Applied file #10184 from patch #1926 with modifications.

This commit is contained in:
Steven Panek 2010-09-12 04:20:34 +00:00
parent c3822215a2
commit d784c34fd2
455 changed files with 8233 additions and 8069 deletions

View file

@ -73,7 +73,7 @@
[event]
name=start
# We don't want him to appear on the recall list
# We dont want him to appear on the recall list
[kill]
id=Konrad
[/kill]

View file

@ -189,7 +189,7 @@
id=Grug
[/recall]
# We don't want him to appear on the recall list
# We dont want him to appear on the recall list
[kill]
id=Konrad
[/kill]

View file

@ -153,7 +153,7 @@
id=Kalenz
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[message]
speaker=Konrad
@ -170,7 +170,7 @@
{QUAKE "rumble.ogg"}
{QUAKE "rumble.ogg"}
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "An earthquake! Well be trapped!"
[/message]
[message]
@ -178,7 +178,7 @@
message= _ "No, not an earthquake, Princess. I feel it too. Something is... aware... of us."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Aware? Who? Delfador, what does he mean?"
[/message]
[message]
@ -195,7 +195,7 @@
message= _ "North. More than that, I cannot tell."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Konrad, as promised, here is my purse, full of gold."
[/message]
[sound]

View file

@ -157,7 +157,7 @@
id=Delfador
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[recall]
id=Kalenz
@ -172,7 +172,7 @@
#if Konrad got the Scepter
[then]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I thank you for helping me get back to the surface, but now I must take what is mine!"
[/message]
[message]
@ -180,7 +180,7 @@
message= _ "You still want to fight me, do you, Princess?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Did you think I was just playing around? I need to take my inheritance!"
[/message]
[message]
@ -192,7 +192,7 @@
message= _ "Indeed there are. We will have to fight our way out. Are you with us, Princess, or against us?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Perhaps it is in both our best interests for us to remain allies for a little longer... but I do want that Scepter, and someday I will have it!"
[/message]
[message]
@ -204,7 +204,7 @@
#if Li'sar got the Scepter
[else]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "We have escaped."
[/message]
[message]
@ -212,7 +212,7 @@
message= _ "Yes, we have. Now I suppose you want to use the Scepter against me, Princess?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "No, I was thinking... I dont really want to kill you. I have what I came to get. So if you promise never to come south of the Great River, I will spare your life."
[/message]
[message]
@ -220,7 +220,7 @@
message= _ "With all due respect, Princess, it is once again we who will spare you, Scepter or no Scepter."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Such words in the presence of royalty! Do you want me to fry you, Elf?"
[/message]
[message]
@ -228,7 +228,7 @@
message= _ "Friends, peace! Though we are out of the tunnels, we are hardly safe. We are somewhere in the arid and wild north lands, that is all we know. Behold! To the north, orcs, to the south, dark hordes. We must remain at peace with one another, or else all perish!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I suppose that helping each other for a while longer would be mutually beneficial. But what should we do? How should we defend ourselves?"
[/message]
[/else]
@ -260,7 +260,7 @@
message= _ "And will you join us in seeking refuge with the North Elves, Princess?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "If the elves will promise me refuge and safe passage, then I will go."
[/message]
[message]
@ -325,7 +325,7 @@
message= _ "(shock) What!? Konrad, your folly is appalling! Do you flout my advice?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "We are traveling east? Down the river? Konrad, I hope you know what you are committing us to."
[/message]
[message]

View file

@ -106,7 +106,7 @@
id=Kalenz
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[message]
speaker=Kalenz
@ -138,7 +138,7 @@
message= _ "His fellow marshals... well, one could say they were slow to come to Ilaalions aid as he held this very plain against an orcish incursion. They resented his arrogance as the bearer of the sword, and indignation is a powerful force amongst my people at times. The sword has been lost in orcish territory ever since."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "He was just someone who couldnt handle the power given to him."
[/message]
[message]
@ -146,7 +146,7 @@
message= _ "You would do well to learn the lesson he did not."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Move along, elf, unless you enjoy making camp in this icy waste. I, for one, do not!"
[/message]
[message]
@ -154,15 +154,15 @@
message= _ "Indeed..."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Listen, you whose eyes are fair but hide a vacuum, do you think I do not know what power can do to ones soul? What evils a person is capable of when truth and righteousness are but scrolls that can be rewritten when a queen grows tired of them?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I spent my entire childhood listening to my mother give orders and commanding armies around. I hid in the throne room as a little girl as she met with her generals. I now know she was having people killed... entire towns of people killed!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I became my mothers most trusted aide-de-camp. I was sent to quiet the worst of the rebellion. Of course they fought back. I never knew who these people were or why they fought my mother. Konrad, you are lucky. You do not know what Wesnoth has been like these past many years. There is no peace. I have never known peace."
[/message]
[message]

View file

@ -189,7 +189,7 @@
id=Delfador
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[recall]
id=Kalenz
@ -225,7 +225,7 @@
message= _ "The Death Knight explodes into a cloud of dust as it is eradicated. Its armor, however, drops to the ground and remains intact. The heavy black steel is polished to a mirror shine."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Delfador... that breastplate... how did it end up here?"
[/message]
[message]
@ -345,7 +345,7 @@
message= _ "Yes, very powerful. I was not certain of his identity at first, but it is certain now. He lived centuries ago... he appears in our histories, a former headmaster on Alduin. He was reported to have disappeared, and now we know what happened to him."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "He was just someone who couldnt handle the power given to him."
[/message]
[message]
@ -353,7 +353,7 @@
message= _ "You would do well to learn the lesson he did not."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Move along, Elf, unless you enjoy making camp in this slimy bog. I, for one, do not!"
[/message]
[message]
@ -361,15 +361,15 @@
message= _ "Indeed..."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Listen, you whose eyes are fair but hide a vacuum, do you not think I know what power does to ones soul? What evils a person is capable of when truth and righteousness are but scrolls that can be rewritten when a queen grows tired of them?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I spent my entire childhood listening to my mother give orders and commanding armies around. I hid in the throne room as a little girl as she met with her generals. I now know she was having people killed... entire towns of people killed!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I became my mothers most trusted aide-de-camp. I was sent to quiet the worst of the rebellion. Of course they fought back. I never knew who these people were or why they fought my mother. Konrad, you are lucky. You do not know what Wesnoth has been like these past many years. There is no peace. I have never known peace."
[/message]
[message]

View file

@ -204,7 +204,7 @@
id=Kalenz
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
{VARIABLE waterfall_sighted no}
@ -279,7 +279,7 @@
message= _ "No we have not. If there were any, they are long gone."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Perhaps the monsters Lord Kalenz alluded to sunk the boats."
[/message]
[message]
@ -299,7 +299,7 @@
message= _ "I dont recommend it. Long ago, a lich who was at war with my people appointed some of his most powerful minions to guard the swamps. We must not go that way!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Then we have only two choices: to proceed down the river or to go back where we came from and fight our way through the orcs or the undead."
[/message]
[message]
@ -335,7 +335,7 @@
message= _ "Oh my! A monster!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "A dragon! A big one!"
[/message]
[message]
@ -348,7 +348,7 @@
message= _ "A talking dragon?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I am beginning to understand why you were talking about monsters on our way here, Lord Kalenz."
[/message]
[message]
@ -375,7 +375,7 @@
message= _ "Eh... well of course, sir drake. Let me introduce myself — I am Prince Konrad, leader of the group and heir to the throne of Wesnoth."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "And I am Princess Lisar, the only daughter of the late King Garard II and Queen Asheviere. I too am an heir to the throne of Wesnoth!"
[/message]
[message]
@ -784,7 +784,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "Well... that answers the question."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "We should try to help the injured soldier."
[/message]
[message]
@ -792,7 +792,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "Must I remind you that he, like all the others who died, was sent to kill us!?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Perhaps he was sent after you, but not after me. I am sure that he is still loyal to his princess — the heiress to the throne of Wesnoth!"
[/message]
[message]
@ -800,7 +800,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "Princess Lisar, do I have to remind you again that it is Konrad, not you, who is the rightful heir?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Whatever.... I still think we should make an effort to rescue him from the unfortunate position he is in. If you help him, Ill do my best to convince him that you are not his enemies but his friends..."
[/message]
[message]
@ -812,7 +812,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "Fair enough!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Fair enough."
[/message]
[message]
@ -878,7 +878,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "We are friends. Dont worry about it and dont try to fight us — you are in no condition to fight."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I am Princess Lisar, and we are friends. Join us and wait for the healers to help you, young sergeant."
[/message]
[message]
@ -978,7 +978,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "Ive reached the cave entrance. There seems to be a system of channels running through the mountains. Follow me, and let us hope we somehow manage to get out alive."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "That is so very encouraging...."
[/message]
[message]
@ -990,7 +990,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "We are soon going to find out."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Well, there is no point in delaying any further. Let us go and find out."
[/message]
[message]

View file

@ -108,7 +108,7 @@
value=0
[/target]
[target]
id="Li'sar"
id="Lisar"
value=0
[/target]
[/ai]
@ -172,7 +172,7 @@
value=0
[/target]
[target]
id="Li'sar"
id="Lisar"
value=0
[/target]
[/ai]
@ -336,7 +336,7 @@
id=Kalenz
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[recall]
id=Haldiel
@ -358,7 +358,7 @@
message= _ "At last, friends, we have almost reached the Lintanir Forest, the home of the North Elves. I was born not far east of here...more years ago than I care to remember."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "After being in this wilderness for so long, it will be good to get some rest!"
[/message]
[message]
@ -433,7 +433,7 @@
message= _ "That is not all, my lord. The foul orcs have heard of the coming of these men, and are even now gathering a great host to oppose them to the north! It is now certain that there will be a great battle."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "This sounds very dangerous. Perhaps we should retreat to the West, and hide until the battle is over?"
[/message]
[message]
@ -441,7 +441,7 @@
message= _ "I think these wild lands are too dangerous for that! Anyhow... I expected you to be on the side of Wesnoth, Princess?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I am an honorable princess, not an impostor like you! I promised that I would be on your side until we made it out of these lands, and I will keep my promise!"
[/message]
[message]
@ -461,7 +461,7 @@
message= _ "I was afraid thats what you were going to say."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Come then, Konrad, let us go. We will do what must be done."
[/message]
[message]
@ -492,7 +492,7 @@
[event]
name=turn 3
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "So, Konrad, do you think we can simply trot across the battlefield?"
[/message]
[message]
@ -500,7 +500,7 @@
message= _ "Stop for a moment, princess. Look — you can barely see them in the distance there, but the advance scouts have found each other. The Queens troops are marching full speed for the orcs camp, and vice-versa. These armies are out for blood."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "But they will not neglect to notice our presence in their midst! We are walking into slaughter!"
[/message]
[message]
@ -516,7 +516,7 @@
message= _ "...and Delfador, of course. And Kalenz... and.."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
# wmllint: local spelling Ach
message= _ "Ach! I understand, Konrad. I am no stranger to the burden of command. Onward!"
[/message]

View file

@ -173,7 +173,7 @@
id=Delfador
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[recall]
id=Kalenz

View file

@ -67,7 +67,7 @@
show=no
[/recall]
[recall]
id="Li'sar"
id="Lisar"
x=11
y=14
show=no
@ -108,7 +108,7 @@
message= _ "We are indeed honored."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I might also say that it is you who are honored. It has been so long since you have been graced by the presence of a princess of Wesnoth."
[/message]
[message]
@ -116,7 +116,7 @@
message= _ "Silence, foolish girl! With such arrogance, is it any surprise that the royal family of Wesnoth long ago saw their ancient alliances fall to pieces?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Yes... you are right, sir. It is I who am honored to be here, and I apologize for my discourtesy."
[/message]
[message]
@ -140,7 +140,7 @@
message= _ "I had no idea! Thank you, my lady. It is a pleasure to meet you again."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Rescued him from my mother? But seventeen years ago Konrad would have been an infant! What is this you are talking about?"
[/message]
[message]
@ -148,7 +148,7 @@
message= _ "Your mother has much blood upon her hands, child. She has had many killed unjustly. When Konrad was an infant, she ordered all the princes put to death, so she could seize control."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "She had them murdered? There were others too, not just Konrad? Surely you do not speak the truth! Parandra, what do you say?"
[/message]
[message]
@ -156,7 +156,7 @@
message= _ "Princess, when Delfador the Great speaks of the Queen Mother, Asheviere, ordering the princes of Wesnoth to be put to death, he speaks the truth."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "And what say you, Elf-king?"
[/message]
[message]
@ -170,7 +170,7 @@
[/variable]
[then]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Well, that is why I must take the Scepter. I will return, and people will accept me as Queen. I will rule justly and fairly. My mother is only Queen Mother. The throne is rightfully mine, and with the Scepter I can prove it."
[/message]
[message]
@ -180,7 +180,7 @@
[/then]
[else]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Well, I have the Scepter! I will return and the people will accept me as Queen! My mother is only Queen Mother. The Throne is rightfully mine, and I will rule from it with justice and fairness. I may even accept you as my adviser and counselor, Delfador."
[/message]
[message]
@ -188,7 +188,7 @@
message= _ "Though you have the Scepter, Princess, it is rightfully Konrads. You have it now only because we helped you get it."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "And if I refuse to give it to him?"
[/message]
[message]
@ -211,7 +211,7 @@
message= _ "Delfador, you have raised Konrad to be skillful and wise, honorable and just. A warrior who has respect, and appreciates peace. Yet the throne is not the place for him. You know of what I speak, Delfador."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "But I do not! What is your meaning, Parandra?"
[/message]
[message]
@ -255,7 +255,7 @@
message= _ "Tell me, Lisar, are you willing to fight your own mother for the throne?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "It is for the good of the country. If it is necessary, I will fight her, Elf-king."
[/message]
[message]

View file

@ -172,7 +172,7 @@
id=Kalenz
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[message]
speaker=Malatus
@ -183,7 +183,7 @@
message= _ "Look! It is the traitor Lisar, with the old mage and the filthy elven lord. Quickly, capture them! The Queen wishes to make them her prisoners."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "What? Me, a traitor? It is the Queen who is a traitor, for not obeying the wishes of King Garard II. We have the Scepter of Fire, so let us in!"
[/message]
[message]

View file

@ -31,7 +31,7 @@
id=Kalenz
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[objectives]
side=1
@ -439,7 +439,7 @@
[/allow_recruit]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I think you are mistaken! You will help me be queen."
[/message]
[message]

View file

@ -222,7 +222,7 @@
id=Kalenz
[/recall]
[recall]
id="Li'sar"
id="Lisar"
[/recall]
[role]
type=Grand Knight
@ -238,7 +238,7 @@
message= _ "Wretched wench. Your army is tasting death as we speak. The clans have arrived to unseat you, pretender!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Surrender, mother. The lands blood is spent. I have come to take my rightful place."
[/message]
[message]
@ -272,10 +272,10 @@
id=Asheviere
[/filter]
[filter_second]
id="Li'sar"
id="Lisar"
[/filter_second]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Mother, I swore to end your reign of evil, and now I shall."
[/message]
[message]
@ -283,7 +283,7 @@
message= _ "Daughter, I built this kingdom for you. It has all been for you!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Even now, can you not tell the truth? Your greed has corrupted your soul. You are a monster! A murderess! It pains me to kill you, mother, but you have chosen your own fate. For Wesnoth!"
[/message]
[message]
@ -461,7 +461,7 @@
message= _ "We have won at last! Lisar! You will be queen!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "Yes, but I wont ever forget what you have done for me, Konrad, Delfador, and Kalenz."
[/message]
[message]
@ -469,7 +469,7 @@
message= _ "So much blood. So much death. For what? A title?"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "For justice, Elf Lord. We fight because if we do not, evil would prevail. But, I implore you to let the dead have their rest. We have taken victory. Tomorrow is a new day, friends... let us build this kingdom anew."
[/message]
[endlevel]

View file

@ -16,7 +16,7 @@
[event]
name=last breath
[filter]
id="Li'sar"
id="Lisar"
side=1
[/filter]
[message]

View file

@ -417,7 +417,7 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
message= _ "So it is in our hands! Now let us leave this stinking pit."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I think that if we travel just a little north, we might be able to get out."
[/message]
[endlevel]
@ -433,14 +433,14 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
same_location_as_previous=yes
name=moveto
[filter]
id="Li'sar"
id="Lisar"
[/filter]
[set_variable]
name=scepter
value="Li'sar"
value="Lisar"
[/set_variable]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "At last! I have the Sceptre!"
[/message]
[message]
@ -448,7 +448,7 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
message= _ "Indeed. You managed to reach it, Lisar. I hope you shall use it wisely."
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "My first use for it is going to be to help us get out of this hole! I hope you consider that wise."
[/message]
[message]
@ -456,7 +456,7 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
message= _ "The Sceptre makes its wielder powerful, but hardly immortal, child. Use it prudently. Now come, I believe there is an exit to the north!"
[/message]
[message]
speaker="Li'sar"
speaker="Lisar"
message= _ "I think I know what Im doing. Come, let us go!"
[/message]

View file

@ -45,9 +45,9 @@
story=_"19 IV, 363 YW
Excerpt from the journal of Rotharik the Clanless
The last of Mordak's servants arrived this morning bearing the news of his death, as well as a bundle so well-bound it was barely recognizable as a man. Mordak was always reckless. This whole desperate scheme was his, and I suppose I could blame him for everything that we have suffered through if it still mattered. It was he who brought the wrath of the orcs down on us, too. But all the same, he managed to accomplish what he set out to do. I still cannot believe the finality of what has happened; until now we had always managed to make it through somehow.
The last of Mordaks servants arrived this morning bearing the news of his death, as well as a bundle so well-bound it was barely recognizable as a man. Mordak was always reckless. This whole desperate scheme was his, and I suppose I could blame him for everything that we have suffered through if it still mattered. It was he who brought the wrath of the orcs down on us, too. But all the same, he managed to accomplish what he set out to do. I still cannot believe the finality of what has happened; until now we had always managed to make it through somehow.
We had hoped to deliver the mage to Tairach in return for our lives. I do not know what the warlord wants with this man, but he matches the description. I suppose that Mordak's plan would have worked perfectly if not for the appearance of the horse warriors. Now they are coming here, led by a man rumored to be this mage's brother. If that is true, he will stop at nothing, no more than would I if they held Mordak.
We had hoped to deliver the mage to Tairach in return for our lives. I do not know what the warlord wants with this man, but he matches the description. I suppose that Mordaks plan would have worked perfectly if not for the appearance of the horse warriors. Now they are coming here, led by a man rumored to be this mage's brother. If that is true, he will stop at nothing, no more than would I if they held Mordak.
I have done what I can to fortify this dilapidated castle. The orcs who came with us stand guard at the gates, and I am gathering all of my servants to me in the inner sanctum. But ill fate awaits. Whether I defeat this horse-warrior or no, the orcs will still come for me; they have been scouring the borderlands and raiding the northern farm country in search of us.
@ -361,8 +361,8 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
speaker=Arne
message= _ "The adept didn't lead us astray after all. I'll keep my word, distasteful as it may be; cut him loose, and let's be rid of him."
[/message]
# Perhaps the Adept is so grateful for Arne's mercy that he
# offers to stay with the player's force. In this case the
# Perhaps the Adept is so grateful for Arnes mercy that he
# offers to stay with the players force. In this case the
# player could choose to keep him as a loyal unit but lose
# some other loyal unit who leaves in disgust, or dismiss him.
[/then]

View file

@ -22,7 +22,7 @@
story= _ "22 IX, 355 YW
Excerpt from the journal of Arne of Maghre:
Maghre is looking much better than the last time I saw it. Bjarn has done wonders in two years. The village is rebuilt, and the surrounding farmlands are restored and reoccupied. Despite my brother's worries, our people have faced no new threats in that time.
Maghre is looking much better than the last time I saw it. Bjarn has done wonders in two years. The village is rebuilt, and the surrounding farmlands are restored and reoccupied. Despite my brothers worries, our people have faced no new threats in that time.
It has been more difficult to stay away in those two years, but I have my calling and Bjarn has his, and we have had little opportunity to meet again. But as the company and I are passing through this part of the kingdom with a new patron, I have asked leave of him to visit my brother and he gave it.

View file

@ -2084,7 +2084,7 @@
[effect]
apply_to=hitpoints
#ifdef EASY
increase=-25%
increase=25%
#endif
[/effect]
@ -3048,7 +3048,7 @@
#ifdef NORMAL
[effect]
apply_to=hitpoints
increase=-25%
increase=25%
[/effect]
#endif

View file

@ -161,7 +161,7 @@ Campaigns consist of multiple scenarios that follow on from each other, telling
title= _ "Victory and Defeat"
text= _ "Pay careful attention to the Objectives pop-up box at the beginning of each scenario. Usually you will achieve victory by killing all enemy leaders, and only be defeated by having your leader killed. But scenarios may have other victory objectives — getting your leader to a designated point, say, or rescuing someone, or solving a puzzle, or holding out against a siege until a certain number of turns have elapsed." + _"
When you win a scenario, the map will gray over and the 'End Turn' button will change to 'End Scenario'. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance."
When you win a scenario, the map will gray over and the <bold>text='End Turn'</bold> button will change to <bold>text='End Scenario'</bold>. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance."
[/topic]
#wmllint: markcheck on
@ -186,7 +186,7 @@ Units not only cost gold to Recruit or Recall, they also require money to suppor
id=orbs
title= _ "Orbs"
text= _ "On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:" + "
<img>src=help/orb-green.png align=here</img>" + _ "green if it hasn't moved this turn," + "
<img>src=help/orb-green.png align=here</img>" + _ "green if it hasnt moved this turn," + "
<img>src=help/orb-yellow.png align=here</img>" + _ "yellow if it has moved, but could still move further or attack, or" + "
<img>src=help/orb-red.png align=here</img>" + _ "red if it has used all its movement this turn." + "
<img>src=help/orb-blue.png align=here</img>" + _ "The orb is blue if the unit is an ally you do not control." + "
@ -227,7 +227,7 @@ To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v
title= _ "Shroud and Fog of War"
text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The Shroud hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The Fog of War only hides units and ownership of villages (other than by you or your allies). The Fog of War is cleared temporarily when you have units nearby, but returns when they leave. Both the Shroud and the Fog of War are cleared by units. Each unit clears locations adjacent to those within one turns move (ignoring zones of control and enemy units).
Normally you can undo a units movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing Shroud or Fog will also prevent undos to a previous state. You may wish to activate 'delay shroud updates' in the actions menu. This will prevent units from clearing Shroud or Fog until the next randomized event or a manual update via 'update shroud now' (or the end of your turn) and thereby perserve your ability to undo movement."
Normally you can undo a units movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing Shroud or Fog will also prevent undos to a previous state. You may wish to activate delay shroud updates in the actions menu. This will prevent units from clearing Shroud or Fog until the next randomized event or a manual update via update shroud now (or the end of your turn) and thereby perserve your ability to undo movement."
[/topic]
#wmllint: markcheck on
@ -239,7 +239,7 @@ Normally you can undo a units movement, as long as an event with a randomized
<header>text='Order and number of strikes'</header>" + _"
The attacker gets the first strike, then the defender retaliates. Each strike either hits, doing a given amount of damage, or misses, doing no damage at all. Strikes alternate until each unit has used up all of its strikes. The number of strikes a unit has varies; for instance, an Elvish fighter with a 5-4 attack may strike 4 times, each successful strike dealing 5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but at 9 damage for each hit)." + _"
The attacker gets the first strike, then the defender retaliates. Each strike either hits, doing a given amount of damage, or misses, doing no damage at all. Strikes alternate until each unit has used up all of its strikes. The number of strikes a unit has varies; for instance, an Elvish fighter with a 54 attack may strike 4 times, each successful strike dealing 5 damage, while an Orcish Grunt with a 92 attack can only strike twice (but at 9 damage for each hit)." + _"
<header>text='Chance to hit'</header>" + _"
@ -249,7 +249,7 @@ There are two exceptions to this rule: <ref>dst='weaponspecial_magical' text='Ma
<header>text=Damage</header>" + _"
Each strike which hits causes a base amount of damage depending on the attack 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." + _"
Each strike which hits causes a base amount of damage depending on the attack type. For instance, an Elvish Fighter with a 54 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." + _"
A few units have special <ref>dst='..abilities_section' 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."
[/topic]
@ -293,7 +293,7 @@ The current time of day can be observed under the minimap in the status pane. Fo
[topic]
id=experience_and_advancement
title= _ "Experience and Advancement"
text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit they're fighting. If a unit kills another in combat, however, it gains much more experience — 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _"
text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit theyre fighting. If a unit kills another in combat, however, it gains much more experience — 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _"
Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options." + _"
@ -355,7 +355,7 @@ There are two important exceptions to Upkeep: units with the Loyal trait and lea
id=..traits_section
title= _ "Traits"
generator="contents:traits_section"
text= _ "Most units have two traits. However, Undead units are assigned the single trait 'Undead', and Woses do not receive any traits. Traits are modifications that change a units attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
text= _ "Most units have two traits. However, Undead units are assigned the single trait <italic>text='Undead'</italic>, and Woses do not receive any traits. Traits are modifications that change a units attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
The traits that are available to all non-Undead units are <ref>dst='traits_intelligent' text='Intelligent'</ref>, <ref>dst='traits_quick' text='Quick'</ref>, <ref>dst='traits_resilient' text='Resilient'</ref>, and <ref>dst='traits_strong' text='Strong'</ref>." + _"
@ -370,7 +370,7 @@ Other traits that may be assigned to units are <ref>dst='traits_dextrous' text='
title= _ "Intelligent"
text= _ "Intelligent units require 20% less experience than usual to advance." + _"
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 the After Maximum Level Advancement (AMLA) is not as significant a change as advancing a level. If you have many 'maximum level' units you may wish to recall units with more desirable 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 the After Maximum Level Advancement (AMLA) is not as significant a change as advancing a level. If you have many maximum level units you may wish to recall units with more desirable traits."
[/topic]
[topic]
@ -416,7 +416,7 @@ During campaigns, certain units may opt to join the players forces of their o
title= _"trait^Undead" # wmllint: no spellcheck
text= _"Undead units are immune to poison, also drain and plague doesnt work on them." + _"
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."
Undead units generally have <italic>text='Undead'</italic> 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."
[/topic]
[topic]
@ -424,7 +424,7 @@ Undead units generally have 'Undead' as their only trait. Since Undead units are
title= _"trait^Mechanical" # wmllint: no spellcheck
text= _"Mechanical units are immune to poison, also drain and plague doesnt work on them." + _"
Mechanical units generally have 'Mechanical' as their only trait. Since mechanical units dont really have life, drain, poison and plague has no effect upon them."
Mechanical units generally have <italic>text='Mechanical'</italic> as their only trait. Since mechanical units dont really have life, drain, poison and plague has no effect upon them."
[/topic]
[topic]
@ -785,7 +785,7 @@ Switch debug mode on (does not work in multiplayer). See <ref>dst='debug_command
Debug mode is turned off by quitting the game or :nodebug.
" + "<header>text=':droid [<side>] [on|off]'</header>" + _"
Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle bewteen human and AI. If it is 'on', set an AI controller. If it is 'off' set a human controller. Defaults to the currently active side if no parameter is supplied.
Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle bewteen human and AI. If it is on, set an AI controller. If it is off set a human controller. Defaults to the currently active side if no parameter is supplied.
" + "<header>text=':fps'</header>" + _"
Toggle the display of the current frames per second.
@ -818,10 +818,10 @@ Save the game and quit the scenario (without prompting)."
text="Commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
" + "<header>text=':ban <username>'</header>" + _"
Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won't be kicked then.)
Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they wont be kicked then.)
" + "<header>text=':control <side> <username>'</header>" + _"
Change the controller for side (write here the number of the side) to username (write here the nick of the player or observer). You can check what side belongs to which player in the 'Scenario Settings' dialog (Press the 'more' button in the 'Status Table' (alt+s by default) to get there.). The host can change control of any side.
Change the controller for side (write here the number of the side) to username (write here the nick of the player or observer). You can check what side belongs to which player in the <bold>text='Scenario Settings'</bold> dialog (Press the <bold>text='More'</bold> button in the <bold>text='Status Table'</bold> (alt+s by default) to get there.). The host can change control of any side.
" + "<header>text=':kick <username>'</header>" + _"
Kick a user in multiplayer. They will be able to rejoin the game. If you just want to change control of their side(s) use the :control command instead.

View file

@ -284,13 +284,13 @@
#define OBJ_POTION_HOLY X Y ID
{PICKUPPABLE_ITEM {ID} {X} {Y} side=1 items/holy-water.png
_"Sprinkling this water on melee weapons grants them the 'arcane' damage type until the end of the current scenario. Should $unit.name use it?"
_"Sprinkling this water on melee weapons grants them the <i>arcane</i> damage type until the end of the current scenario. Should $unit.name use it?"
_"I am not suited to the use of this item! Let another take it." (
[object]
name= _ "Holy Water"
image=items/holy-water.png
duration=level
description= _ "This water will make melee weapons have the 'arcane' damage type until the end of the current scenario."
description= _ "This water will make melee weapons have the <i>arcane</i> damage type until the end of the current scenario."
[effect]
apply_to=attack
range=melee

View file

@ -54,7 +54,7 @@
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 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 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 drakes 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>
Drakes are a relatively warlike race and their societies can be best described as cultured martial societies. The core of a drake tribe is a 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 inferiors. 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 elite itself is established. The use of deception of any kind towards any fellow drake is, without exception, seen as cowardly and unacceptable.
@ -107,7 +107,7 @@ Dwarves are of small stature by human measure, but they are by no means fragile.
female_name= _ "race+female^Elf"
plural_name= _ "race^Elves"
# wmllint: local spelling unvegetated
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 Elves' unusually long life — most, unless claimed by illness, accident or war, live a full two and a half 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 at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
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 Elves unusually long life — most, unless claimed by illness, accident or war, live a full two and a half 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 at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
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.
@ -242,9 +242,9 @@ The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography
description= _"In appearance, orcs are half men and half beasts. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.
<header>text='Society'</header>
Almost every orc are a member of a tribe or a clan. Relations between neighboring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing — usually in blood — although it's most commonly used to trade insults or threats among tribal leaders.
Almost every orc are a member of a tribe or a clan. Relations between neighboring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing — usually in blood — although its most commonly used to trade insults or threats among tribal leaders.
Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position — although history knows some notable exceptions. Orcs hold no particular honor code and while indisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one's own goals.
Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position — although history knows some notable exceptions. Orcs hold no particular honor code and while indisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further ones own goals.
Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.
@ -280,7 +280,7 @@ 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 does not require 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 require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of its 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

@ -25,7 +25,7 @@
cost=100
usage=archer
# wmllint: local spelling Armageddon
description= _ "Were it not for the armor they wear, certain drakes might be indistinguishable from true dragons, at least to the lesser races for whom dragons are but legend. The creatures known as 'Armageddon Drakes' are towering things, both immune to and possessed of a tremendous fire."
description= _ "Were it not for the armor they wear, certain drakes might be indistinguishable from true dragons, at least to the lesser races for whom dragons are but legend. The creatures known as Armageddon Drakes are towering things, both immune to and possessed of a tremendous fire."
die_sound=drake-die.ogg
[portrait]

View file

@ -18,7 +18,7 @@
cost=47
usage=fighter
#wmllint: local spelling Blademasters
description= _ "Black armor marks the elite order of the Fighter caste: the Blademasters. Only a few manage to gain the skill and power necessary to be admitted to this highest rank without perishing in battle. Though other drakes may disparage the Fighter caste, they always check twice to be sure none are around; Blademasters fiercely protect their fellows' honor, and no-one would dispute their right to do so."
description= _ "Black armor marks the elite order of the Fighter caste: the Blademasters. Only a few manage to gain the skill and power necessary to be admitted to this highest rank without perishing in battle. Though other drakes may disparage the Fighter caste, they always check twice to be sure none are around; Blademasters fiercely protect their fellows honor, and no-one would dispute their right to do so."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/blademaster-defend-2.png" "units/drakes/blademaster-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[portrait]

View file

@ -20,7 +20,7 @@
#wmllint: general spellings clasher Clasher clashers Clashers
description= _ "The Clashers are members of a unique caste among the drakes. Their thick armor, while compensating for the drakes natural weakness against spears and arrows, is so heavy and restricting that they are not able to fly or muster enough breath to use their inner fire. They have embraced this handicap, completely encasing their wings to emphasize that they do not need flight to triumph in battle.
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drake's traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drakes traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound=drake-die.ogg
[portrait]
size=400

View file

@ -17,7 +17,7 @@
undead_variation=drake
cost=40
usage=scout
description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where it's least expected. Being allowed — grudgingly — to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where its least expected. Being allowed—grudgingly—to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/hurricane-defend-2.png" "units/drakes/hurricane-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[portrait]

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undead_variation=drake
cost=31
usage=fighter
description= _ "Instead of letting themselves be bound by their armor, Thrashers have learned to redirect its weight to supplement their bodies' momentum, adding power to the blows of their short spears and hand-mounted claws. Equipment and body are one; even their thick helms and the thick skulls beneath them are weapons. A Thrasher will gladly fulfill his caste duties, as long as it can be done on the battlefield."
description= _ "Instead of letting themselves be bound by their armor, Thrashers have learned to redirect its weight to supplement their bodies momentum, adding power to the blows of their short spears and hand-mounted claws. Equipment and body are one; even their thick helms and the thick skulls beneath them are weapons. A Thrasher will gladly fulfill his caste duties, as long as it can be done on the battlefield."
die_sound=drake-die.ogg
[attack]
name=war talon

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@ -16,7 +16,7 @@
undead_variation=drake
cost=30
usage=fighter
description= _ "Drakes of the Fighter caste, like the Warrior, are the foundation of any tribe's army. No special abilities or skills set them apart; only their natural brute strength and military training help them carve their way through enemy forces. They fight as they have for centuries, clad in ceramic-plated leather with the traditional war blade mounted on the back of each hand."
description= _ "Drakes of the Fighter caste, like the Warrior, are the foundation of any tribes army. No special abilities or skills set them apart; only their natural brute strength and military training help them carve their way through enemy forces. They fight as they have for centuries, clad in ceramic-plated leather with the traditional war blade mounted on the back of each hand."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/warrior-defend-2.png" "units/drakes/warrior-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[portrait]

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undead_variation=dwarf
cost=17
usage=mixed fighter
description= _ "When the men of Wesnoth first encountered the dwarves, they were mystified by the power of the Dwarvish Thunderers, who were able to hurl death from afar through the apparatus of these strange wands they carried into battle. The deafening noise of these 'thundersticks' is terrifying to behold, and is made more so by the secrecy which dwarves wrap about their workings."
description= _ "When the men of Wesnoth first encountered the dwarves, they were mystified by the power of the Dwarvish Thunderers, who were able to hurl death from afar through the apparatus of these strange wands they carried into battle. The deafening noise of these thundersticks is terrifying to behold, and is made more so by the secrecy which dwarves wrap about their workings."
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM_RANGE "units/dwarves/thunderer-blade-defend-2.png" units/dwarves/thunderer-blade-defend-1.png {SOUND_LIST:DWARF_HIT} melee}
{DEFENSE_ANIM_RANGE "units/dwarves/thunderer-defend.png" units/dwarves/thunderer.png {SOUND_LIST:DWARF_HIT} ranged}

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usage=mixed fighter
description= _ "The Dwarven Thunderguards are famed for their curious weaponry, these strange staffs of wood and iron that make a thunderous noise in their anger. The machinations behind this weaponry are a mystery, a secret taken to the grave by the dwarves of Knalga who wield them, and are assumed to have even forged them. The most that is known are reports of dwarves pouring a strange black dust into the mouth of their weapons, which some say is a food to fuel the beast imprisoned within.
Though a single shot from these 'thundersticks' can take several minutes to prepare, the results are seen by the Dwarves as being well worth the wait."
Though a single shot from these thundersticks can take several minutes to prepare, the results are seen by the Dwarves as being well worth the wait."
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM_RANGE "units/dwarves/thunderguard-blade-defend-2.png" units/dwarves/thunderguard-blade-defend-1.png {SOUND_LIST:DWARF_HIT} melee}
{DEFENSE_ANIM_RANGE "units/dwarves/thunderguard-defend.png" units/dwarves/thunderguard.png {SOUND_LIST:DWARF_HIT} ranged}

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undead_variation=archer
cost=17
usage=archer
description= _ "Elves have always had a reputation for archery, a skill that, for many reasons, comes naturally to them. Even the frail of body can be deadly with a bow in hand, and in times of war, many will take up this weapon. Though their relative inexperience with combat leaves them somewhat vulnerable, their natural grace ensures that they can best any of humanity's fresh recruits."
description= _ "Elves have always had a reputation for archery, a skill that, for many reasons, comes naturally to them. Even the frail of body can be deadly with a bow in hand, and in times of war, many will take up this weapon. Though their relative inexperience with combat leaves them somewhat vulnerable, their natural grace ensures that they can best any of humanitys fresh recruits."
die_sound={SOUND_LIST:ELF_HIT}
[portrait]
size=400

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undead_variation=archer
cost=60
usage=mixed fighter
description= _ "The curious name of the elvish 'Avengers' comes from a tactic often employed by these master rangers. The enemy is allowed to break through a feint defense, and when the vulnerable troops behind the front line follow, these archers break cover and attack, cutting the supply lines and surrounding the enemy in one fell stroke.
description= _ "The curious name of the elvish Avengers comes from a tactic often employed by these master rangers. The enemy is allowed to break through a feint defense, and when the vulnerable troops behind the front line follow, these archers break cover and attack, cutting the supply lines and surrounding the enemy in one fell stroke.
This has, at times, been interpreted as a form of vengeance for their brethren lost earlier in the battle. Although not so base in design, it is not at all inaccurate."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}
die_sound={SOUND_LIST:ELF_HIT}

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usage=mixed fighter
description= _ "The world of faerie is far more potent than the corporeal world. Simply bringing some of this world into our own can have violent results. This is well-understood by the elves, although rarely used with malicious intent; doing so is no easy task, and is a very ill-regarded use of their strength.
Those able to do so are roughly titled as 'sorceresses' by other races; and certainly are capable of acting the part."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_ARCANE}
Those able to do so are roughly titled as sorceresses by other races; and certainly are capable of acting the part."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_ARCANE}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[portrait]
size=400

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undead_variation=mounted
cost=41
usage=scout
description= _ "'Dire wolves' differ from the common variety only in size and color. They typically stand taller than a horse at the shoulder, and have an appetite to match. Only a madman would willingly encounter them; but goblins, at great cost to themselves, have managed to tame and ride them.
description= _ "Dire wolves differ from the common variety only in size and color. They typically stand taller than a horse at the shoulder, and have an appetite to match. Only a madman would willingly encounter them; but goblins, at great cost to themselves, have managed to tame and ride them.
The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts' paws into a most deadly stroke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts paws into a most deadly stroke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
die_sound={SOUND_LIST:WOLF_DIE}
{DEFENSE_ANIM "units/goblins/direwolver-defend-2.png" "units/goblins/direwolver-defend-1.png" {SOUND_LIST:WOLF_HIT} }
[portrait]

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{AMLA_DEFAULT}
cost=13
usage=fighter
description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemy's battle line. Those who manage to survive their first few battles equip themselves with a long spear to compensate for their short reach, and better armor to guard their diminutive frames."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemys battle line. Those who manage to survive their first few battles equip themselves with a long spear to compensate for their short reach, and better armor to guard their diminutive frames."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:GOBLIN_DIE}
[portrait]

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undead_variation=mounted
cost=32
usage=scout
description= _ "The Goblin 'Knights' have little in common with the men who share that title, and the title is bestowed in mockery by their enemies. The similarity is simply that they are the elite of the wolf riders, likely promoted to their position by their success in some audacious raid.
description= _ "The Goblin Knights have little in common with the men who share that title, and the title is bestowed in mockery by their enemies. The similarity is simply that they are the elite of the wolf riders, likely promoted to their position by their success in some audacious raid.
The wolves they are given are bred for speed and strength, making them quite dangerous in combat."
die_sound={SOUND_LIST:WOLF_DIE}

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{AMLA_DEFAULT}
cost=13
usage=fighter
description= _ "Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rousers frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:GOBLIN_DIE}
{DEFENSE_ANIM_DIRECTIONAL "units/goblins/rouser-defend.png" "units/goblins/rouser.png" "units/goblins/rouser-ne-defend.png" "units/goblins/rouser-ne.png" {SOUND_LIST:GOBLIN_HIT} }

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undead_variation=goblin
cost=9
usage=fighter
description= _ "In any litter of orcs, several are born much smaller and weaker than the rest. These runts are called 'Goblins' and are looked down on by the rest of their kin. In battle, these are given the most meager of equipment, and are used as a soak-off force to give the Warlords time to prepare the real assault.
description= _ "In any litter of orcs, several are born much smaller and weaker than the rest. These runts are called Goblins and are looked down on by the rest of their kin. In battle, these are given the most meager of equipment, and are used as a soak-off force to give the Warlords time to prepare the real assault.
Some speculate that the existence of these creatures is the beginning of a failure of the orcish bloodline, though no one knows enough of their history to state anything conclusive."
die_sound={SOUND_LIST:GOBLIN_DIE}

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undead_variation=mounted
cost=58
usage=fighter
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.
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 lieges 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
[portrait]
size=400

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advances_to=Master at Arms
cost=32
usage=mixed fighter
description= _ "It is a peculiar custom of Wesnoth's nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of insult, whether real or fancied, can incite a rash demonstration of their natural right.
description= _ "It is a peculiar custom of Wesnoths nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of insult, whether real or fancied, can incite a rash demonstration of their natural right.
Experienced fencers carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and sometimes thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}

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advances_to=Arch Mage,Silver Mage
cost=40
usage=mixed fighter
description= _ "Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as 'Red Magi'. Likewise, the symbolism of the change in colors is often mistaken to signify the mage's ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.
description= _ "Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as Red Magi. Likewise, the symbolism of the change in colors is often mistaken to signify the mages ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.
Though physically frail, and untrained as warriors, the 'Red Magi' have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
Though physically frail, and untrained as warriors, the Red Magi have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/red-mage-defend.png" "units/human-magi/red-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[resistance]

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advances_to=Fugitive
cost=28
usage=mixed fighter
description= _ "After some years of service, former 'footpads' rise up in the ranks of their fellow outlaws. Having proven themselves in combat, they are given more dangerous tasks, and a greater share of the spoils. Though many opponents would mock their choice of weaponry, the outlaws are well aware of its deadly capacity, and also of the ready availability of ammunition. Outlaws are somewhat ill at ease fighting during the day, preferring the cover of nightfall."
description= _ "After some years of service, former footpads rise up in the ranks of their fellow outlaws. Having proven themselves in combat, they are given more dangerous tasks, and a greater share of the spoils. Though many opponents would mock their choice of weaponry, the outlaws are well aware of its deadly capacity, and also of the ready availability of ammunition. Outlaws are somewhat ill at ease fighting during the day, preferring the cover of nightfall."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/outlaw-defend.png" "units/human-outlaws/outlaw.png" {SOUND_LIST:HUMAN_HIT} }
[portrait]

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{AMLA_DEFAULT}
cost=44
usage=fighter
description= _ "The greatest of thieves are sometimes tasked to take far more than their victim's belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the sun."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER}
description= _ "The greatest of thieves are sometimes tasked to take far more than their victims belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the sun."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/assassin-defend-2.png" "units/human-outlaws/assassin-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
[portrait]

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advances_to=Highwayman
cost=23
usage=fighter
description= _ "Bandits are a motley collection of men, most of dubious background. They are the strong arm of any organized group of criminals, and though they may lack in finesse, or intelligence, they excel at their preferred task of pummeling victims into submission. Like any sort of outlaw, they're not comfortable fighting in broad daylight, being used to working at night."
description= _ "Bandits are a motley collection of men, most of dubious background. They are the strong arm of any organized group of criminals, and though they may lack in finesse, or intelligence, they excel at their preferred task of pummeling victims into submission. Like any sort of outlaw, theyre not comfortable fighting in broad daylight, being used to working at night."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/bandit-defend-2.png" "units/human-outlaws/bandit-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
[portrait]

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advances_to=Outlaw
cost=14
usage=scout
description= _ "These petty criminals are often derisively called 'footpads' by their superiors, for they are tasked with any job that requires a great deal of running around, often being employed as couriers, or scouts. The endurance and agility they gain from this serves them well in combat, and despite their inferior weaponry they are quite good at harrying their enemies, especially under cover of darkness."
description= _ "These petty criminals are often derisively called footpads by their superiors, for they are tasked with any job that requires a great deal of running around, often being employed as couriers, or scouts. The endurance and agility they gain from this serves them well in combat, and despite their inferior weaponry they are quite good at harrying their enemies, especially under cover of darkness."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/footpad-defend.png" "units/human-outlaws/footpad.png" {SOUND_LIST:HUMAN_HIT} }
[portrait]

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{AMLA_DEFAULT}
cost=46
usage=fighter
description= _ "Highwaymen have gained an infamous reputation for underhanded deeds of violence. Ready to hire themselves out to whoever will pay the most, they lead bands of lesser rogues against their employer's enemies, often attacking on lonely roads or in the dead of night. Their experience with such encounters makes them deadly foes in hand to hand combat."
description= _ "Highwaymen have gained an infamous reputation for underhanded deeds of violence. Ready to hire themselves out to whoever will pay the most, they lead bands of lesser rogues against their employers enemies, often attacking on lonely roads or in the dead of night. Their experience with such encounters makes them deadly foes in hand to hand combat."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/highwayman-defend-2.png" "units/human-outlaws/highwayman-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
[portrait]

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advances_to=Thug,Footpad
cost=6
usage=fighter
description= _ "Some men without particular skills cannot or will not make an honest living. Those that attempt to make their way through life by the heavy end of a stick, are known as 'Ruffians'. With enough luck and experience, they sometimes manage to avoid the imprisonment or death that awaits most of their colleagues."
description= _ "Some men without particular skills cannot or will not make an honest living. Those that attempt to make their way through life by the heavy end of a stick, are known as Ruffians. With enough luck and experience, they sometimes manage to avoid the imprisonment or death that awaits most of their colleagues."
[portrait]
size=400
side="left"

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advances_to=Rogue
cost=13
usage=fighter
description= _ "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 of bleaching their hair with lime till it becomes a pale shade of blue. It 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-honorable tactics in combat, seeing little merit in a 'fair fight'."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}
description= _ "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 of bleaching their hair with lime till it becomes a pale shade of blue. It 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-honorable tactics in combat, seeing little merit in a fair fight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}
die_sound={SOUND_LIST:HUMAN_DIE}
[portrait]
size=400

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advances_to=Spearman,Bowman
cost=8
usage=fighter
description= _ "Peasants are the backbone of the rural economy, and the soldiers of last resort. While not warlike by nature, they will stubbornly defend their homes. However, if you're hurling peasants at your foes, you're clearly out of superior forces."
description= _ "Peasants are the backbone of the rural economy, and the soldiers of last resort. While not warlike by nature, they will stubbornly defend their homes. However, if youre hurling peasants at your foes, youre clearly out of superior forces."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-peasants/peasant-defend.png" "units/human-peasants/peasant.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[portrait]

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usage=mixed fighter
description= _ "Merfolk tend to use a combination of both nets and clubs in fishing; nets to collect the fish, and clubs to finish the kill. Both of these tools have seen adaptation for warfare, and are valuable enough that auxilliaries who specialize in using them are deliberately brought to battle.
Mermen often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, mermen can't give any effective chase over land, and are at a great disadvantage in hand-to-hand combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
Mermen often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, mermen cant give any effective chase over land, and are at a great disadvantage in hand-to-hand combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
{DEFENSE_ANIM "units/merfolk/entangler.png" "units/merfolk/entangler.png" mermen-hit.wav }
die_sound=mermen-die.ogg
[attack]

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{AMLA_DEFAULT}
cost=33
usage=mixed fighter
description= _ "The larger or more skilled orcish assassins are called 'Slayers' by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_POISON}
description= _ "The larger or more skilled orcish assassins are called Slayers by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_POISON}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/slayer-defend.png" "units/orcs/slayer.png" {SOUND_LIST:ORC_HIT} }
[portrait]

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cost=43
usage=archer
# wmllint: local spellings arbalest cranequin
description= _ "The basic design of a crossbow gives rise to the arbalest or 'slurbow'; a much more intricate device, complete with a hand-turned cranequin to re-cock the weapon, and often with a multi-ply arc, of laminate wood or bone, driving the projectile. Such a device is much easier to work with, and much more powerful than simpler crossbows; it is also completely beyond orcish manufacture.
description= _ "The basic design of a crossbow gives rise to the arbalest or slurbow; a much more intricate device, complete with a hand-turned cranequin to re-cock the weapon, and often with a multi-ply arc, of laminate wood or bone, driving the projectile. Such a device is much easier to work with, and much more powerful than simpler crossbows; it is also completely beyond orcish manufacture.
Orcs prize any such weapons they can manage to plunder, and they invariably end up in the hands of their strongest and most cunning archers."
die_sound={SOUND_LIST:ORC_DIE}

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@ -18,7 +18,7 @@
undead_variation=saurian
cost=27
usage=archer
description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifying, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever 'societal' function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifying, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever societal function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
die_sound=hiss-die.wav
[portrait]
size=400

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@ -17,7 +17,7 @@
undead_variation=troll
cost=42
usage=fighter
description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large 'sticks and stones' serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that orcish allies are the source and crafters of these; expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is with its bare hands, the thought of a troll with proper armament is entirely unsettling."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large sticks and stones serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that orcish allies are the source and crafters of these; expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is with its bare hands, the thought of a troll with proper armament is entirely unsettling."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
die_sound={SOUND_LIST:TROLL_DIE}
[abilities]
{ABILITY_REGENERATES}

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@ -16,7 +16,7 @@
advances_to=Ghast
cost=27
usage=fighter
description= _ "The necrophage, or 'devourer of the dead', is a monstrous, corpulent thing, which bears only a crude resemblance to a man. They appear to be quite rotten in spite of their ability to move; they are rife with disease and poisons of the blood, and have a stench to match. But the most revolting fact about these fratures, apparent only to those who can perceive the traces of foul magic on them, is that they were somehow made from living men - a process about which almost nothing is known, but which can be nothing but nightmarish."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_FEEDING}
description= _ "The necrophage, or devourer of the dead, is a monstrous, corpulent thing, which bears only a crude resemblance to a man. They appear to be quite rotten in spite of their ability to move; they are rife with disease and poisons of the blood, and have a stench to match. But the most revolting fact about these fratures, apparent only to those who can perceive the traces of foul magic on them, is that they were somehow made from living men a process about which almost nothing is known, but which can be nothing but nightmarish."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_FEEDING}
die_sound=ghoul-hit.wav
[abilities]
{ABILITY_FEEDING}

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@ -16,7 +16,7 @@
advances_to=Soulless
cost=8
usage=fighter
description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one's former comrades amongst their number is frightening to say the least."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE}
description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of ones former comrades amongst their number is frightening to say the least."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE}
[resistance]
arcane=140
[/resistance]

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@ -18,7 +18,7 @@
usage=mixed fighter
description= _ "The dread inspired by black magic is enhanced by the secrecy and fell rumors which surround it. Dark sorcerers have begun to unlock the secrets of life and death, the latter of which is all too easy to inflict. This labor gives the first glimmerings of the connection between the soul and inert matter, and the first successful experiments in manipulating this bond. The terrible unknown that lurks beyond death is glimpsed, and will inevitably be fathomed.
Despite any design they may have of using this to wrest their own immortality from nature's grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their masters. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the slightest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}
Despite any design they may have of using this to wrest their own immortality from natures grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their masters. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the slightest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/undead-necromancers/dark-sorcerer-defend.png" "units/undead-necromancers/dark-sorcerer.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[portrait]
@ -254,7 +254,7 @@ Despite any design they may have of using this to wrest their own immortality fr
profile="portraits/humans/necromancer+female.png"
description= _ "The dread inspired by black magic comes chiefly from how little is known about it by the common man. Dark sorceresses have begun to unlock the secrets of life and death, the latter of which is all too easy to inflict. This labor gives the first glimmerings of the connection between the soul and inert matter, and the first successful experiments in manipulating this bond. The terrible unknown that lurks beyond death is glimpsed, and will inevitably be fathomed.
Despite any design they may have of using this to wrest their own immortality from nature's grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their mistress. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
Despite any design they may have of using this to wrest their own immortality from natures grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their mistress. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/undead-necromancers/dark-sorcerer+female-defend.png" "units/undead-necromancers/dark-sorcerer+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[portrait]

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@ -20,7 +20,7 @@
{AMLA_DEFAULT}
cost=50
usage=fighter
description= _ "A lich is the physical embodiment of black magic's first goal: the quest to achieve immortality. Though a great deal is sacrificed in the rebirth, in becoming a lich one cheats death of that which truly gives it terror. For it is the mind that is retained, and the spirit which follows, though the body may wither away.
description= _ "A lich is the physical embodiment of black magics first goal: the quest to achieve immortality. Though a great deal is sacrificed in the rebirth, in becoming a lich one cheats death of that which truly gives it terror. For it is the mind that is retained, and the spirit which follows, though the body may wither away.
It is not known, save perhaps by the inner circles of necromancy, whether life is prolonged indefinitely or simply extended. But the fact that this question can be raised at all, testifies to the magnitude of what their order has achieved."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_SUBMERGE}
die_sound=lich-die.ogg

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@ -17,7 +17,7 @@
{AMLA_DEFAULT}
cost=50
usage=mixed fighter
description= _ "One of the pinnacles of what is considered 'black magic' is the art of necromancy, the terrible ability to awaken the dead with false life. This discovery alone caused humanity's condemnation of black magic, for the nightmarish things it has made real have given fear a vast new arsenal.
description= _ "One of the pinnacles of what is considered black magic is the art of necromancy, the terrible ability to awaken the dead with false life. This discovery alone caused humanitys condemnation of black magic, for the nightmarish things it has made real have given fear a vast new arsenal.
This ability, in all aspects, is the first step towards cheating death of its ultimate prize."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_PLAGUE}+{SPECIAL_NOTES_ARCANE}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}

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@ -14,7 +14,7 @@
alignment=chaotic
advances_to=Banebow
cost=26
description= _ "Of a dark sorcerer's creations, some take more strongly to the false life given them. The potency of their un-life is given equipment to match; archers, in particular, are often outfitted with a truly vile arsenal. Their quivers are filled with shafts made not of wood, but of the bones of their victims. It follows that they are dubbed simply 'Bone-Shooters' by their unfortunate enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}
description= _ "Of a dark sorcerers creations, some take more strongly to the false life given them. The potency of their un-life is given equipment to match; archers, in particular, are often outfitted with a truly vile arsenal. Their quivers are filled with shafts made not of wood, but of the bones of their victims. It follows that they are dubbed simply Bone-Shooters by their unfortunate enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}
usage=archer
die_sound=skeleton-big-die.ogg
[portrait]

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@ -16,7 +16,7 @@
{AMLA_DEFAULT}
cost=28
usage=fighter
description= _ "In life, the abominations known as 'Deathblades' were masters of combat, soldiers who were both lithe and deadly. Their new masters, recognizing this, outfit them to match the skills they once had. Though frail, these monsters are much faster than the rest of their kind, both on foot and with their blades."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}
description= _ "In life, the abominations known as Deathblades were masters of combat, soldiers who were both lithe and deadly. Their new masters, recognizing this, outfit them to match the skills they once had. Though frail, these monsters are much faster than the rest of their kind, both on foot and with their blades."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}
die_sound=skeleton-big-die.ogg
[portrait]
size=400

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@ -15,7 +15,7 @@
alignment=chaotic
advances_to=Bone Shooter
cost=14
description= _ "A skeleton archer is little different from the 'skeletons' which often accompany it — it is a sin against nature, a warrior raised from the dead to fight once again. In their masters' hands, these soldiers will do anything to achieve the tasks laid before them, for death holds no fear for one who is already dead."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}
description= _ "A skeleton archer is little different from the skeletons which often accompany it — it is a sin against nature, a warrior raised from the dead to fight once again. In their masters hands, these soldiers will do anything to achieve the tasks laid before them, for death holds no fear for one who is already dead."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}
usage=archer
die_sound={SOUND_LIST:SKELETON_DIE}
[portrait]

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@ -16,7 +16,7 @@
{AMLA_DEFAULT}
cost=52
usage=scout
description= _ "Sometimes called the hollow men, spectres form the right arm of their masters' powers. They are an unholy terror to the living, for they are quite as deadly as their appearance suggests.
description= _ "Sometimes called the hollow men, spectres form the right arm of their masters powers. They are an unholy terror to the living, for they are quite as deadly as their appearance suggests.
The creation of these is itself no mean feat, but the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE}
[portrait]

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@ -69,7 +69,7 @@
id = "dont_ask_again"
definition = "default"
label = _ "Don't ask me again!"
label = _ "Dont ask me again!"
[/toggle_button]
[/column]

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@ -156,7 +156,7 @@ The Battle for Wesnoth forum can be found at http://www.wesnoth.org/forum/"
[column]
label = _ "Host Networked Game"
tooltip = _ "Host a game using dedicated server 'wesnothd'"
tooltip = _ "Host a game using dedicated server wesnothd"
icon = "icons/icon-hostgame.png"
[/column]

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@ -230,7 +230,7 @@
{_GUI_BUTTON "addons" _"Add-ons" _"Download usermade campaigns, eras, or map packs"}
{_GUI_BUTTON "editor" _"Editor" _"Start the map editor"}
{_GUI_BUTTON "language" _"Language" _"Change the language"}
{_GUI_BUTTON "preferences" _"Preferences" _"Configure the game's settings"}
{_GUI_BUTTON "preferences" _"Preferences" _"Configure the games settings"}
{_GUI_BUTTON "credits" _"Credits" _"View the credits"}
{_GUI_BUTTON "refresh" _"Refresh" _"Refresh game data"}
{_GUI_BUTTON "quit" _"Quit" _"Quit the game"}

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@ -1,10 +1,10 @@
#textdomain wesnoth
[tip]
text= _ "Don't neglect to earn your leader experience! You need to keep him safe, but if you coddle him too much he may be at too low a level to survive future battles."
text= _ "Dont neglect to earn your leader experience! You need to keep him safe, but if you coddle him too much he may be at too low a level to survive future battles."
source= _ "<i>― Great Mage Delfador, 516YW</i>"
[/tip]
[tip]
text= _ "In the 'Actions' menu, you can select 'Show Enemy Moves' to highlight all possible hexes your adversary can actually move to (assuming your units stay where they are). Use this to make sure the enemy can't reach your weak or injured units on his next turn."
text= _ "In the 'Actions' menu, you can select 'Show Enemy Moves' to highlight all possible hexes your adversary can actually move to (assuming your units stay where they are). Use this to make sure the enemy cant reach your weak or injured units on his next turn."
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
@ -48,7 +48,7 @@
source= _ "<i>― Haldric II, 42YW, from Handbook of Tactical Analysis: Volume I</i>"
[/tip]
[tip]
text= _ "If you are playing with 'Shroud' or 'Fog of War' turned on, you won't know what you're facing. In this case, long-range scouting units are worth their cost. Try to choose scouts that can easily move across the surrounding terrain, because units see as far as they can move in one turn."
text= _ "If you are playing with 'Shroud' or 'Fog of War' turned on, you won't know what youre facing. In this case, long-range scouting units are worth their cost. Try to choose scouts that can easily move across the surrounding terrain, because units see as far as they can move in one turn."
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
@ -60,7 +60,7 @@
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
text= _ "Poisoned units will lose eight hitpoints every turn until they are one point from death. They will remain at death's door until the poison is removed. Healers can prevent a poisoned unit from deteriorating, but the poison will not be removed unless the unit regenerates, or begins a turn in a village or next to a unit with the 'Cures' ability."
text= _ "Poisoned units will lose eight hitpoints every turn until they are one point from death. They will remain at deaths door until the poison is removed. Healers can prevent a poisoned unit from deteriorating, but the poison will not be removed unless the unit regenerates, or begins a turn in a village or next to a unit with the 'Cures' ability."
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
@ -68,7 +68,7 @@
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
text= _ "Units of level one and higher have a 'Zone of Control' in each of the hexes next to them. If a unit moves into an enemy's zone of control, it may not move any further that turn. This means that units can have two empty hexes between them and still create a barrier to the enemy. However, skirmishers are skilled enough to ignore these zones."
text= _ "Units of level one and higher have a 'Zone of Control' in each of the hexes next to them. If a unit moves into an enemys zone of control, it may not move any further that turn. This means that units can have two empty hexes between them and still create a barrier to the enemy. However, skirmishers are skilled enough to ignore these zones."
source= _ "<i>― Haldric II, 42YW, from Handbook of Tactical Analysis: Volume I</i>"
[/tip]
[tip]
@ -80,7 +80,7 @@
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
text= _ "Don't move an injured unit if you don't have to — let it rest. If a unit does not move or attack, it will recover two hitpoints at the beginning of its next turn."
text= _ "Dont move an injured unit if you dont have to — let it rest. If a unit does not move or attack, it will recover two hitpoints at the beginning of its next turn."
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
@ -140,7 +140,7 @@
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
text= _ "If you move a unit, but don't attack or discover any additional information, you can undo your move by pressing 'u'."
text= _ "If you move a unit, but dont attack or discover any additional information, you can undo your move by pressing 'u'."
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
@ -176,7 +176,7 @@
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]
text= _ "Nearly every icon and word in Wesnoth's playing screen has a tool-tip. Place your mouse pointer over one to get an explanation or description."
text= _ "Nearly every icon and word in Wesnoths playing screen has a tooltip. Place your mouse pointer over one to get an explanation or description."
source= _ "<i>― The Wesnoth Tactical Guide</i>"
[/tip]
[tip]

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@ -32,7 +32,7 @@
id=multiplayer_Basilisk
name= _ "2p — Caves of the Basilisk"
map_data="{multiplayer/maps/2p_Caves_of_the_Basilisk.map}"
description= _ "These caves were once the lair of Chak'kso Ney'yks, a legendary Elder Basilisk. The petrified forms of his victims remain as monuments to his savage power."
description= _ "These caves were once the lair of Chakkso Neyyks, a legendary Elder Basilisk. The petrified forms of his victims remain as monuments to his savage power."
random_start_time="no"
{DEFAULT_SCHEDULE}
@ -82,11 +82,11 @@
description=_ "The winds of the dark sky blew so cold,
The moon was high, the night was old,
Brave was the drake that dared forsake
His home to steal the Basilisk's gold.
His home to steal the Basilisks gold.
On that dark night, the skies so churned,
He disregarded what he had learned,
Foolish but brave, to the Basilisk's cave,
Foolish but brave, to the Basilisks cave,
He flew, and the fire within him burned.
Alas, that fire burns no more,
@ -97,7 +97,7 @@ And so he stays forevermore.
The winds of the sky blow so cold,
The years pass by, the days are old,
Here stands that drake, who dared forsake
His home to steal the Basilisk's gold.
His home to steal the Basilisks gold.
(inscribed by Flametrooper)"
[/unit]
@ -107,13 +107,13 @@ His home to steal the Basilisk's gold.
# wmllint: local spelling Xikkrisx Syrsszk Rysssrylosszkk Oxsrrsk
# wmllint: local spelling Ruaskkolin Xraxss Hesx-rzzak Ney'yks
# wmllint: local spelling Chak'kso dragonbane
description=_ "Xikkrisx of Syrsszk was a powerful Saurian warrior, sent to this region by the Elders of the Rysssrylosszkk Clan (translation: ''The Hunts-Foes-In-Boiling-Rivers Clan''). The Elders were preparing to make war on a human outpost, and were in great need of the powerful magics of Oxsrrsk, a Saurian Mystic who had last been seen heading in the direction of Ruaskkolin Lake. Xikkrisx found the petrified body of Oxsrrsk, along with a carefully bound scroll that had apparently been dropped into a small crevice in the cave floor. He opened the scroll and read a brief passage from the middle of the text: ''After he was bound and cast from the Upper World, Chak'kso's enraged spirit sought release, and was able to exert a corrupting influence on certain regions of the Upper World, channeled through ''pathways of stone'' that extend from the surface into the depths of the Under Reaches. This rage altered the eggs of great lizards, shaping their bodies and spirits into implements of Chak'kso's hatred.'' Confused, Xikkrisx fixed his attention on the task at hand. Thinking that perhaps the Elders could find some way to restore Oxsrrsk, he began the long and strenuous task of hauling the statue back to the domain of the Rysssrylosszkk Clan. Exhausted, and not having traveled far from the lake, Xikkrisx set the statue down inside of a small cave, and lay down to rest. He was awoken by a bone-chilling roar."
description=_ "Xikkrisx of Syrsszk was a powerful Saurian warrior, sent to this region by the Elders of the Rysssrylosszkk Clan (translation: “The Hunts-Foes-In-Boiling-Rivers Clan”). The Elders were preparing to make war on a human outpost, and were in great need of the powerful magics of Oxsrrsk, a Saurian Mystic who had last been seen heading in the direction of Ruaskkolin Lake. Xikkrisx found the petrified body of Oxsrrsk, along with a carefully bound scroll that had apparently been dropped into a small crevice in the cave floor. He opened the scroll and read a brief passage from the middle of the text: “After he was bound and cast from the Upper World, Chakksos enraged spirit sought release, and was able to exert a corrupting influence on certain regions of the Upper World, channeled through pathways of stone that extend from the surface into the depths of the Under Reaches. This rage altered the eggs of great lizards, shaping their bodies and spirits into implements of Chakksos hatred.” Confused, Xikkrisx fixed his attention on the task at hand. Thinking that perhaps the Elders could find some way to restore Oxsrrsk, he began the long and strenuous task of hauling the statue back to the domain of the Rysssrylosszkk Clan. Exhausted, and not having traveled far from the lake, Xikkrisx set the statue down inside of a small cave, and lay down to rest. He was awoken by a bone-chilling roar."
[/unit]
{UNIT_PETRIFY "Saurian Oracle" _"Oxsrrsk" 39 8}
[+unit]
facing=sw
description=_ "Oxsrrsk was a powerful Saurian Oracle, who had, in a raid against the rival Xraxss Clan, acquired (from the vaults of the now-dead Oracle Hesx-Rzzak) a most fascinating scroll. The scroll was entitled ''Ney'yks of the Granite Gaze,'' and told of a creature known as the ''Chak'kso Ney'yks,'' a name which, in an ancient saurian tongue, meant ''Eldest Child of Chak'kso.'' Chak'kso was believed to have been a powerful demigod of the Under Reaches, described as a ''great demon of the earth'' in the Elvish Histories. According to these histories, Chak'kso had once sought to transform all life on the planet to stone; so great was his hatred for creatures of flesh. He was ultimately defeated and bound by powerful magics, but in the centuries following his banishment (to a realm far below the surface of the world) a new breed of creature began appearing in the Histories, a breed with the ability to turn any being of flesh into stone. There was a period when these Basilisks (as they came to be known) wreaked havoc on the world of the living, turning thousands to stone. One by one, and at great cost, the Basilisks were defeated. All, it would seem, but one; the Basilisk known as ''The Ney'yks,'' or ''The Eldest Child,'' in the modern tongue. Supremely convinced of his ability to locate and bind this powerful creature into his service, Oxsrrsk set out on his journey..."
description=_ "Oxsrrsk was a powerful Saurian Oracle, who had, in a raid against the rival Xraxss Clan, acquired (from the vaults of the now-dead Oracle Hesx-Rzzak) a most fascinating scroll. The scroll was entitled “Neyyks of the Granite Gaze,” and told of a creature known as the “Chakkso Neyyks,” a name which, in an ancient saurian tongue, meant “Eldest Child of Chakkso.” Chakkso was believed to have been a powerful demigod of the Under Reaches, described as a great demon of the earth in the Elvish Histories. According to these histories, Chakkso had once sought to transform all life on the planet to stone; so great was his hatred for creatures of flesh. He was ultimately defeated and bound by powerful magics, but in the centuries following his banishment (to a realm far below the surface of the world) a new breed of creature began appearing in the Histories, a breed with the ability to turn any being of flesh into stone. There was a period when these Basilisks (as they came to be known) wreaked havoc on the world of the living, turning thousands to stone. One by one, and at great cost, the Basilisks were defeated. All, it would seem, but one; the Basilisk known as “The Neyyks,” or “The Eldest Child,” in the modern tongue. Supremely convinced of his ability to locate and bind this powerful creature into his service, Oxsrrsk set out on his journey..."
[/unit]
{UNIT_PETRIFY "Elvish Marksman" "" 2 11}
@ -124,7 +124,7 @@ His home to steal the Basilisk's gold.
Left his Foes so slim a Chance
— Seven Stones and Eleven
Marksman known as Dragonbane
'mongst the Statues here was slain
mongst the Statues here was slain
— Seven Stones — and the Elven
(inscribed by Gauteamus)"
[/unit]
@ -132,23 +132,23 @@ Marksman known as Dragonbane
# wmllint: local spelling Blum Duk Gog
{UNIT_PETRIFY "Direwolf Rider" (_"Blum Duk") 10 17}
[+unit]
description=_ "Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the area's goblins alive despite human and elvish menaces. Rumor had it that his wolf had slain fifty men and a hundred Elves.
description=_ "Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the areas goblins alive despite human and elvish menaces. Rumor had it that his wolf had slain fifty men and a hundred Elves.
Thus, when he heard of the awful monster that was inhabiting the area, it was only natural that he ride out alone to face it. All the other goblins expected him to slay the creature easily and drag back its carcass to feast on.
He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in fright. He tried to wheel his wolf around to run away, but it wouldn't move. As the creature stalked towards him, he screamed his last words: Good Gog, dog, are yer legs made of stone?!?
He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in fright. He tried to wheel his wolf around to run away, but it wouldnt move. As the creature stalked towards him, he screamed his last words: Good Gog, dog, are yer legs made of stone?!?
(inscribed by Elvish Pillager)"
[/unit]
# wmllint: local spelling Ihn Terowydlithrol
{UNIT_PETRIFY "Armageddon Drake" _"Rah Ihn Mar" 11 14}
[+unit]
description=_ "Rah Ihn Mar, Champion of the Burning Hills, made his way to the Ruaskkolin Lake region in pursuit of the Elvish Hero Terowydlithrol, known among Elves as ''The Dragonbane.'' It was said that Terowydlithrol had killed a Dragon of Fire that threatened an Elvish village, and initiated a ''counterattack'' in which some 37 Drakes, camping in a nearby ravine and believed to be in allegiance with the Dragon, were slaughtered. Knowing that these Drakes were innocent, Rah Ihn Mar came to Ruaskkolin Lake to hunt down and slay Terowydlithrol, who had been seen entering the region but a day ago. Burning for vengeance, Rah Ihn Mar began the hunt....."
description=_ "Rah Ihn Mar, Champion of the Burning Hills, made his way to the Ruaskkolin Lake region in pursuit of the Elvish Hero Terowydlithrol, known among Elves as The Dragonbane. It was said that Terowydlithrol had killed a Dragon of Fire that threatened an Elvish village, and initiated a counterattack in which some 37 Drakes, camping in a nearby ravine and believed to be in allegiance with the Dragon, were slaughtered. Knowing that these Drakes were innocent, Rah Ihn Mar came to Ruaskkolin Lake to hunt down and slay Terowydlithrol, who had been seen entering the region but a day ago. Burning for vengeance, Rah Ihn Mar began the hunt....."
[/unit]
# wmllint: local spelling Turin
{UNIT_PETRIFY "Sea Serpent" "" 22 12}
[+unit]
facing=sw
description=_ "He had lived there for ages upon ages, in the depths of the water, preying upon the various fish and frogs and merfolk that entered his domain. It was his lake, no other's, and though it was not large, he was its master. Then, the Basilisk came, and looked into the Serpent's eyes. And the Serpent had not died, but it was no longer alive. Thus the new lord of the lake had arrived.
description=_ "He had lived there for ages upon ages, in the depths of the water, preying upon the various fish and frogs and merfolk that entered his domain. It was his lake, no others, and though it was not large, he was its master. Then, the Basilisk came, and looked into the Serpents eyes. And the Serpent had not died, but it was no longer alive. Thus the new lord of the lake had arrived.
(inscribed by Turin)"
[/unit]
@ -156,16 +156,16 @@ He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in
{UNIT_PETRIFY "Grand Knight" "" 25 14}
[+unit]
facing=sw
description=_ "A brave hero of Wesnoth's Golden Age, this great rider and commander of men came to this evil place while on a raid against the orcs. Caught unaware by the foul creatures, many of his fellows were killed, but he fought valiantly, slaying many a foe. But alas! The foul Basilisk turned him to stone even as he slew the last orc. Now all that is left is a stark reminder of his once great bearing and strength.
description=_ "A brave hero of Wesnoths Golden Age, this great rider and commander of men came to this evil place while on a raid against the orcs. Caught unaware by the foul creatures, many of his fellows were killed, but he fought valiantly, slaying many a foe. But alas! The foul Basilisk turned him to stone even as he slew the last orc. Now all that is left is a stark reminder of his once great bearing and strength.
(inscribed by Fynmiir)"
[/unit]
# wmllint: local spelling Bramwythl
{UNIT_PETRIFY "Elder Wose" _"Bramwythl" 32 6}
[+unit]
description=_ "Bramwythl the Wose was always considered a slow, taciturn fellow, even by other Woses. More than any other Wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask forever in the sun's glory.
description=_ "Bramwythl the Wose was always considered a slow, taciturn fellow, even by other Woses. More than any other Wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask forever in the suns glory.
However, not long after, the local wose community heard of the approach of a horrible monster, powerful enough to easily destroy the few woses that lived in the area. They quickly moved off (quickly for Woses, anyway), but Bramwythl was left behind — in their haste, no one had remembered to find him and tell him of the danger.
He was taken quite unawares by the Basilisk, and turned to stone before he even recognized the beast. His petrified form still stands there today, warmed by the sun's rays, under an open sky. His greatest wish has been granted.
He was taken quite unawares by the Basilisk, and turned to stone before he even recognized the beast. His petrified form still stands there today, warmed by the suns rays, under an open sky. His greatest wish has been granted.
(inscribed by Elvish Pillager)"
[/unit]
@ -179,7 +179,7 @@ He was taken quite unawares by the Basilisk, and turned to stone before he even
{UNIT_PETRIFY "Grand Marshal" _"Aethec Corryn" 15 11}
[+unit]
facing=sw
description=_ "The last words spoken by Grand Marshal Aethec Corryn: ''Talael Ryndoc! I am through searching for you! I shall make my way back to Haldrics Hall, and inform the court that you were too much of a coward to attend our duel! Your disgrace shall be more agonizing than the death I'd have given you!''
description=_ "The last words spoken by Grand Marshal Aethec Corryn: Talael Ryndoc! I am through searching for you! I shall make my way back to Haldrics Hall, and inform the court that you were too much of a coward to attend our duel! Your disgrace shall be more agonizing than the death Id have given you!”
Perhaps he should not have shouted quite so loudly.... "
[/unit]
@ -187,7 +187,7 @@ Perhaps he should not have shouted quite so loudly.... "
# wmllint: local spelling Rilhon Eloralduil Paterson
{UNIT_PETRIFY "Naga Myrmidon" _"Rilhon" 20 12}
[+unit]
description=_ "This brave warrior, known as Rilhon among the Naga, heard tell of a fabulous treasure that had been lost in these watery caves— a spear whose head was said to have been fashioned from the tooth of Chak'kso Ney'yks, an Elder Basilisk slain long ago by the Elvish hero, Eloralduil. According to the legend, the weapon rested somewhere on the bottom of this very lake (Ruaskkolin Lake, named for a well-known Sea Serpent who made it his home). Having prepared himself for battle with the Serpent, Rilhon met with two rather large surprises. The first was the petrified form of Ruaskkolin the Serpent. The second was the very-much-alive Chak'kso Ney'yks, who was, oddly enough, in possession of all of his teeth.
description=_ "This brave warrior, known as Rilhon among the Naga, heard tell of a fabulous treasure that had been lost in these watery caves— a spear whose head was said to have been fashioned from the tooth of Chakkso Neyyks, an Elder Basilisk slain long ago by the Elvish hero, Eloralduil. According to the legend, the weapon rested somewhere on the bottom of this very lake (Ruaskkolin Lake, named for a well-known Sea Serpent who made it his home). Having prepared himself for battle with the Serpent, Rilhon met with two rather large surprises. The first was the petrified form of Ruaskkolin the Serpent. The second was the very-much-alive Chakkso Neyyks, who was, oddly enough, in possession of all of his teeth.
(inscribed by Paterson)"
[/unit]
@ -207,7 +207,7 @@ she sent her songs to run on pin-tipped legs about the sands
and now
and now the strangest pause
for years and years
she hasn't moved her eyes
she hasnt moved her eyes
(inscribed by MJQ)"
[/unit]

View file

@ -1412,7 +1412,7 @@ Note: You need to use map settings for the scenario to work right."
condition=win
[/objective]
[objective]
description= _ "Lose all your team's leaders"
description= _ "Lose all your teams leaders"
condition=lose
[/objective]
note=$notes

View file

@ -36,7 +36,7 @@
#enddef
id=multiplayer_Sullas_Ruins
name= _ "2p — Sulla's Ruins"
name= _ "2p — Sullas Ruins"
description= _ "Flooded by the seas and battered by the winter elements, only ruins, water and ice now remain in the shadow of this once mighty empire."
map_data="{multiplayer/maps/2p_Sullas_Ruins.map}"
random_start_time="no"

View file

@ -4,7 +4,7 @@
id=multiplayer_Weldyn_Channel
name= _ "2p — Weldyn Channel"
map_data="{multiplayer/maps/2p_Weldyn_Channel.map}"
description= _ "This vital supply route has played a key role in many of Wesnoth's greatest battles."
description= _ "This vital supply route has played a key role in many of Wesnoths greatest battles."
random_start_time="no"
{DEFAULT_SCHEDULE}

View file

@ -497,7 +497,7 @@
[/message]
[/event]
# Make AI units destroy player's buildings
# Make AI units destroy players buildings
# Villages
[event]
@ -585,13 +585,13 @@
name=turn 3
[message]
speaker=narrator
message= _ "One of your peasants has happened upon some spider's nests in the north and south."
message= _ "One of your peasants has happened upon some spiders nests in the north and south."
image=wesnoth-icon.png
[/message]
[message]
side=1,2,3,4
type=Peasant
message= _ "I swear I saw somebody trapped in the spider's web. Maybe we should rescue them?"
message= _ "I swear I saw somebody trapped in the spiders web. Maybe we should rescue them?"
[/message]
{SCROLL_TO 24 12}
{DELAY 200}
@ -620,7 +620,7 @@
[message]
canrecruit=yes
side=1,2,3,4
message= _ "It would seem the enemy has built some underground mushroom mines nearby — it must be where the mainstay of their resources are produced. If we could destroy them our chances wouldn't nearly be so slim."
message= _ "It would seem the enemy has built some underground mushroom mines nearby — it must be where the mainstay of their resources are produced. If we could destroy them our chances wouldnt nearly be so slim."
[/message]
{SCROLL_TO 10 25}
{DELAY 200}
@ -632,7 +632,7 @@
{DELAY 200}
[message]
speaker=narrator
message= _ "Move any unit onto these villages to destroy the mine. Each one you destroy will reduce the enemy's income by 10."
message= _ "Move any unit onto these villages to destroy the mine. Each one you destroy will reduce the enemys income by 10."
image=wesnoth-icon.png
[/message]
[/event]

View file

@ -4,7 +4,7 @@
[multiplayer]
id=multiplayer_Isars_Cross
name= _ "4p — Isar's Cross"
name= _ "4p — Isars Cross"
map_data="{multiplayer/maps/4p_Isars_Cross.map}"
description= _ "A very small 2 vs. 2 map. Close quarters fighting means the successful rotation of units and planning of moves is important. Teams set for players 1&4 vs. 2&3 (northeast vs. southwest). Designed for 75 starting gold, 20 villages."

View file

@ -2,7 +2,7 @@
[multiplayer]
id=multiplayer_Crusaders_Field
name= _ "6p — Crusaders' Field"
name= _ "6p — Crusaders Field"
map_data="{multiplayer/maps/6p_Crusaders_Field.map}"
description= _ "The rallying cries of battle can once again be heard on this time-worn field of war, where the ghosts of thousands of brave warriors float invisibly through the mountains, trees and rivers." + _ " Recommended setting of 1 gold per village."

View file

@ -369,7 +369,7 @@ usage=mask
)}
{ON_VICTORY (
{MESSAGE narrator (units/elves-wood/shyde.png) (_ "Faery") (_ "Congratulations for surviving the map that so many people claim is impossible. Frankly, I haven't got a clue as to how you did it, so send me the replay by mail to: roze@roze.mine.nu. Thank You!")}
{MESSAGE narrator (units/elves-wood/shyde.png) (_ "Faery") (_ "Congratulations for surviving the map that so many people claim is impossible. Frankly, I havent got a clue as to how you did it, so send me the replay by mail to: roze@roze.mine.nu. Thank You!")}
)}
{ON_DEFEAT (
{MESSAGE narrator (units/undead/wraith-s.png) (_ "Death") (_ "You have lost this game, but fear not. You can always try again. And again. And again. *Muahahaha*")}

View file

@ -66,7 +66,7 @@
speaker=narrator
caption=_ "Universities"
image="terrain/village/elven-tile.png"
message= _ "Any of the 'Elvish' style villages represent universities. At the start of your turn, Mages in universities automatically add to the study progress of your chosen research target. Right-click on a mage in a university to change research target."
message= _ "Any of the Elvish style villages represent universities. At the start of your turn, Mages in universities automatically add to the study progress of your chosen research target. Right-click on a mage in a university to change research target."
{ANL_RETURN_TO_MENU}
[/message]
#enddef

View file

@ -154,7 +154,7 @@
[message]
speaker=unit
message= _ "Let's cut you free!"
message= _ "Lets cut you free!"
[/message]
[message]
speaker=narrator

View file

@ -30,7 +30,7 @@ in epic multi-player fantasy battles.
Battle for Wesnoth is open-source software, and a thriving community
of volunteers cooperates to improve the game. You can create your own
custom units, write your own scenarios, and even script full-blown
campaigns. User-maintained content is available from an add-on server,
campaigns. User-maintained content is available from an add-on server,
and the very best of it is incorporated into Battle for Wesnoth's
official releases.
@ -101,7 +101,7 @@ Tutorial::
the basic controls needed to play the game. Winning or losing is not
important here, but learning what to do is. Click the Tutorial button to
play. In the Tutorial you are in the role of the prince Konrad or the
princess Li'sar, learning from the Elder Mage Delfador - pay attention
princess Li'sar, learning from the Elder Mage Delfador — pay attention
or he might turn
you into a newt.
@ -129,7 +129,7 @@ Multiplayer::
Load::
Click this button to load a previously saved game. You will be shown
a dialogue listing saved games. Select the game and click Ok to load
and continue, or Cancel to return to the Main Menu. If you select a
and continue, or Cancel to return to the Main Menu. If you select a
replay game, you can check the Replay check box. The loaded game will
make all the moves from the beginning while you watch.
@ -137,7 +137,7 @@ Add-ons::
Click this button to enter the content server where a whole lot of
content created by normal users is hosted. Among the things available there
are many campaigns, multiplayer eras (defining factions for multiplayer
games) and multiplayer maps. With the "Remove Add-ons" button you can remove
games) and multiplayer maps. With the "Remove Add-ons" button you can remove
them again once you do not want them anymore.
Map Editor::
@ -159,10 +159,10 @@ Credits::
irc.freenode.org:6667 on #wesnoth.
Quit::
Click this button to close Wesnoth.
Click this button to close Wesnoth.
Help::
Click this button to open the integrated in game Help System. It will provide
Click this button to open the integrated in game Help System. It will provide
you with information about units and all other gameplay relevant things of the
game. Most of those things are mentioned in this manual.
@ -190,7 +190,7 @@ Campaigns
^^^^^^^^^
Campaigns are sequences of battles with a connecting
storyline. Typical campaigns have about 10-20 scenarios. The main
storyline. Typical campaigns have about 1020 scenarios. The main
advantage with campaigns is that they allow you to develop your
army. As you complete each scenario, the remaining units at the end
are saved for you to use in the next scenario. If you choose not to
@ -239,19 +239,19 @@ without the password.
Join official Server
++++++++++++++++++++
This option directly connects you to the official server. You will end in the
lobby where you can create your games as you wish and where many games are
This option directly connects you to the official server. You will end in the
lobby where you can create your games as you wish and where many games are
already open and maybe some players already waiting to join in a new match.
Connect to Server
+++++++++++++++++
This option opens a dialog box allowing you to enter the address of the
machine to join. In this dialog
there also is the button "View List" that does show a list of official servers
This option opens a dialog box allowing you to enter the address of the
machine to join. In this dialog
there also is the button "View List" that does show a list of official servers
that can be used as backup if the main server is currently not available.
A complete list of official and user setup servers is listed at this
A complete list of official and user setup servers is listed at this
website: http://wesnoth.org/wiki/MultiplayerServers[Multiplayer servers].
You can also reach servers hosted by any other player with this menu option.
@ -278,10 +278,10 @@ public server or by someone else.
Local Game
++++++++++
This creates a game just running on your computer. You can either use it as
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
This creates a game just running on your computer. You can either use it as
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
opponents rather than human players. This can be a good way to become familiar
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
@ -362,7 +362,7 @@ identified by Race, Level, and Class. Each unit has strengths and
weaknesses, based on their Resistances, current Terrain, and Level. Full
details are in the in game help.
Life and Death - Experience
Life and Death Experience
^^^^^^^^^^^^^^^^^^^^^^^^^^^
As your troops gain battle experience, they will learn more skills
@ -507,8 +507,8 @@ Upkeep
Each unit also has an upkeep cost. The upkeep cost is generally equal to
the level of the unit, unless the unit has the "Loyal" trait (<<traits,see
below>>). Units that are not initially recruited - i.e. the leader or
those that join voluntarily - usually have the Loyal trait. Upkeep is
below>>). Units that are not initially recruited i.e. the leader or
those that join voluntarily usually have the Loyal trait. Upkeep is
only paid if the total upkeep of a side's units is greater than the
number of villages that side controls. Upkeep paid is the difference
between the number of villages and the upkeep cost.
@ -518,7 +518,7 @@ Income
So, the formula for determining the income per turn is
2 + villages - maximum(0, upkeep - villages)
2 + villages maximum(0, upkeep villages)
where upkeep is equal to the sum of the levels of all your non-loyal
units.
@ -560,16 +560,16 @@ the damage dealt by lawful and chaotic units:
`-------`----------------------------------------`---------------------`-------`------
Turn Image Day-phase Lawful Chaotic
--------------------------------------------------------------------------------------
1 image:images/schedule-dawn.png[] Dawn -- --
2 image:images/schedule-morning.png[] Day (morning) +25% -25%
3 image:images/schedule-afternoon.png[] Day (afternoon) +25% -25%
4 image:images/schedule-dusk.png[] Dusk -- --
5 image:images/schedule-firstwatch.png[] Night (first watch) -25% +25%
6 image:images/schedule-secondwatch.png[] Night (second watch) -25% +25%
Special image:images/schedule-underground.png[] Underground -25% +25%
1 image:images/schedule-dawn.png[] Dawn -- --
2 image:images/schedule-morning.png[] Day (morning) +25% 25%
3 image:images/schedule-afternoon.png[] Day (afternoon) +25% 25%
4 image:images/schedule-dusk.png[] Dusk -- --
5 image:images/schedule-firstwatch.png[] Night (first watch) 25% +25%
6 image:images/schedule-secondwatch.png[] Night (second watch) 25% +25%
Special image:images/schedule-underground.png[] Underground 25% +25%
--------------------------------------------------------------------------------------
Keep in mind that some scenarios take place underground, where it is
Keep in mind that some scenarios take place underground, where it is
perpetually night!
For example: consider a fight between a Lawful and a Chaotic unit when
@ -598,28 +598,28 @@ Intelligent::
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 the After Maximum Level Advancement (AMLA)
is not as significant a change as advancing a level. If you have many
is not as significant a change as advancing a level. If you have many
'maximum level' units you may wish to recall units with more useful traits.
Quick::
Quick units have 1 extra movement point, but 5% less HP than usual.
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, which can be important to
consider when deploying your forces. Also, Quick units aren't quite as
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, which can be important to
consider 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.
Resilient::
Resilient units have 4 HP plus 1 HP per level more than usual.
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
defense, or high resistances. Resilient units are especially useful for
it occurs in a unit that has some combination of low hitpoints, good
defense, or high resistances. Resilient units are especially useful for
holding strategic positions against opponents.
Strong::
Strong units do 1 more damage for every successful strike in melee combat,
and have 1 more HP.
While 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
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.
@ -646,7 +646,7 @@ These traits can either be assigned by the scenario designer or are always
assigned based on the unit type:
Loyal::
Loyal units don't incur upkeep. Most units incur an upkeep cost at the end
Loyal units don't incur upkeep. Most units incur an upkeep cost at the end
of every turn, which is equal to their level. Loyal units do not incur this
cost.
During campaigns, certain units may opt to join the player's forces of their
@ -750,7 +750,7 @@ Heals +8::
A poisoned unit cannot be cured of its poison by a healer, and must seek
the care of a village or a unit that can cure.
Illuminates::
This unit illuminates the surrounding area, making lawful units fight
This unit illuminates the surrounding area, making lawful units fight
better, and chaotic units fight worse.
Any units adjacent to this unit will fight as if it were dusk when it
is night, and as if it were day when it is dusk.
@ -822,7 +822,7 @@ Moving
~~~~~~
Clicking on a unit identifies all the places it can move on its current
turn by dimming unreachable hexes (pressing the number keys 2-7 will
turn by dimming unreachable hexes (pressing the number keys 27 will
identify the additional hexes that can be reached in that number of
turns in a similar manner). While in this mode, moving the cursor over
a hex will identify the path your unit will take towards that hex as
@ -875,7 +875,7 @@ orb. This orb is:
`------`------------------------------------------`-----------------------------
Orb Image Description
--------------------------------------------------------------------------------
Green image:images/orb-green.jpg["Green orb"] If you control the unit and \
Green image:images/orb-green.jpg["Green orb"] If you control the unit and \
it hasn't moved this turn
Yellow image:images/orb-yellow.jpg["Yellow orb"] If you control the unit and \
it has moved this turn, but \
@ -904,7 +904,7 @@ that the unit has no Zone of Control.
Some campaigns use a star-shaped base to indicate leaders and heroes
(units which are somehow special and for example not allowed to die in
the course of the scenario); others use a silver crown icon above the
the course of the scenario); others use a silver crown icon above the
energy bar to mark heroes. Still others have no specific hero indicator
at all. Which (if any) is used is a stylistic choice left to campaign
designers.
@ -914,7 +914,7 @@ Fighting
If you move next to an enemy unit, you may attack it. Click on your
unit that is next to an enemy unit, and click on the enemy you want to
attack - this will bring up a window that presents further options for
attack this will bring up a window that presents further options for
the fight. Every unit has one or more weapons it can attack with. Some
weapons, such as swords, are melee weapons, and some weapons, such as
bows, are ranged weapons.
@ -930,7 +930,7 @@ Different types of attacks do different amounts of damage, and a certain
number of strikes may be made with each weapon. For instance, an Elvish
Fighter does 5 points of damage with its sword every time it hits,
and can strike 4 blows with the sword in one exchange. This is written
as 5-4, meaning 5 damage per hit, and 4 strikes.
as 54, meaning 5 damage per hit, and 4 strikes.
Every unit has a chance of being hit based on the terrain it is in. For
instance, units in castles and villages have a lower chance of being
@ -960,7 +960,7 @@ Attack types
- *Fire*: Weapons using fire to roast the foe like a chicken. Example:
A drake's fire breath.
- *Arcane*: An attack that dispels the magic animating zombies,
specters, and other undead creatures and spirits. Example: A white
specters, and other undead creatures and spirits. Example: A white
mage's magic attack.
Resistance
@ -1177,11 +1177,11 @@ either ensure that your unit can weather the return attacks or decide
that you're willing to lose that unit. To withstand the enemy's
strikes next turn, it is often wise to attack at the range that
allows the enemy to do least damage to you, rather than choosing the
maximum expected damage to the enemy.
maximum expected damage to the enemy.
In particular, use your ranged weapons if the enemy has no ranged
attack. The computer's default choice only looks for the most damage
you can deal, so using it will often result in your units taking more
you can deal, so using it will often result in your units taking more
damage than necessary.
Time of Day
@ -1272,7 +1272,7 @@ During the scenario
- You can use lower level units as cannon fodder, to slow down
enemy. E.g. you can use them to block enemies reaching your important units.
- You can cause damage to enemies with advanced units and then finish
them with lower level units - to give them more experience (and finally
them with lower level units to give them more experience (and finally
make them advance to next level).
- When you have a White Mage (advances from Mage) or Druid (advances
from Shaman), put it in the middle of a circle of units to heal them
@ -1282,7 +1282,7 @@ During the scenario
* lawful units do more damage at day and less damage at night
* chaotic units do more damage at night and less damage at day
* remember to always check the time of day on the right side of the
screen. Plan ahead - think about what it's going to be next turn as
screen. Plan ahead think about what it's going to be next turn as
well as this turn.
- Some units are resistant or vulnerable to different kind of
attacks. Mounted units are weak vs pierce attacks. Fire and arcane
@ -1308,7 +1308,7 @@ Winning a scenario
- The quicker you win a scenario, the more gold you get; you will get
more gold from winning early than from all of the map's villages for
the rest of the turns.
- Killing all enemy leaders usually gives instant victory.
- Killing all enemy leaders usually gives instant victory.
More general tips
^^^^^^^^^^^^^^^^^

View file

@ -93,14 +93,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -123,14 +123,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -263,7 +263,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -555,7 +555,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -86,14 +86,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -116,14 +116,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -255,7 +255,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -546,7 +546,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -102,14 +102,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -132,14 +132,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -272,7 +272,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -564,7 +564,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -96,14 +96,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -126,14 +126,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -265,7 +265,7 @@ msgstr "Universitats"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -556,7 +556,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -86,14 +86,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -116,14 +116,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -255,7 +255,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -546,7 +546,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -116,7 +116,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"U pavoučích hnízd na severu či jihu se něco stalo jednomu z našich "
@ -125,7 +125,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Přísahám, že jsem viděl někoho chyceného do pavoučí sítě. Neměli bychom ho "
@ -154,7 +154,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Vypadá to, že nepřítel postavil někde blízko podzemní houbové doly. "
"Představují hlavní pilíř jeho zdrojů. Pokud bychom je byli schopni zničit, "
@ -164,7 +164,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Přesuneš-li libovolnou svou jednotku do takové vesnice, zničíš houbový důl. "
"S každým zničeným dolem klesne příjem nepřítele o 10 zlatých."
@ -311,7 +311,7 @@ msgstr "Univerzity"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -662,7 +662,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Osvobodím tě!"
#. [message]: speaker=narrator

View file

@ -103,7 +103,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"En af dine bønder er stødt ind i nogle edderkoppers reder mod nord og syd."
@ -111,7 +111,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Jeg sværger, jeg så nogle fanget i edderkoppens net. Måske skulle vi redde "
@ -141,7 +141,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Det ser ud til at fjenden tæt herpå har bygget nogle underjordiske "
"svampeminer - det må være her at størstedelen af deres ressourcer bliver "
@ -152,7 +152,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Flyt en enhed ind i disse landsbyer for at ødelægge minen. Hver mine du "
"ødelægger vil reducere fjendens indkomst med 10."
@ -299,7 +299,7 @@ msgstr "Universiteter"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -648,7 +648,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Lad os slippe dig fri!"
#. [message]: speaker=narrator

View file

@ -112,7 +112,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"Einer Eurer Bauern ist zufällig auf ein Spinnennest im Norden und Süden "
@ -121,7 +121,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Herr, ich schwöre euch, dass ich jemandem in den Netzen der Spinne gefangen "
@ -152,7 +152,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Allem Anschein nach hat der Feind einige Pilzplantagen in Höhlen in der Nähe "
"errichtet. Dort muss der größte Teil ihrer Ressourcen herkommen. Wenn wir es "
@ -162,7 +162,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Bewegt eine Eurer Einheiten auf diese Dörfer, um die jeweilige Plantage zu "
"zerstören. Jede zerstörte Plantage wird das Einkommen Eures Feindes um 10 "
@ -317,7 +317,7 @@ msgstr "Universitäten"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -670,7 +670,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Dann will ich euch mal von den Spinnweben befreien!"
#. [message]: speaker=narrator

View file

@ -235,14 +235,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -265,14 +265,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -405,7 +405,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -696,7 +696,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -101,14 +101,14 @@ msgstr "𐑿 𐑛𐑩𐑕𐑑𐑮𐑶 𐑞 𐑥𐑳𐑖𐑮𐑵𐑥 𐑥𐑲𐑯
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr "𐑢𐑳𐑯 𐑝 𐑿𐑼 𐑐𐑧𐑟𐑩𐑯𐑑𐑕 𐑣𐑨𐑟 𐑣𐑨𐑐𐑩𐑯𐑛 𐑩𐑐𐑪𐑯 𐑕𐑳𐑥 𐑕𐑐𐑲𐑛𐑻𐑟 𐑯𐑧𐑕𐑑𐑕 𐑦𐑯 𐑞 𐑯𐑹𐑔 𐑯 𐑕𐑬𐑔."
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr "𐑲 𐑕𐑢𐑺 𐑲 𐑕𐑷 𐑕𐑳𐑥𐑚𐑪𐑛𐑦 𐑑𐑮𐑨𐑐𐑑 𐑦𐑯 𐑞 𐑕𐑐𐑲𐑛𐑻𐑟 𐑢𐑧𐑚. 𐑥𐑱𐑚𐑰 𐑢𐑰 𐑖𐑫𐑛 𐑮𐑧𐑕𐑒𐑿 𐑞𐑧𐑥?"
@ -133,7 +133,7 @@ msgstr "𐑿𐑼 𐑥𐑧𐑯 𐑮𐑩𐑐𐑹𐑑 𐑕𐑑𐑮𐑱𐑯𐑡 𐑕
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"𐑦𐑑 𐑢𐑫𐑛 𐑕𐑰𐑥 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑣𐑨𐑟 𐑚𐑦𐑤𐑑 𐑕𐑳𐑥 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑥𐑳𐑖𐑮𐑵𐑥 𐑥𐑲𐑯𐑟 𐑯𐑽𐑚𐑲 - 𐑦𐑑 𐑥𐑳𐑕𐑑 𐑚𐑰 𐑢𐑺 𐑞 "
"𐑥𐑱𐑯𐑕𐑑𐑱 𐑝 𐑞𐑺 𐑮𐑦𐑟𐑹𐑕𐑩𐑟 𐑸 𐑐𐑮𐑩𐑛𐑿𐑕𐑛. 𐑦𐑓 𐑢𐑰 𐑒𐑫𐑛 𐑛𐑩𐑕𐑑𐑮𐑶 𐑞𐑧𐑥 𐑬𐑼 𐑗𐑭𐑯𐑕𐑩𐑟 𐑢𐑫𐑛𐑯𐑑 𐑯𐑽𐑤𐑦 𐑚𐑰 "
@ -143,7 +143,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"𐑥𐑵𐑝 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑 𐑪𐑯𐑑𐑵 𐑞𐑰𐑟 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑑 𐑛𐑩𐑕𐑑𐑮𐑶 𐑞 𐑥𐑲𐑯. 𐑰𐑗 𐑢𐑳𐑯 𐑿 𐑛𐑩𐑕𐑑𐑮𐑶 𐑢𐑦𐑤 𐑮𐑦𐑛𐑿𐑕 𐑞 "
"𐑧𐑯𐑩𐑥𐑦'𐑟 𐑦𐑯𐑒𐑳𐑥 𐑚𐑲 10."
@ -288,7 +288,7 @@ msgstr "𐑿𐑯𐑦𐑝𐑻𐑕𐑩𐑑𐑦𐑟"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -635,7 +635,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "𐑤𐑧𐑑'𐑕 𐑒𐑳𐑑 𐑿 𐑓𐑮𐑰!"
#. [message]: speaker=narrator

View file

@ -104,19 +104,19 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
#. [message]: speaker=narrator
@ -142,20 +142,20 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
#. [message]
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:647
@ -300,12 +300,12 @@ msgstr "Universities"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
msgstr ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -651,8 +651,8 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgstr "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Lets cut you free!"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:161

View file

@ -95,14 +95,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -125,14 +125,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -265,7 +265,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -557,7 +557,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -121,7 +121,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"Uno de vuestros campesinos se ha encontrado con algunos nidos de arañas al "
@ -130,7 +130,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Juro haber visto a alguien atrapado en las redes de esa araña. ¿Quizá "
@ -160,7 +160,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Parece ser que el enemigo ha construido algunas minas subterráneas de setas "
"por allí - debe ser la fuente de la mayoría de sus recursos. Si las "
@ -170,7 +170,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Mueva a cualquier unidad a una de estas aldeas para destruir la mina. Cada "
"una que destruya reducirá por 10 unidades los ingresos del enemigo."
@ -319,7 +319,7 @@ msgstr "Universidades"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -672,7 +672,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "¡Os liberaremos!"
#. [message]: speaker=narrator

View file

@ -106,14 +106,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr "Üks su talumeestest sattus põhjas ja lõunas ämblikupesade peale."
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Ma vannun, et nägin kedagi ämblikuvõrgus kinni olevat. Ehk peaksime neile "
@ -143,7 +143,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Näib, et vaenlased on ehitanud maa alla seeneistandusi - ilmselt sealt nende "
"varud pärinevadki. Kui me suudaks need hävitada, polekski meil enam nii vähe "
@ -153,7 +153,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Istanduse hävitamiseks vii enda üksus nendesse küladesse. Iga hävitatud "
"istandus kahandab vastase tulusid 10 võrra."
@ -300,7 +300,7 @@ msgstr "Ülikoolid"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -647,7 +647,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Päästame su vabaks!"
#. [message]: speaker=narrator

View file

@ -99,14 +99,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -129,14 +129,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -269,7 +269,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -561,7 +561,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -103,7 +103,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"Yksi maalaisistasi on käynyt hämähäkkien pesäsissä pohjoisessa ja etelässä."
@ -111,7 +111,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Vannon, että näin jonkun takertuneen hämähäkin verkkoon. Ehkä meidän pitäisi "
@ -140,7 +140,7 @@ msgstr "Miehesi raportoivat outoja ääniä luolista idässä ja lännessä."
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Vaikuttaisi siltä, että vihollinen on rakentanut joitakin maanalaisia "
"sienikaivoksia lähettyville niissä varmasti tuotetaan pääosa heidän "
@ -151,7 +151,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Siirrä mikä tahansa yksikkö näihin kyliin tuhotaksesi kaivoksen. Jokainen "
"tuhoamasi kaivos pienentää vihollisen tuloja kymmenellä."
@ -299,7 +299,7 @@ msgstr "Yliopistot"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -650,7 +650,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Leikataan sinut vapaaksi!"
#. [message]: speaker=narrator

View file

@ -114,7 +114,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"Un de vos paysans vient de découvrir des nids d'araignées au nord et au sud."
@ -122,7 +122,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Je jure avoir vu des gens englués dans de la toile d'araignée. Nous devrions "
@ -152,7 +152,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"L'ennemi semble avoir construit des champignonnières qui leur procurent "
"l'essentiel de leurs ressources. Si nous pouvions les détruire, nos chances "
@ -162,7 +162,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Déplacez une unité sur ces villages pour détruire une champignonnière et "
"réduire les revenus adverses de 10 pièces d'or."
@ -310,7 +310,7 @@ msgstr "Universités"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -662,7 +662,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Nous allons vous libérer !"
#. [message]: speaker=narrator

View file

@ -86,14 +86,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -116,14 +116,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -255,7 +255,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -546,7 +546,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -112,14 +112,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr "Un dous teus labregos tropezou cuns niños de araña no norte e no sur."
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr "Xúrolle que vin alguén atrapado na arañeira. Non deberiamos rescatalo?"
@ -147,7 +147,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Seica os inimigos construíron algunhas minas de cogomelos subterráneas nos "
"arredores. Debe ser a súa fonte de recursos principal. Se conseguísemos "
@ -157,7 +157,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Move calquera unidade a estas vilas para destruír a mina. Cada unha que "
"destrúas reducirá os ingresos do inimigo en 10 pezas de ouro."
@ -307,7 +307,7 @@ msgstr "Universidades"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -659,7 +659,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Liberémoste!"
#. [message]: speaker=narrator

View file

@ -98,14 +98,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -128,14 +128,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -268,7 +268,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -560,7 +560,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -88,14 +88,14 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
@ -118,14 +118,14 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
#. [message]
@ -257,7 +257,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -548,7 +548,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr ""
#. [message]: speaker=narrator

View file

@ -109,7 +109,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"A parasztok egyike véletlenül ráakadt néhány pókfészekre északon és délen."
@ -117,7 +117,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Esküszöm, hogy láttam néhányakat csapdába esni a pókhálóban. Talán "
@ -147,7 +147,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Úgy tűnik, az ellenség földalatti gombafeldolgozókat létesített a "
"közelben... minden bizonnyal erőforrásaik legnagyobb részét onnan szerzik. "
@ -158,7 +158,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Vidd bármelyik egységedet ezen falvakba a gombafeldolgozó elpusztítása "
"érdekében. Minden egyes feldolgozó lerombolása 10 arannyal csökkenti az "
@ -308,7 +308,7 @@ msgstr "Egyetemek"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -658,7 +658,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Ne félj, kiszabadítalak!"
#. [message]: speaker=narrator

View file

@ -110,7 +110,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:588
msgid ""
"One of your peasants has happened upon some spider's nests in the north and "
"One of your peasants has happened upon some spiders nests in the north and "
"south."
msgstr ""
"salah seorang dari petanimu telah menemukan banyak sarang di daerah utara "
@ -119,7 +119,7 @@ msgstr ""
#. [message]: type=Peasant
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:594
msgid ""
"I swear I saw somebody trapped in the spider's web. Maybe we should rescue "
"I swear I saw somebody trapped in the spiders web. Maybe we should rescue "
"them?"
msgstr ""
"Aku bersungguh-sungguh, aku melihat seseorang yang terperangkap di dalam "
@ -150,7 +150,7 @@ msgstr ""
msgid ""
"It would seem the enemy has built some underground mushroom mines nearby — "
"it must be where the mainstay of their resources are produced. If we could "
"destroy them our chances wouldn't nearly be so slim."
"destroy them our chances wouldnt nearly be so slim."
msgstr ""
"Sepertinya musuh telah membangun beberapa tambang jamur bawah tanah - itu "
"pastilah tempat di mana arus utama dari sumber daya mereka diproduksi. Jika "
@ -160,7 +160,7 @@ msgstr ""
#: data/multiplayer/scenarios/4p_A_New_Land.cfg:635
msgid ""
"Move any unit onto these villages to destroy the mine. Each one you destroy "
"will reduce the enemy's income by 10."
"will reduce the enemys income by 10."
msgstr ""
"Pindahkan salah satu unitmu ke perkampungan ini untuk menghancurkan tambang. "
"setiap tambang yang kamu hancurkan akan mengurangi 10 pendapatan musuh."
@ -313,7 +313,7 @@ msgstr "Universitas"
#. [message]: speaker=narrator
#: data/multiplayer/scenarios/ANL_utils/ANL_help.cfg:69
msgid ""
"Any of the 'Elvish' style villages represent universities. At the start of "
"Any of the Elvish style villages represent universities. At the start of "
"your turn, Mages in universities automatically add to the study progress of "
"your chosen research target. Right-click on a mage in a university to change "
"research target."
@ -665,7 +665,7 @@ msgstr ""
#. [message]: speaker=unit
#: data/multiplayer/scenarios/ANL_utils/ANL_special_macros.cfg:157
msgid "Let's cut you free!"
msgid "Lets cut you free!"
msgstr "Mari kita memotong dengan cuma-cuma!"
#. [message]: speaker=narrator

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