update British English translation

This commit is contained in:
András Salamon 2005-08-07 17:55:34 +00:00
parent 78a446c590
commit c7d234d53a
3 changed files with 192 additions and 135 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: 2005-08-01 13:27+0200\n"
"PO-Revision-Date: 2005-07-18 21:59+0200\n"
"PO-Revision-Date: 2005-08-07 19:48+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -72,9 +72,8 @@ msgid "The map already exists. Do you want to overwrite it?"
msgstr "The map already exists. Do you want to overwrite it?"
#: src/editor/editor.cpp:405
#, fuzzy
msgid "Player "
msgstr "Player"
msgstr "Player "
#: src/editor/editor.cpp:408
msgid "Which Player?"
@ -236,48 +235,47 @@ msgstr "BG"
#: src/mapgen_dialog.cpp:94
msgid "Map Generator"
msgstr ""
msgstr "Map Generator"
#: src/mapgen_dialog.cpp:99
#, fuzzy
msgid "Players:"
msgstr "Player"
msgstr "Players:"
#: src/mapgen_dialog.cpp:102
msgid "Number of Hills:"
msgstr ""
msgstr "Number of Hills:"
#: src/mapgen_dialog.cpp:103
msgid "Max Hill Size:"
msgstr ""
msgstr "Max Hill Size:"
#: src/mapgen_dialog.cpp:104
msgid "Villages:"
msgstr ""
msgstr "Villages:"
#: src/mapgen_dialog.cpp:105
msgid "Landform:"
msgstr ""
msgstr "Landform:"
#: src/mapgen_dialog.cpp:211
msgid "Roads Between Castles"
msgstr ""
msgstr "Roads Between Castles"
#: src/mapgen_dialog.cpp:268
msgid "/1000 tiles"
msgstr ""
msgstr "/1000 tiles"
#: src/mapgen_dialog.cpp:273
msgid "Coastal"
msgstr ""
msgstr "Coastal"
#: src/mapgen_dialog.cpp:273
msgid "Inland"
msgstr ""
msgstr "Inland"
#: src/mapgen_dialog.cpp:273
msgid "Island"
msgstr ""
msgstr "Island"
#: src/widgets/file_chooser.cpp:37
msgid "Delete File"

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: 2005-08-01 13:27+0200\n"
"PO-Revision-Date: 2005-07-18 21:57+0200\n"
"PO-Revision-Date: 2005-08-07 19:47+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -336,13 +336,12 @@ msgid "Reverse Time Graphics"
msgstr "Reverse Time Graphics"
#: src/preferences.cpp:901
#, fuzzy
msgid "Sound effects"
msgstr "Show Haloing Effects"
msgstr "Sound effects"
#: src/preferences.cpp:902
msgid "Music"
msgstr ""
msgstr "Music"
#: src/preferences.cpp:904
msgid "Music Volume:"
@ -362,7 +361,7 @@ msgstr "Scroll Speed:"
#: src/preferences.cpp:922
msgid "Sound effects on/off"
msgstr ""
msgstr "Sound effects on/off"
#: src/preferences.cpp:926
msgid "Change the sound effects volume"
@ -370,7 +369,7 @@ msgstr "Change the sound effects volume"
#: src/preferences.cpp:929
msgid "Music on/off"
msgstr ""
msgstr "Music on/off"
#: src/preferences.cpp:933
msgid "Change the music volume"

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: 2005-08-01 13:09+0200\n"
"PO-Revision-Date: 2005-07-29 22:28+0200\n"
"PO-Revision-Date: 2005-08-07 19:46+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -14,15 +14,15 @@ msgstr ""
#: data/amla.cfg:8
msgid "Max HP bonus +{HP_ADVANCE}"
msgstr ""
msgstr "Max HP bonus +{HP_ADVANCE}"
#: data/amla.cfg:21
msgid "Full Heal"
msgstr ""
msgstr "Full Heal"
#: data/fonts.cfg:4
msgid "Vera.ttf,Bepa-Roman.ttf,FreeSans.ttf,sazanami-gothic.ttf"
msgstr "Vera.ttf,Bepa-Roman.ttf,FreeSans.ttf,sazanami-gothic.ttf"
msgstr "Vera.ttf,Bepa-Roman.ttf,FreeSans.ttf"
#: data/game.cfg:25
msgid "Binary Saves"
@ -71,7 +71,6 @@ msgstr ""
"will be listed under this topic as you encounter them."
#: data/help.cfg:61
#, fuzzy
msgid ""
"\n"
"\n"
@ -84,28 +83,26 @@ msgstr ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of rules "
"and gameplay. This does not make the game simple, however - from these "
"simple rules arise a wealth of strategy, making the game easy to learn but a "
"challenge to master."
"among modern strategy games. While other games strive for complexity, Battle "
"for Wesnoth strives for simplicity of both rules and gameplay. This does not "
"make the game simple, however - from these simple rules arise a wealth of "
"strategy, making the game easy to learn but a challenge to master."
#: data/help.cfg:66
msgid "Fundamentals of Gameplay"
msgstr "Fundamentals of Gameplay"
#: data/help.cfg:67
#, fuzzy
msgid ""
"These pages outline all you need to know to play Battle for Wesnoth. They "
"cover how to play and the basic mechanics behind the game. For more detailed "
"information on special situations and exceptions, please follow the links "
"included."
msgstr ""
"This page outlines all you need to know to play Battle for Wesnoth. It "
"covers how to play and the basic mechanics behind the game. Keep in mind "
"that this is just an outline - for special exceptions and situations, please "
"follow the links included."
"These pages outline all you need to know to play Battle for Wesnoth. They "
"cover how to play and the basic mechanics behind the game. For more detailed "
"information on special situations and exceptions, please follow the links "
"included."
#: data/help.cfg:69
msgid ""
@ -128,21 +125,20 @@ msgstr ""
"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
#: data/help.cfg:72
#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining that item. This is especially useful when you "
"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
msgstr ""
"While playing, keep in mind that if you mouse-over many items on the menu "
"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining each item. This is especially useful when you "
"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
#: data/help.cfg:77
#, fuzzy
msgid "About the Game"
msgstr "Quit the game"
msgstr "About the game"
#: data/help.cfg:78
msgid ""
@ -154,6 +150,13 @@ msgid ""
"If your computer has a connection to the Internet, you can play against "
"other people across the Internet."
msgstr ""
"The game takes place over a series of battles, called scenarios. Each "
"scenario pits your troops against the troops of one or more adversaries. You "
"can play against the computer, or with friends who each take turns sitting "
"at the computer (hotseat play). If your computer is connected to a computer "
"network, you can also play against other people connected to that network. "
"If your computer has a connection to the Internet, you can play against "
"other people across the Internet."
#: data/help.cfg:80
msgid ""
@ -165,6 +168,13 @@ msgid ""
"need to reach a destination, to rescue someone, to solve a puzzle, or just "
"to survive a certain number of turns."
msgstr ""
"\n"
"\n"
"Each scenario has some objectives, shown as the scenario starts. These "
"objectives list what you need to do to win, and what you should do to avoid "
"losing. Often the objective is to defeat all enemies, but other times you "
"need to reach a destination, to rescue someone, to solve a puzzle, or just "
"to survive a certain number of turns."
#: data/help.cfg:82
msgid ""
@ -175,13 +185,18 @@ msgid ""
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
msgstr ""
"\n"
"\n"
"Campaigns consist of multiple scenarios that follow on from each other, "
"telling a story. In a campaign, you often need to play more carefully, "
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
#: data/help.cfg:87
msgid "Recruiting and Recalling"
msgstr "Recruiting and Recalling"
#: data/help.cfg:88
#, fuzzy
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst=units text=units</"
@ -193,14 +208,15 @@ msgid ""
"units available for recruitment, along with their gold cost. Click on a unit "
"to see its statistics, then press the recruit button to recruit it."
msgstr ""
"At the start of any battle, and at times during it, you will need to recruit "
"units into your army. To recruit, you must have your leader (Konrad in the "
"Heir to the Throne campaign) on the Keep square of a Castle. Then you may "
"recruit by either choosing Recruit from the menu or right-clicking on a hex "
"and selecting <italic>text=Recruit</italic>. This brings up the recruit "
"menu, which lists units available for recruitment, along with their gold "
"cost. Click on a unit to see its statistics to the left, then press the "
"recruit button to recruit it."
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst=units text=units</"
"ref> into your army. To recruit, you must have your leader (for instance, "
"Konrad in the Heir to the Throne campaign) on the Keep square of a "
"<ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either "
"choosing Recruit from the menu or right-clicking on a hex and selecting "
"<italic>text=Recruit</italic>. This brings up the recruit menu, which lists "
"units available for recruitment, along with their gold cost. Click on a unit "
"to see its statistics, then press the recruit button to recruit it."
#: data/help.cfg:90
msgid ""
@ -231,7 +247,6 @@ msgstr ""
"modify their statistics."
#: data/help.cfg:94
#, fuzzy
msgid ""
"\n"
"\n"
@ -242,12 +257,10 @@ msgstr ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling functions identically to Recruiting, save that recalling costs a "
"standard 20 gold and presents you with a list of all surviving units from "
"previous scenarios."
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
#: data/help.cfg:96
#, fuzzy
msgid ""
"\n"
"\n"
@ -257,14 +270,13 @@ msgid ""
msgstr ""
"\n"
"\n"
"Keep in mind that units not only cost gold to Recruit or Recall, they also "
"require money to support. See <ref>dst=income_and_upkeep text='Income and "
"Upkeep'</ref> for more information."
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
"more information."
#: data/help.cfg:101
#, fuzzy
msgid "Orbs"
msgstr "Orcs"
msgstr "Orbs"
#: data/help.cfg:111
msgid ""
@ -280,13 +292,23 @@ msgid ""
"\n"
"Enemy units have no orb on the top of their energy bar."
msgstr ""
"On the top of the energy bar shown next to each unit of yours is an orb.\n"
"This orb is:\n"
"\n"
" * green if you control the unit and it hasn't moved this turn,\n"
" * yellow if you control the unit and it has moved this turn, but could\n"
" still move further or attack,\n"
" * red if you control the unit, but it has used all its movement this turn, "
"or\n"
" * blue if the unit is an ally you do not control.\n"
"\n"
"Enemy units have no orb on the top of their energy bar."
#: data/help.cfg:116 src/help.cpp:1197
msgid "Movement"
msgstr "Movement"
#: data/help.cfg:117
#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
"to select it, then click on the hex you wish to move it to. When a unit is "
@ -297,15 +319,16 @@ msgid ""
"clicking will cause the unit to move towards it by the fastest route over "
"this and subsequent turns."
msgstr ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
"to move, then click on the hex you wish to move it to. When a unit is "
"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
"to select it, then click on the hex you wish to move it to. When a unit is "
"selected, everywhere it can move this turn will be highlighted, and all "
"other hexes on the map are made dull. Mousing over a dull hex will show the "
"number of turns required to reach it, and clicking will cause the unit to "
"move towards it by the fastest route over this and subsequent turns."
"other hexes on the map are made dull. Mousing over a highlighted hex shows "
"the defence rating the unit would have if you moved it to that hex. Mousing "
"over a dull hex will also show the number of turns required to reach it, and "
"clicking will cause the unit to move towards it by the fastest route over "
"this and subsequent turns."
#: data/help.cfg:119
#, fuzzy
msgid ""
"\n"
"\n"
@ -321,14 +344,14 @@ msgid ""
msgstr ""
"\n"
"\n"
"Each unit has a certain number of movement points which are expended when "
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type - "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting Unit Description, and then look at <italic>text='Terrain "
"it, selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>."
#: data/help.cfg:121
@ -359,6 +382,11 @@ msgid ""
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
#: data/help.cfg:128
msgid "Combat"
@ -376,6 +404,15 @@ msgid ""
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
"unit will move towards the enemy unit, and when they are next to each other, "
"combat will begin. The attacker and defender alternate attacks until each "
"has used their allotted number of attacks. The attacker chooses one of its "
"weapons to attack with, and the defender retaliates with one of its attacks "
"of the same type. There are two types of attacks: melee, which usually "
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
#: data/help.cfg:131
msgid ""
@ -388,7 +425,6 @@ msgstr ""
"<header>text='Order and number of attacks'</header>"
#: data/help.cfg:133
#, fuzzy
msgid ""
"\n"
"\n"
@ -402,11 +438,13 @@ msgid ""
msgstr ""
"\n"
"\n"
"The attacker gets the first attack, then the defender retaliates. This "
"continues to alternate until each unit has used up all of its attacks. The "
"number of attacks a unit has varies; for instance, an Elvish fighter with a "
"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
"The attacker gets the first attack, then the defender retaliates. Each "
"attack either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Attacks alternate until each unit has used up all of its "
"attacks. The number of attacks a unit has varies; for instance, an Elvish "
"fighter with a 5-4 attack may attack 4 times, each successful hit dealing 5 "
"damage, while an Orcish Grunt with a 9-2 attack can only attack 2 times (but "
"at 9 damage for each hit)."
#: data/help.cfg:135
msgid ""
@ -419,7 +457,6 @@ msgstr ""
"<header>text='Chance to hit'</header>"
#: data/help.cfg:137
#, fuzzy
msgid ""
"\n"
"\n"
@ -433,16 +470,15 @@ msgid ""
msgstr ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defence "
"rating in the Terrain it is currently standing in. This may be found by "
"right-clicking a unit, selecting Unit Description, and then look at "
"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defence rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
"shown in the status pane, and may also be found by right-clicking a unit, "
"selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>. For instance, many elves have a defence rating of 70% "
"in forest, so a unit attacking them has only a 30% chance of hitting. "
"Conversely, the elf's chance of hitting the attacker in return depends on "
"what terrain the attacker is in."
#: data/help.cfg:139
#, fuzzy
msgid ""
"\n"
"\n"
@ -453,6 +489,7 @@ msgid ""
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst=weaponspecial_magical "
"text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman "
"text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, "
@ -470,7 +507,6 @@ msgstr ""
"<header>text=Damage</header>"
#: data/help.cfg:143
#, fuzzy
msgid ""
"\n"
"\n"
@ -484,14 +520,13 @@ msgstr ""
"\n"
"\n"
"Each blow which hits causes a base amount of damage depending on the attack "
"type. For instance, an Elvish Fighter with a 5-4 sword attack causes a base "
"of 5 damage. This is usually modified by two things: "
"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
"<ref>dst=time_of_day text='Time of Day'</ref>, both of which are explained "
"below."
"type. For instance, an Elvish Fighter with a 5-4 attack does 5 base damage. "
"This is usually modified by two things: <ref>dst=damage_types_and_resistance "
"text=Resistance</ref> and <ref>dst=time_of_day text='Time of Day'</ref>. To "
"see how base damage is modified by the circumstances, select "
"<italic>text='Damage Calculations'</italic> in the attack selection menu."
#: data/help.cfg:145
#, fuzzy
msgid ""
"\n"
"\n"
@ -502,10 +537,10 @@ msgid ""
msgstr ""
"\n"
"\n"
"A few units have special abilities which affect damage dealt in combat. The "
"most common of these is <ref>dst=weaponspecial_charge text=Charge</ref>, "
"which doubles the damage dealt by both attacker and defender when the unit "
"with Charge attacks."
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
#: data/help.cfg:150
msgid "Damage Types and Resistance"
@ -526,7 +561,6 @@ msgstr ""
"damage which they take from certain damage types."
#: data/help.cfg:153
#, fuzzy
msgid ""
"\n"
"\n"
@ -538,11 +572,11 @@ msgid ""
msgstr ""
"\n"
"\n"
"Resistances work very simply: If a unit has 40% resistance against a damage "
"type, then they will suffer 40% less damage when hit with that damage type. "
"It is also possible for a unit to have weakness; if a unit has -100% "
"resistance against a damage type, it will suffer 100% more damage when hit "
"by that type."
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has -100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
#: data/help.cfg:155
msgid ""
@ -566,6 +600,11 @@ msgid ""
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"If an attack is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
#: data/help.cfg:162
msgid "Time of Day"
@ -681,7 +720,6 @@ msgstr ""
"some cases, you will be given a choice of advancement options."
#: data/help.cfg:193
#, fuzzy
msgid ""
"\n"
"\n"
@ -690,8 +728,8 @@ msgid ""
msgstr ""
"\n"
"\n"
"Keep in mind that while most units have three levels, not all do, and that "
"occasional units (such as <ref>dst=unit_Mage text=Magi</ref>) may have four."
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst=unit_Mage text=Magi</ref>) may have four."
#: data/help.cfg:198
msgid "Healing"
@ -1248,7 +1286,6 @@ msgid "Swamp"
msgstr "Swamp"
#: data/help.cfg:360
#, fuzzy
msgid ""
"Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and "
"inhibit their ability to defend themselves. An exception to this is any race "
@ -1262,8 +1299,8 @@ msgstr ""
"Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and "
"inhibit their ability to defend themselves. An exception to this is any race "
"bodily skilled in navigating water; these receive both full movement and a "
"defensive bonus. Those that make their living in the wetlands are also "
"adept at using this terrain for cover.\n"
"defensive bonus. Those that make their living in the wetlands are also adept "
"at using this terrain for cover.\n"
"\n"
"Most units make do with 30% defence in swamps. Mermen, Naga, and Saurians "
"all generally enjoy 60%."
@ -1478,6 +1515,10 @@ msgid ""
"is concerned, only units capable of flying over canyons can cross this "
"terrain."
msgstr ""
"A canyon is a gorge in the ground, leading to depths unknown. Canyons are "
"noted for sheer walls which would take days to traverse. As far as gameplay "
"is concerned, only units capable of flying over canyons can cross this "
"terrain."
#: data/help.cfg:469 data/terrain.cfg:472
msgid "Lava"
@ -1489,6 +1530,9 @@ msgid ""
"terrain can only be crossed by those units capable of flying a considerable "
"distance above it."
msgstr ""
"The dangers inherent in trying to walk on lava are fairly obvious. This "
"terrain can only be crossed by those units capable of flying a considerable "
"distance above it."
#: data/help.cfg:476 data/terrain.cfg:462
msgid "River Ford"
@ -1503,6 +1547,12 @@ msgid ""
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
msgstr ""
"When a river happens to be extremely shallow, passing over it is a trivial "
"matter for land based units. Moreover, any creature best adapted to swimming "
"has full mobility even at such places in the river. As far as gameplay is "
"concerned, a river ford is treated as either grassland or shallow water, "
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
#: data/items.cfg:264
msgid ""
@ -4381,7 +4431,6 @@ msgid "Arch Mage"
msgstr "Arch Mage"
#: data/units/Arch_Mage.cfg:24
#, fuzzy
msgid ""
"The title of Arch Mage is conferred only after a lifetime of study and "
"achievement to match. Arch Magi are often employed in positions of "
@ -4409,7 +4458,7 @@ msgstr ""
"tend to frown upon.\n"
"\n"
"Though not trained for any sort of combat, if need arises an Arch Mage can "
"unleash the full power of the magic arts, something which is not to be taken "
"unleash the full power of their art, something which is not to be taken "
"lightly.\n"
"\n"
"Special Notes: the arch mage's fireballs are magical, and always have a high "
@ -4661,9 +4710,8 @@ msgid "mace"
msgstr "mace"
#: data/units/Battle_Princess.cfg:3
#, fuzzy
msgid "female^Battle Princess"
msgstr "Outlaw Princess"
msgstr "female^Battle Princess"
#: data/units/Battle_Princess.cfg:22 data/units/Battle_Princess.cfg:76
msgid "leadership,skirmisher"
@ -4862,7 +4910,6 @@ msgid "Bowman"
msgstr "Bowman"
#: data/units/Bowman.cfg:18
#, fuzzy
msgid ""
"The use of archery in shooting something other than game was seen from its "
"inception, and archers have been indispensable in warfare since time "
@ -4871,7 +4918,7 @@ msgid ""
"and are very common on the battlefield."
msgstr ""
"The use of archery in shooting something other than game was seen from its "
"inception, and archers have had indispensable use in warfare since time "
"inception, and archers have been indispensable in warfare since time "
"immemorial. Usually of humble origins, hailing from the peasantry or the odd "
"woodsman, bowmen have reasonable prowess with both a bow and a short sword, "
"and are very common on the battlefield."
@ -5516,9 +5563,8 @@ msgstr ""
#: data/units/Drake_Slasher.cfg:25 data/units/Drake_Slasher.cfg:43
#: data/units/Drake_Warden.cfg:27 data/units/Drake_Warden.cfg:45
#: data/units/Halbardier.cfg:29 data/units/Halbardier.cfg:70
#, fuzzy
msgid "halberd"
msgstr "Halberdier"
msgstr "halberd"
#: data/units/Drake_Slasher.cfg:46 data/units/Drake_Warden.cfg:48
#: data/units/Goblin_Impaler.cfg:28 data/units/Halbardier.cfg:35
@ -6525,6 +6571,19 @@ msgid ""
"poison will continually take damage until they can be cured in town or by a "
"healer."
msgstr ""
"Only those who have delved into the circles of necromancy know what must be "
"done to turn a person into a ghoul, and it is a secret they are not "
"telling. Whatever unspeakable rites they have performed, the result is a "
"beast that knows nothing of its days as a human being, a creature that "
"shambles about as naked as the day it was born, and gorges itself on the "
"flesh of the dead.\n"
"\n"
"It is because of such things that necromancy is condemned with an almost "
"primal hatred.\n"
"\n"
"Special Notes: A ghoul's claws are covered in poison, and victims of this "
"poison will continually take damage until they can be cured in town or by a "
"healer."
#: data/units/Giant_Mudcrawler.cfg:3
msgid "Giant Mudcrawler"
@ -6812,7 +6871,6 @@ msgid "Halberdier"
msgstr "Halberdier"
#: data/units/Halbardier.cfg:26
#, fuzzy
msgid ""
"A halberd is a difficult and very heavy weapon to use, but powerful in the "
"hands of an expert. It is also much more flexible than the spear from which "
@ -6841,7 +6899,7 @@ msgstr ""
"However, a halberd is notably more expensive to craft than a spear, and in "
"the hands of a novice, much less effective. In the armies of Wesnoth, it is "
"customary only to grant these weapons to veteran pikemen, who have proven "
"their skill to employ them properly on the field of war.\n"
"that they have the skill to employ them properly on the field of war.\n"
"\n"
"Special Notes: the length of their weapon allows a halberdier to strike "
"first in melee, even in defense."
@ -6851,7 +6909,6 @@ msgid "Heavy Infantryman"
msgstr "Heavy Infantryman"
#: data/units/Heavy_Infantryman.cfg:15
#, fuzzy
msgid ""
"Heavy infantry are an unusual choice for outfitting troops. They are very "
"difficult to send afield in war, and are typically useful only in the "
@ -6862,8 +6919,8 @@ msgid ""
"in the weight of the metal, and the great care that must be taken of it, but "
"in certain situations, these troops are well worth the trade-offs."
msgstr ""
"Heavy infantry are a somewhat anomalous choice for outfitting troops. They "
"are very difficult to send afield in war, and are useful mostly only in the "
"Heavy infantry are an unusual choice for outfitting troops. They are very "
"difficult to send afield in war, and are typically useful only in the "
"defence of the city or castle in which they are stationed. Clad head to toe "
"in full plate, and armed with large maces, heavy infantry excel at their "
"sole purpose of melee combat. A few of them in the center of a line will "
@ -7091,7 +7148,6 @@ msgid "Longbowman"
msgstr "Longbowman"
#: data/units/Longbowman.cfg:19
#, fuzzy
msgid ""
"Longbows are forbidden to beginning archers simply by merit of physical law. "
"It takes great strength to draw one, and the added range and power are "
@ -7103,7 +7159,7 @@ msgstr ""
"It takes great strength to draw one, and the added range and power are "
"useless unless one has good aim with the weapon, a gift that beginners "
"certainly lack. Longbowmen carry their weaponry as a badge of pride, and "
"most bowmen look to the day they can progress to using one."
"most bowmen look forward to the day they can begin using one."
#: data/units/Lord.cfg:3 data/units/Lord.cfg:82
msgid "Lord"
@ -7188,7 +7244,6 @@ msgid "illuminates,cures"
msgstr "illuminates,cures"
#: data/units/Mage_of_Light.cfg:35
#, fuzzy
msgid ""
"After years of experience, the most devout of white magi are bestowed with "
"vast spiritual powers. By strict devotion to the path of the light, they can "
@ -7205,9 +7260,9 @@ msgid ""
"also have the power of Illumination, which increases the lighting level in "
"the area adjacent to the mage."
msgstr ""
"After years of experience, the most devout of white magi have access to vast "
"spiritual powers. By strict devotion to the path of the light, they can call "
"upon its aid to chase away the shadows of the night.\n"
"After years of experience, the most devout of white magi are bestowed with "
"vast spiritual powers. By strict devotion to the path of the light, they can "
"call upon its aid to chase away the shadows of the night.\n"
"\n"
"Following a strict code of piety and honour, these men and women work "
"tirelessly to bring life and order to the troubled world in which they "
@ -7598,7 +7653,6 @@ msgid "Necrophage"
msgstr "Necrophage"
#: data/units/Necrophage.cfg:20
#, fuzzy
msgid ""
"Driven ravenous by an unholy hunger for dead flesh, Necrophages attack their "
"hoped-for food with beast-like ferocity. When they are sated with the flesh "
@ -7610,9 +7664,13 @@ msgid ""
"by a healer."
msgstr ""
"Driven ravenous by an unholy hunger for dead flesh, Necrophages attack their "
"hoped-for food with poisonous claws. When they are sated with the flesh of "
"their victims, they simply shrug off all damage sustained as if they had "
"been freshly summoned, to begin their search for flesh again."
"hoped-for food with beast-like ferocity. When they are sated with the flesh "
"of their victims, they simply shrug off all damage sustained as if they had "
"been freshly summoned, to begin their search for flesh again.\n"
"\n"
"Special Notes: A Necrophage's claws are covered in poison, and victims of "
"this poison will continually take damage until they can be cured in town or "
"by a healer."
#: data/units/Nightgaunt.cfg:3
msgid "Nightgaunt"
@ -8706,7 +8764,6 @@ msgid "Thief"
msgstr "Thief"
#: data/units/Thief.cfg:20 data/units/Thief.cfg:123
#, fuzzy
msgid ""
"For as long as anyone can remember, the members of the various 'guilds' of "
"rat-catchers that spring up in any larger city have had a curious practice "
@ -8726,7 +8783,11 @@ msgstr ""
"is a bold thing to do, as their profession often delves into less-than-legal "
"enterprises. Thieves have many skills, and by necessity are both light on "
"their feet, and good with knives. They happily employ less-than-honourable "
"tactics in combat, seeing little purpose in a "
"tactics in combat, seeing little purpose in a 'fair fight'.\n"
"\n"
"Special Notes: while a unit with the same allegiance as the thief distracts "
"an enemy, the thief may backstab, inflicting double damage, by creeping "
"around behind that enemy."
#: data/units/Thief.cfg:106
msgid "female^Thief"
@ -10331,9 +10392,8 @@ msgid "Map"
msgstr "Map"
#: src/multiplayer_lobby.cpp:30
#, fuzzy
msgid "Settings"
msgstr "Settings..."
msgstr "Settings"
#: src/multiplayer_lobby.cpp:30
msgid "Status"