"you may wish to recall units with more desirable traits."
#: data/help.cfg:226
#, fuzzy
msgid ""
"\n"
"\n"
@ -848,14 +846,14 @@ msgstr ""
"\n"
"Quick units have 1 extra movement point, but 10% less HP than usual.\n"
"\n"
"Quick is the most noticeable trait, particularly in slower units such as "
"trolls or heavy infantry. Units with the Quick trait can often have greatly "
"increased mobility in rough terrain, so consider that when deploying your "
"forces. Also, remember that Quick units aren't quite as tough as usual, and "
"so aren't so good for holding positions."
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, so you should consider that when "
"deploying your forces. Also, Quick units aren't quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
#: data/help.cfg:233
#, fuzzy
msgid ""
"\n"
"\n"
@ -877,13 +875,13 @@ msgstr ""
"\n"
"Resilient units have 7 more HP than usual.\n"
"\n"
"Resilient units can be useful at all stages in the campaign, and is a useful "
"trait for all units, though you'll find yourself noticing it more in some "
"units than others. Resilient units are especially useful for holding ground "
"against opponents."
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defence, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
#: data/help.cfg:240
#, fuzzy
msgid ""
"\n"
"\n"
@ -906,10 +904,10 @@ msgstr ""
"Strong units do 1 more damage per swing in melee combat, and have 2 more "
"HP.\n"
"\n"
"Useful for any close-combat unit, Strong is most effective for units who "
"have a high number of swings, such as the Elvish Fighter. Strong units can "
"be very useful when a tiny bit of extra damage is all that is needed to turn "
"a damaging stroke into a killing blow."
"While useful for any close-combat unit, Strong is most effective for units "
"that have a high number of swings, such as the Elvish Fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
#: data/help.cfg:243
msgid ""
@ -924,7 +922,6 @@ msgstr ""
"Other special traits that may be assigned to units are:"
#: data/help.cfg:251
#, fuzzy
msgid ""
"\n"
"\n"
@ -961,7 +958,6 @@ msgstr ""
"dismiss them or send them to a foolish death."
#: data/help.cfg:258
#, fuzzy
msgid ""
"\n"
"\n"
@ -982,13 +978,12 @@ msgstr ""
"\n"
"Undead units are immune to poison.\n"
"\n"
"Undead units generally have Undead as their only trait. Since Undead units "
"Undead units generally have 'Undead' as their only trait. Since Undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
#: data/help.cfg:265
#, fuzzy
msgid ""
"\n"
"\n"
@ -1005,14 +1000,14 @@ msgstr ""
"\n"
"\n"
"\n"
"<header>text=Dexterous</header>\n"
"<header>text=Dextrous</header>\n"
"\n"
"Dexterous units do +1 damage for every successful strike with a bow.\n"
"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
"Dexterous is a trait possessed only by Elves. The Elven people are known for "
"Dextrous is a trait possessed only by Elves. The Elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow to reflect this skill."
"inflict an additional point of damage with each arrow."
#: data/items.cfg:264
msgid ""
@ -7480,6 +7475,25 @@ msgid ""
"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
"face, uglier than any of their children. They wield heavy clubs with brutal "
"proficiency, and form a bulwark of strength in any battle they participate "
"in - the only weakness they have, if such can be said, is their inability to "
"fight at a distance.\n"
"\n"
"Usage:\n"
"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
"healthy fear of spellcasters in all terrain. They are quite powerful against "
"brittle foes, like skeletons, and quite weak against well armoured or "
"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
#: data/units/Troll_Hero.cfg:3
msgid "Troll Hero"
@ -7525,6 +7539,29 @@ msgid ""
"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
"attacking them in open terrain during the day, when they are weakest."
msgstr ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
"hurl boulders instead of pebbles. Though not especially accurate, a rock "
"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
"to attack. They are quite powerful against brittle foes, like skeletons, and "
"quite weak against well armoured or naturally resilient enemies, such as "
"their woodland counterpart, the wose. Their regeneration allows them to cure "
"poison and heal wounds without the aid of a nearby village. Their relatively "
"slow speed is a liability, as is their weakness during daylight hours. The "
"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
"them in open terrain during the day, when they are weakest."
#: data/units/Troll_Warrior.cfg:3
msgid "Troll Warrior"
@ -7555,6 +7592,27 @@ msgid ""
"daylight hours is a liability, though a Troll Warrior is still very powerful "
"during the day."
msgstr ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
"all the tales that have been told of their race's terrifying power. Wielding "
"massive hammers that could knock a house off its foundation, and able to "
"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
"singlehandedly changing the strategies of an enemy commander they face. A "
"troll warrior is not something brought down by one man, but by a whole group "
"of them, fighting desperately against this hideous strength borne before "
"them. That which causes the most terror about a troll warrior, is not their "
"appearance, or their power, but the fact that one brought even within an "
"inch of its life will shortly return to its full strength if it is not truly "
"sent to death.\n"
"\n"
"Usage:\n"
"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
"brought down by several enemies. There are few enemies which can engage them "
"in one-on-one combat without a great danger of being killed on the same "
"turn. Their regeneration allows them to cure poison, and heal wounds without "
"the aid of a nearby village. Their relative weakness during daylight hours "
"is a liability, though a Troll Warrior is still very powerful during the day."
#: data/units/Troll_Whelp.cfg:3
msgid "Troll Whelp"
@ -7583,6 +7641,26 @@ msgid ""
"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
"their race. Troll whelps stumble about with bodies bigger than grown men, "
"and with strength to match. Their uncanny regeneration, and stone-like skin, "
"make them monstrous opponents, especially on their favored ground in the "
"mountains and hills from whence they came. The only reassurance one has in "
"fighting a troll whelp is their slow speed, and the fact that they have not "
"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armoured "
"or naturally resilient enemies, such as their woodland counterpart, the "
"wose. Their regeneration allows them to cure poison and heal wounds without "
"the aid of a nearby village. Their relatively slow speed is a liability, as "
"is their weakness during daylight hours."
#: data/units/Vampire_Bat.cfg:3
msgid "Vampire Bat"
@ -8648,11 +8726,11 @@ msgstr "Height:"
#: src/mapgen_dialog.cpp:89
msgid "Number of Hills:"
msgstr ""
msgstr "Number of Hills:"
#: src/mapgen_dialog.cpp:90
msgid "Max Hill Size:"
msgstr ""
msgstr "Max Hill Size:"
#: src/mapgen_dialog.cpp:91
msgid "Villages:"
@ -9604,87 +9682,3 @@ msgstr "lawful"
#: src/unit_types.cpp:932
msgid "neutral"
msgstr "neutral"
#~ msgid ""
#~ "Trolls are strong and brutal humanoid monsters with the amazing ability "
#~ "to regenerate themselves, so that they recover from wounds on their own, "
#~ "even during battle."
#~ msgstr ""
#~ "Trolls are strong and brutal humanoid monsters with the amazing ability "
#~ "to regenerate themselves, so that they recover from wounds on their own, "
#~ "even during battle."
#~ msgid ""
#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
#~ "recovering from their wounds during battle. These trolls have armed "
#~ "themselves with large rocks they hurl at their opponents."
#~ msgstr ""
#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
#~ "recovering from their wounds during battle. These trolls have armed "
#~ "themselves with large rocks they hurl at their opponents."
#~ msgid ""
#~ "Hardened by battle, Troll Warriors can deliver deadly blows with a mace, "
#~ "and are able to regenerate, healing their own wounds during combat."
#~ msgstr ""
#~ "Hardened by battle, Troll Warriors can deliver deadly blows with a mace, "
#~ "and are able to regenerate, healing their own wounds during combat."
#~ msgid ""
#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
#~ "recovering from their wounds during battle. Although these Trolls are "
#~ "still weak whelps, their race is known for developing amazingly fast."
#~ msgstr ""
#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
#~ "recovering from their wounds during battle. Although these Trolls are "
#~ "still weak whelps, their race is known for developing amazingly fast."
#~ msgid "Ok"
#~ msgstr "OK"
#~ msgid "Iterations:"
#~ msgstr "Iterations:"
#~ msgid "Bump Size:"
#~ msgstr "Bump Size:"
#~ msgid ""
#~ "Most units have two traits. Traits are attributes of the unit that modify "
#~ "its attributes slightly. They are assigned to a unit randomly when the "
#~ "unit is recruited.\n"
#~ "\n"
#~ "The currently available traits are the following."
#~ msgstr ""
#~ "Most units have two traits. Traits are attributes of the unit that modify "
#~ "its attributes slightly. They are assigned to a unit randomly when the "
#~ "unit is recruited.\n"
#~ "\n"
#~ "The currently available traits are the following."
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "\n"
#~ "<header>text=Loyal</header>\n"
#~ "\n"
#~ "Loyal units only ever require an upkeep of one, no matter what level they "
#~ "are.\n"
#~ "\n"
#~ "Loyal has no effect on a level one unit, which makes it useless in the "
#~ "early campaign. Once a unit begins to level up, however, it can save you "
#~ "considerable gold over the course of the campaign."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "\n"
#~ "<header>text=Loyal</header>\n"
#~ "\n"
#~ "Loyal units only ever require an upkeep of one, no matter what level they "
#~ "are.\n"
#~ "\n"
#~ "Loyal has no effect on a level one unit, which makes it useless in the "
#~ "early campaign. Once a unit begins to level up, however, it can save you "
#~ "considerable gold over the course of the campaign."
#~ msgid "Era not available: "
#~ msgstr "Era not available: "