# Copyright (C) 2007 Wesnoth Development Team # This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2007. # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.3.7+svn\n" "POT-Creation-Date: 2008-10-07 12:40+0300\n" "PO-Revision-Date: 2008-08-10 15:11+0800\n" "Last-Translator: 楊綮銘 \n" "Language-Team: none\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: ../../doc/manual/manual.en.xml:4 msgid "en" msgstr "zh_TW" #: ../../doc/manual/manual.en.xml:6 msgid "Battle for Wesnoth User's Manual" msgstr "韋諾之戰用戶手冊" #: ../../doc/manual/manual.en.xml:11 msgid "Preface" msgstr "序" #: ../../doc/manual/manual.en.xml:12 msgid "" "The Battle for Wesnoth is a turn-based strategy game with a fantasy theme." msgstr "韋諾之戰是一個中古奇幻風格的回合制六角戰棋遊戲" #: ../../doc/manual/manual.en.xml:14 msgid "" "Build up a great army, gradually turning raw recruits " "into hardened veterans. In later games, recall your toughest warriors and " "form a deadly host against whom none can stand! Choose units from a large " "pool of specialists, and hand pick a force with the right strengths to fight " "well on different terrains against all manner of opposition." msgstr "" "建造一支强大的部隊,招募新兵培養成更强的戰士。在往後的游" "戲中,組成一支無堅不摧的部隊。培養不同職業的士兵,在各式不同的地形中與不同的" "對手進行戰鬥。" #: ../../doc/manual/manual.en.xml:20 msgid "" "Wesnoth has many different sagas waiting to be played out. You can battle " "orcs, undead, and bandits on the marches of the Kingdom of Wesnoth; fight " "alongside dragons in the lofty peaks, elves in the green reaches of the " "Aethenwood, dwarves in the great halls of Knalga, or even merfolk in the Bay " "of Pearls. You can fight to regain the throne of Wesnoth, or use your dread " "power over the Undead to dominate the land of mortals, or lead your glorious " "Orcish tribe to victory against the humans who dared despoil your lands." msgstr "" "韋諾有很多傳說等待您去探索。您可以在韋諾王國的邊境與半獸人、不死族和強盜作" "戰,在高山與龍族戰鬥,在亞瑟森林的綠洲與精靈一起作戰,在柯內革的大禮堂與矮人" "在一起戰鬥,在珍珠海灣與漁人一起作戰。您可以為了奪回韋諾榮耀的王位而戰,可以" "用恐怖的不死族奪回黑暗之地的統治權,或率領半獸人部隊對抗企圖入侵的人類。" #: ../../doc/manual/manual.en.xml:29 msgid "" "You will be able to select from among over two hundred unit types (infantry, " "cavalry, archers, and mages are just the beginning) and fight actions " "ranging from small-unit ambushes to clashes of vast armies. You can even " "create your own custom units, and write your own scenarios – or even full-" "blown campaigns. You can also challenge your friends – or strangers – and " "fight in epic multi-player fantasy battles." msgstr "" "遊戲中有超過200種的士兵(步兵,騎兵,弓箭手和法師只是個開始),從小規模伏擊到" "大規模的正面衝突,有各種戰場。您甚至可以設計自己的士兵,任務,甚至整個戰役。" "您可以在多人對戰中和您的朋友或者是陌生人對戰。" #: ../../doc/manual/manual.en.xml:39 msgid "Getting Started" msgstr "新手上路" #: ../../doc/manual/manual.en.xml:41 msgid "The World" msgstr "世界" #: ../../doc/manual/manual.en.xml:42 msgid "" "The known portion of the Great Continent, on which Wesnoth abides, is " "generally divided into three areas: the northlands, which are generally " "lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; " "and the domain of the Southwest Elves in the Aethenwood and beyond." msgstr "" "韋諾所在大陸已知的部分主要有3大塊:北方大陸,這個地方漸漸失去了秩序;韋諾王國" "和他目前的諸侯國艾倫索法;以及西南部亞瑟森林中的精靈。" #: ../../doc/manual/manual.en.xml:48 msgid "" "The Kingdom of Wesnoth lies in the center of this land. Its borders are the " "Great River to the north, the Lower Hills in the east and south, the Green " "Swamp to the southwest, and the Ocean to the west. Elensefar, a once-" "province of Wesnoth, is bordered by the Great River to the north, a loosely " "defined line with Wesnoth to the east, the Bay of Pearls to the south, and " "the ocean to the west. There is no government of the Northlands. Various " "groups of orcs, dwarves, barbarians and elves populate the region. The " "northern and eastern borders are not defined, the southern border is the " "Great River, and the western border is the Ocean." msgstr "" "韋諾王國在整個大陸的中心。北面是大河,東南面是丘陵,西南面是綠色沼澤,西面是" "海洋。艾倫索法曾經是韋諾的一個州。北面是大河,東面與韋諾界線並不清楚,南面是" "珍珠海灣,西面是海洋。北方大陸没有政府统治。半獸人,矮人,蠻族和精靈的部落生" "存在這片土地上。它的北面和東面都没有界定,南面是大河,西面是海洋。" #: ../../doc/manual/manual.en.xml:58 msgid "" "Over the land are scattered villages where you can heal your troops and " "gather the income required to support your army. You will also have to cross " "mountains and rivers, push through forests, hills and tundra, and cross open " "grassland. In each of these areas different creatures have adapted to live " "there and can travel more easily and fight better when they are in familiar " "terrain." msgstr "" "大地上零星分布著村莊。村莊可以治療您的士兵,也可以提供收入。通常您需要越過高" "山和河流,穿過森林、山丘和苔原,路過廣闊的草地。在這些地形上,不同的生物有不" "同的適應性。在熟悉的地域,他們較能發揮全力。" #: ../../doc/manual/manual.en.xml:66 msgid "The Creatures" msgstr "生物" #: ../../doc/manual/manual.en.xml:67 msgid "" "In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, " "saurians, mermen, nagas, and many other races yet more obscure and wondrous. " "In accursed lands walk undead and ghosts and specters. Each has adapted to " "particular terrains. Humans inhabit primarily the temperate grasslands. In " "the hills, mountains and underground caves orcs and dwarves are most at " "home. In the forests the elves reign supreme. In the oceans and rivers " "mermen and nagas dominate." msgstr "" "在韋諾的世界居住著人類,精靈,矮人,半獸人,龍族,蜥蜴人,人魚,納迦,還有一" "些更隱密的、更令人驚訝的種族。在詛咒大陸遊蕩著幽靈。不同的種族適應不同的環" "境。人類主要居住在溫帶草原。半獸人和矮人居住在丘陵、山地和洞穴。在森林裡,精" "靈是至高無上的。在海洋河川,人魚和納迦一起共同支配。" #: ../../doc/manual/manual.en.xml:75 msgid "" "For game purposes, the races group into factions; for example, orcs often " "cooperate with trolls, and elves or dwarves with humans. Some other factions " "reflect divisions within human society — loyalists vs. outlaws, for " "example. In most campaigns, you will control units drawn a single faction. " "But sometimes factions make alliances with others, so you may face more than " "one faction in a scenario." msgstr "" "因為地形需求,這些種族形成一些派別;例如:半獸人和巨魔常常合作,人類和精靈、" "矮人常常合作。其他派別常被人類社會—劃分,例如:忠誠派和造反派。大部分戰" "役中,您控制一個派別的部隊。但有時不同派别會結盟,所以也有可能遇到一場戰役需" "要控制好幾個部隊的情況。" #: ../../doc/manual/manual.en.xml:85 msgid "Finding Your Way" msgstr "新手上路" #: ../../doc/manual/manual.en.xml:86 msgid "" "When Wesnoth first starts it displays an initial background and a column of " "buttons called the Main Menu. The buttons only work with a mouse. For the " "impatient, we recommend you: click the \"Language\" button to set your " "language; then click the \"Tutorial\" button to run the tutorial; and then " "play the campaign, \"A Tale of Two Brothers\" by clicking the \"Campaign\" " "button and selecting it from the list provided." msgstr "" "圖為韋諾的背景畫面和主選單。主選單由右邊的一列選項組成,只能用滑鼠操作。快速" "上手,建議您:\"語言\"-設定語言;\"教學模式\"-進行教學。" #: ../../doc/manual/manual.en.xml:93 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:98 ../../doc/manual/manual.en.xml:320 #: ../../doc/manual/manual.en.xml:374 ../../doc/manual/manual.en.xml:387 #: ../../doc/manual/manual.en.xml:453 ../../doc/manual/manual.en.xml:1000 #: ../../doc/manual/manual.en.xml:1116 ../../doc/manual/manual.en.xml:1138 #: ../../doc/manual/manual.en.xml:1160 ../../doc/manual/manual.en.xml:1182 #: ../../doc/manual/manual.en.xml:1204 ../../doc/manual/manual.en.xml:1226 #: ../../doc/manual/manual.en.xml:1248 msgid "" msgstr "" #: ../../doc/manual/manual.en.xml:103 msgid "Tutorial" msgstr "教學模式" #: ../../doc/manual/manual.en.xml:107 msgid "" "The tutorial is a real, but basic, game which teaches you some of 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 or he might turn you " "into a newt." msgstr "" "教學模式是具有實戰性的,但都是一些基本教學,教您一些在遊戲裡的基本控制。這裡" "在這裡輸贏並不重要,但必須學會的是你要做什麼。在進入教學模式後。您可以選擇王" "子康拉德或是公主麗莎的角色,跟從迪法多學習更多的技巧(請認真學習,否則他可能會" "把你變成蠑螈)" #: ../../doc/manual/manual.en.xml:119 msgid "Campaign" msgstr "戰役" #: ../../doc/manual/manual.en.xml:123 msgid "" "Wesnoth was primarily designed to play campaigns. Campaigns are a series of " "connected scenarios. Click this button to start a new campaign. You will be " "presented with a list of campaigns available on your computer (more can be " "downloaded if you wish). Select your campaign and click OK to start or " "Cancel to quit. Each campaign has a difficulty level: easy, medium (normal), " "and hard. We recommend medium as this level is challenging, but not " "difficult. You may not change the difficulty during the campaign. In case " "you have serious problems fighting your way through easy difficulty, the " "guide about Basic Strategy will " "surely help you. Once you have selected the difficulty, you will start with " "the first scenario of the campaign." msgstr "" "韋諾主要的遊戲方式就是戰役。戰役是由一系列任務組成的。選擇\"戰役\"後。Wesnoth" "會列出電腦上已經安裝的所有戰役(可以在網路上下載到更多戰役)。每個戰役都有難" "易度:容易,中等,困難。推薦選擇中等難度,因為這個難度有挑戰性並且不會太難。" "一旦開始遊戲,在中途將不能改變遊戲難易度。如果您在遊戲中遇到困難,關於基本戰術的指南可能會有用。選擇難易度後,戰" "役的第一個任務就開始了。" #: ../../doc/manual/manual.en.xml:140 msgid "Multiplayer" msgstr "多人對戰" #: ../../doc/manual/manual.en.xml:144 msgid "" "Click this button to play single scenarios against one or more opponents. " "You can play the games over the internet or at your computer, against " "computer or human opponents. When you select this button a dialogue will " "appear and allow you to choose how you want to play the scenario. To learn " "more, see scenarios." msgstr "" "選擇這個選項開始一場遊戲。您可以選擇一個或者是多個對手,可以選擇加入官方伺服" "器也可以區網連線,可以和電腦對戰也可以和玩家對戰。選擇這個選項後會進入一個選" "單讓您選擇要如何進行遊戲。更多說明參考。" #: ../../doc/manual/manual.en.xml:154 msgid "Load" msgstr "讀取" #: ../../doc/manual/manual.en.xml:158 msgid "" "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 replay game, " "you can check the Replay check box. The loaded game will make all the moves " "from the beginning while you watch." msgstr "" "選擇這個選項讀取之前儲存的遊戲。遊戲會顯示一個儲存過的遊戲列表。選擇一個遊戲" "進度,選擇確定繼續,或者選擇取消返回主選單。如果您選擇的是一個遊戲錄影,可以" "選擇錄影(Replay)選項。系統會自動播放整段錄下來的影像。" #: ../../doc/manual/manual.en.xml:168 msgid "Add-ons" msgstr "模組" #: ../../doc/manual/manual.en.xml:172 msgid "" "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 them " "again once you do not want them anymore." msgstr "" "選擇這個選項進入官方伺服器。伺服器上有許多由玩家制作的插件,其中有戰役,多人" "遊戲,多人遊戲地圖等。透過\"删除模組\"按鈕,您可以删掉原來下載的插件。" #: ../../doc/manual/manual.en.xml:182 msgid "Language" msgstr "語言" #: ../../doc/manual/manual.en.xml:186 msgid "" "Click this button, select your language, and click OK to use it, or Cancel " "to continue with the current language. The first time Wesnoth starts, it " "defaults to English or your system locale if that can be determined, but " "once you change it, it will start in that language." msgstr "" "選擇這個選項設定語言。第一次啟動韋諾的時候,會使用英語或者您的系统預設語言。" "一旦您改變了語言,下次就會用您選擇的語言開啟遊戲。" #: ../../doc/manual/manual.en.xml:195 msgid "Preferences" msgstr "偏好設定" #: ../../doc/manual/manual.en.xml:199 msgid "Click here to change default settings." msgstr "選擇這個選項改變預設設定" #: ../../doc/manual/manual.en.xml:205 msgid "Credits" msgstr "製作團隊" #: ../../doc/manual/manual.en.xml:209 msgid "" "Click this button for a list of major Wesnoth contributors. You will often " "be able to reach them in real time at irc.freenode.org:6667 on #wesnoth." msgstr "" "選擇這個選項查看韋諾之戰主要貢獻者名單。通常您能在 irc.freenode.org:6667 的" "#wesnoth 頻道找到名單。" #: ../../doc/manual/manual.en.xml:217 msgid "Quit" msgstr "退出" #: ../../doc/manual/manual.en.xml:221 msgid "Click this button to close Wesnoth." msgstr "選擇這個選項離開遊戲" #: ../../doc/manual/manual.en.xml:227 msgid "Help" msgstr "說明" #: ../../doc/manual/manual.en.xml:231 msgid "" "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." msgstr "" "選擇這個選項開啟遊戲內建的輔助說明。輔助說明提供遊戲裡面各種資訊和其他一些語" "遊戲相關的內容。大部分的資訊都會在這個手冊裡找到。" #: ../../doc/manual/manual.en.xml:239 msgid "More" msgstr "更多" #: ../../doc/manual/manual.en.xml:243 msgid "" "Click this button to read the next little tip from the \"Tome of Wesnoth\"." msgstr "選擇這個選項查看每日提示" #: ../../doc/manual/manual.en.xml:249 msgid "Envelope" msgstr "回報" #: ../../doc/manual/manual.en.xml:253 msgid "" "Click this button (the icon of an envelope) to open a dialog where you can " "enable summary uploads which will help us to further balance campaigns. This " "option is not active by default and all data submitted will be anonymous." msgstr "" "選擇這個選項(信封圖示)開啟一個視窗。您可以選擇開啟上傳,上傳的信息能幫助韋諾" "之戰調整遊戲的穩定性。這個選像預設是關閉的。同時所有上傳數據都是匿名的。" #: ../../doc/manual/manual.en.xml:262 msgid "Game Modes" msgstr "游戲模式" #: ../../doc/manual/manual.en.xml:263 msgid "There are two basic ways to play Battle for Wesnoth:" msgstr "韋諾之戰有兩種基本玩法:" #: ../../doc/manual/manual.en.xml:268 msgid "" "Play a sequence of connected scenarios, known as a campaign, against the " "computer." msgstr "一系列任務組成的戰役,與電腦AI對戰。" #: ../../doc/manual/manual.en.xml:274 msgid "Play a single scenario against computer or human opponents." msgstr "一個任務進行對戰,可以選擇電腦作為對手會是和其他玩家對戰。" #: ../../doc/manual/manual.en.xml:279 msgid "Campaigns" msgstr "戰役" #: ../../doc/manual/manual.en.xml:280 msgid "" "Campaigns are sequences of battles with a connecting storyline. Typical " "campaigns have about 10-20 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 use a unit at all during a scenario it is carried over to " "the next, so you don't lose units you don't use." msgstr "" "戰役是一系列由任務串起來的劇情遊戲。通常一個戰役有10-20個任務。戰役的一大特" "色是允許您培養自己的部隊。當您完成一個任務時,存活下來的士兵都被保留到下個任" "務。即使有些士兵在戰鬥裡面您完全没有用到,他們也會被保留到下個任務,所以不用" "擔心您沒使用的士兵會消失。" #: ../../doc/manual/manual.en.xml:288 msgid "" "The campaign is the primary form in which Wesnoth is intended to be played, " "is probably the most enjoyable, and is the recommended way for new players " "to learn the game." msgstr "" "戰役是韋諾之戰的主要遊戲形式,可能也是最好玩的。我們建議新手通過戰役來學習這" "個遊戲的各方面技巧。" #: ../../doc/manual/manual.en.xml:294 msgid "Scenarios" msgstr "任務" #: ../../doc/manual/manual.en.xml:295 msgid "" "A single scenario takes about 30 minutes to 2 hours to complete. This is the " "fastest way to play, but your units are not saved and you cannot use " "campaign units. You can play scenarios against the computer or against other " "players either over the internet or at your computer. Scenarios are accessed " "through the \"Multiplayer\" button on the main menu." msgstr "" "一個任務遊戲時間30分鐘到2小時不等。這是最快的遊戲方式,不過您的士兵不會被保留" "下來,而且您不能使用戰役的某些士兵。任務可以選擇和電腦對戰或是透過網路和其他" "玩家對抗。要玩任務遊戲,選擇主選單上的\"多人遊戲\"按鈕。" #: ../../doc/manual/manual.en.xml:301 msgid "" "In general multiplayer games are played against other players via the " "Internet (you can also run them on your LAN if you have one). All these " "games are co-ordinated through the Wesnoth multiplayer server. Multiplayer " "games can take anywhere from 1 hour to 10 hours, depending on how many " "players there are (and the size of the map). The average time is between 3 " "to 7 hours. Games can be saved and loaded as many times as you like. So, " "it's possible for some games to last 1 or 2 weeks, even though the play time " "is only a few hours. You cannot carry over units in multiplayer from one " "scenario to the next, so building up your army's strength is possible only " "within the scenario." msgstr "" "總而言之多人遊戲是透過網路連線和其他玩家對戰。(區域網路也可以)這種遊戲由韋" "諾之戰多人遊戲伺服器提供服務。多人遊戲時間可能從1小時到10小時不等,這取決於地" "圖大小和參與人數。平均一局要玩3到7個小時。遊戲可以隨時在中途儲存或讀取。由於" "這個原因,有些遊戲可以持續1到2個星期,儘管實際遊戲時間才幾個小時而已。多人遊" "戲裡面的士兵不能從一個任務保留到下一個。您部隊的能力直只能在正在玩的任務裡面" "提升。" #: ../../doc/manual/manual.en.xml:312 msgid "" "There are several possible options you are provided with when clicking on " "the \"Multiplayer\" button:" msgstr "選擇“多人遊戲”選項可能會出現這幾個選項:" #: ../../doc/manual/manual.en.xml:315 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:323 msgid "Join official Server" msgstr "加入官方伺服器" #: ../../doc/manual/manual.en.xml:324 msgid "" "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." msgstr "" "這個選項直接連接到官方伺服器。連接成功後進入遊戲大廳。您可以自己建一個新遊" "戲,也可以加入一個别人已經建好正等人加入的遊戲。" #: ../../doc/manual/manual.en.xml:330 msgid "Connect to Host/Server" msgstr "連接到主機/伺服器" #: ../../doc/manual/manual.en.xml:331 msgid "" "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." msgstr "" "這個選項會開啟一個輸入主機地址的視窗。主機可以是一台已經建立遊戲的普通韋諾之" "戰客户端,也可以是一台專門的是伺服器。這個視窗上還有一個\"查看列表\" 按鈕,可" "以列出官方備用伺服器,當主伺服器臨時不能用時就可以用這些伺服器。" #: ../../doc/manual/manual.en.xml:336 msgid "" "A rather complete list of official and user setup servers is listed at this " "website: Multiplayer servers." msgstr "" "在這個頁面上有一份完整的官方伺服器和用户伺服器的列表:多人遊戲伺服器。" #: ../../doc/manual/manual.en.xml:339 msgid "" "To be able to start a multiplayer game without using an external multiplayer " "server, you have to start the server, which is usually named " "wesnothd, yourself. Then you have to connect to your " "own machine in the Connect to Host/Server dialog by " "typing 127.0.0.1 as adress to use. Other players need to be able to connect " "to your port 15000 using TCP to play with you on your server. If you are " "behind a firewall, you will probably need to change your firewall settings " "to allow incoming connections to port 15000, and tell your firewall to " "forward such traffic to the machine hosting the game. You should not need to " "make firewall changes to join games hosted on a public server or by someone " "else." msgstr "" "只要使用一般的客户端就可以建立區網遊戲,不需要專用的伺服器。要讓别人加入您用" "一般的客户端建立的遊戲,您需要開放電腦的TCP的15000開口。如果有防火牆,您需要" "關閉防火牆的限制。加入别人建立的遊戲,或者連接專用的伺服器就不需要調整防火" "牆。" #: ../../doc/manual/manual.en.xml:352 msgid "Local Game" msgstr "單機遊戲" #: ../../doc/manual/manual.en.xml:353 msgid "" "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 the capabilities of units from the different factions by " "choosing which faction you will play and which faction your opponents are in " "these games. Of course, you can also mix both in one game. That is, play " "together in a game with a friend against an AI opponent." msgstr "" "這個選項是在單機建立一個遊戲。您可以和朋友在一台電腦前對戰,大家輪流控制。遊" "戲時間和網路遊戲一樣。也可以和電腦AI對戰。通過和電腦對戰可以幫助您熟悉各種地" "圖和種族優(劣)勢。當然您可以既選擇AI又選擇其它玩家,這樣可以兩個人一起打電" "腦AI。" #: ../../doc/manual/manual.en.xml:368 msgid "The Game Screen" msgstr "游戲畫面" #: ../../doc/manual/manual.en.xml:369 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:376 msgid "" "Regardless of whether you are playing a scenario or a campaign, the basic " "layout of the game screen is the same. The majority of the screen is filled " "with a map which shows all of the action that takes place in the game. " "Around the map are various elements which provide useful information about " "the game and are described in more detail below." msgstr "" "不管是玩戰役還是單一任務,基本的遊戲畫面都是一樣的。遊戲畫面中間是大地圖。大" "地圖上會把所有玩家動作都表現出來。大地圖周圍有各種遊戲裡面有用的資訊。下面會" "逐一介紹。" #: ../../doc/manual/manual.en.xml:382 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:389 msgid "" "Across the top of the screen from left to right are the following items:" msgstr "畫面從左到右依次是:" #: ../../doc/manual/manual.en.xml:394 msgid "Menu button" msgstr "主選單" #: ../../doc/manual/manual.en.xml:399 msgid "Actions button" msgstr "操作選單" #: ../../doc/manual/manual.en.xml:404 msgid "Turn counter (current turn/maximum number of turns)" msgstr "回合數(當前回合/最大回合)" #: ../../doc/manual/manual.en.xml:409 msgid "Your gold" msgstr "金錢" #: ../../doc/manual/manual.en.xml:414 msgid "Villages (your villages/total number of villages)" msgstr "村莊(您的村莊/總村莊數)" #: ../../doc/manual/manual.en.xml:419 msgid "Your total units" msgstr "士兵數" #: ../../doc/manual/manual.en.xml:424 msgid "Your upkeep" msgstr "支出" #: ../../doc/manual/manual.en.xml:429 msgid "Your income" msgstr "收入" #: ../../doc/manual/manual.en.xml:434 msgid "Current time or time left (in timed multiplayer games)" msgstr "目前時間或剩餘時間(限時多人遊戲中)" #: ../../doc/manual/manual.en.xml:439 msgid "Current hex position (x-coordinate, y-coordinate)" msgstr "目前位置(x坐標,y坐標)" #: ../../doc/manual/manual.en.xml:444 msgid "Current hex type" msgstr "目前地形" #: ../../doc/manual/manual.en.xml:448 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:455 msgid "Down the right of the screen from top to bottom are:" msgstr "右邊從上到下依次是:" #: ../../doc/manual/manual.en.xml:460 msgid "Full map, scaled" msgstr "小地圖" #: ../../doc/manual/manual.en.xml:465 msgid "Time of day indicator" msgstr "時間指示牌" #: ../../doc/manual/manual.en.xml:470 msgid "Unit profile for last selected unit" msgstr "所選角色的資訊" #: ../../doc/manual/manual.en.xml:475 msgid "End Turn button" msgstr "結束當前回合" #: ../../doc/manual/manual.en.xml:481 msgid "Recruit and Recall" msgstr "招募和徵招" #: ../../doc/manual/manual.en.xml:482 msgid "" "When you first start a scenario or campaign you will only have a few units " "on the map. One of these will be your commander (identified by a little " "golden crown icon). Your commander is usually placed in a castle on a " "special hex called a keep. Whenever your commander is on a keep (not only " "your own, but also the keep of any enemy castles you capture) and you have " "enough gold, you can recruit units for your army. In later scenarios you can " "recall experienced units that survived earlier scenarios. From here, you can " "start to build your army to conquer the enemy." msgstr "" "在遊戲剛開始的時候您只擁有少量的士兵。其中之一是指揮官(有小皇冠標示)。開始" "時指揮官通常在城堡的一個特殊位置,稱為軍情處。當指揮官站在軍情處並且有足夠錢" "時,您就可以招募軍隊。戰役裡面如果有之前任務存活下來的老兵,也可以徵招。招募" "或徵招時,指揮官不僅可以站在自己的城堡上,也可以在您已經攻克的敵人城堡上。" #: ../../doc/manual/manual.en.xml:491 msgid "" "The first thing you will probably want to do is recruit your first unit. " "Press Ctrl-R (or right click on an empty castle hex and " "select \"Recruit\") and you will be able to recruit a unit from a list of " "all the units available to you. Each recruit is placed on an empty castle " "square. Once you have filled the castle, you cannot recruit any more until " "units move off. Your opponent's commander is similarly placed on its castle " "keep and will begin by recruiting its troops — so don't dilly-dally " "looking at the scenery, there's a battle to be won." msgstr "" "遊戲中,您要做的第一件事情可能就是招募第一個士兵。按快捷鍵Ctrl-R或在城堡的空餘位置上點選右鍵選擇“招募”,然後從所有您可以招募的兵種中" "選擇一個。每個招募的士兵佔據城堡的一個位置。一旦城堡滿了,就必須先把他們移走" "才能繼續招募新的士兵。您對手的指揮官也出生在他城堡的軍情處上,和您一樣。所以" "不要閒著看風景,好好準備戰鬥吧。" #: ../../doc/manual/manual.en.xml:500 msgid "" "At the end of each successful scenario, all your remaining troops are " "automatically saved. At the start of the next scenario you may recall them " "in a similar way to recruiting. Recalled troops are often more experienced " "than recruits and usually a better choice." msgstr "" "每個任務勝利後,活下來的部隊自動保留下來。在下一關開始您可以徵招他們,操作與" "招募類似。徵招的部隊通常經驗值更多,因此大部分時候是更好的選擇。" #: ../../doc/manual/manual.en.xml:507 msgid "Your Army" msgstr "您的部隊" #: ../../doc/manual/manual.en.xml:508 msgid "" "All game types use the same soldiers, called units. Each unit is 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." msgstr "" "每個士兵因種族,等級而不同。根據防禦、地形和等級的不同,他們各有優缺點。詳細" "資訊參見士兵列表和移動類類型表" #: ../../doc/manual/manual.en.xml:515 msgid "Life and Death - Experience" msgstr "生與死-經驗值" #: ../../doc/manual/manual.en.xml:516 msgid "" "As your troops gain battle experience, they will learn more skills and " "become stronger. They will also die in battle, so you'll need to recruit and " "recall more when that happens. But choose wisely, for each has strengths and " "weaknesses a cunning opponent will quickly exploit." msgstr "" "您的部隊獲得經驗值後會學會更多技能,而且變得更強壯。有些士兵可能在戰場陣亡。" "這時您需要招募新士兵或者召回老士兵。這兩種方法各有優缺點。您要作出明智的選" "擇,不然狡猾的對手可能利用這點迅速擊垮您。" #: ../../doc/manual/manual.en.xml:523 msgid "Victory and Defeat" msgstr "勝利和失敗" #: ../../doc/manual/manual.en.xml:524 msgid "" "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." msgstr "" "注意每個任務開始前出現的目標視窗。通常您通過殺死敵人首領取得勝利,自己首領陣" "亡時則遊戲失敗。但是有些任務可能有其他目標-讓您的首領抵達指定地點、救人、解" "決一個謎題,或者與敵人對抗並堅守一定回合數。" #: ../../doc/manual/manual.en.xml:532 msgid "" "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." msgstr "" "當您贏得勝利時,地圖會顯示為灰色,結束回合選項變成" "結束場景。在選擇這個選項之前,您可以做一些其他的事,比如" "更改儲存選項,或者(多人遊戲時)和其他玩家交流。" #: ../../doc/manual/manual.en.xml:539 ../../doc/manual/manual.en.xml:986 msgid "Gold" msgstr "金幣" #: ../../doc/manual/manual.en.xml:540 msgid "" "Your army does not fight for free. It costs you gold to recruit units and " "gold to maintain them. You start each scenario with gold carried over from " "previous scenarios (although each scenario ensures you have at least a " "minimum amount of gold to start if you didn't carry over enough from " "previous scenarios) and can gain more by meeting scenario objectives quickly " "and, during a scenario, by controlling villages. Each village you control " "will give you two gold pieces income per turn. When you first start a " "scenario it is usually worthwhile to gain control of as many villages as you " "can to ensure you have sufficient income to wage war. You can see your " "current gold and current income at the top of the screen as described in the " "section on the game screen." msgstr "" "部隊不是免費為您打仗的。招募士兵時需要花錢,維持他們也需要花錢。每次開始一個" "任務時您的金錢是從上個任務傳下來的(如果您在上一關所剩無幾,遊戲會保證給您一" "個最小金錢數)。您可以盡早完成任務獲得金錢獎勵。佔領村莊也可以提供收入。每個" "佔領的村莊每回合可以提供2個士兵的資金。當一個遊戲開始時,您應該盡可能的多佔領" "村莊讓收入足以支撐戰争費用。您可以在畫面頂端看到現在擁有的金錢和當前收入。參" "見遊戲畫面。" #: ../../doc/manual/manual.en.xml:554 msgid "Save and Load" msgstr "儲存、讀取" #: ../../doc/manual/manual.en.xml:555 msgid "" "At the start of each scenario, you have the option to save it. If you are " "defeated, you may load it and try again. Once you have succeeded, you will " "again be asked to save the next scenario and play that. If you have to stop " "playing during a scenario, you can save your turn and load it again later. " "Just remember, a good Battle for Wesnoth player never needs to save during a " "scenario. However, most beginners tend to do so rather often." msgstr "" "每個任務開始時您都有機會儲存。如果您失敗了可以讀取重新再來。如果成功了,遊戲" "會提示您儲存並進入下一關。如果玩到一半有其它事情要做,可以先儲存,日後讀取繼" "續玩。但是要記住,一個好的韋諾之戰玩家永遠不需要在一個任務中途儲存。事實上," "很多新手開始經常這樣做。" #: ../../doc/manual/manual.en.xml:566 msgid "Playing" msgstr "遊戲" #: ../../doc/manual/manual.en.xml:568 msgid "Controls" msgstr "控制設定" #: ../../doc/manual/manual.en.xml:569 msgid "" "These are the default control keys. You can change them to your taste using " "the Preferences menu." msgstr "這是預設的按鍵設定,您可以依照需求在選單中調整。" #: ../../doc/manual/manual.en.xml:576 msgid "Controls and hotkeys" msgstr "控制和快捷鍵" #: ../../doc/manual/manual.en.xml:583 msgid "F1" msgstr "F1" #: ../../doc/manual/manual.en.xml:586 msgid "The Battle for Wesnoth Help" msgstr "韋諾之戰說明" #: ../../doc/manual/manual.en.xml:591 msgid "Arrow keys" msgstr "方向鍵" #: ../../doc/manual/manual.en.xml:594 msgid "Scroll" msgstr "移動視窗" #: ../../doc/manual/manual.en.xml:599 msgid "Left click" msgstr "左鍵點選" #: ../../doc/manual/manual.en.xml:602 msgid "Select unit, move unit" msgstr "選擇士兵,移動士兵" #: ../../doc/manual/manual.en.xml:607 msgid "Right click" msgstr "右鍵點選" #: ../../doc/manual/manual.en.xml:610 msgid "Main menu, cancel action" msgstr "主選單,取消動作" #: ../../doc/manual/manual.en.xml:615 msgid "Middle click" msgstr "滾輪點選" #: ../../doc/manual/manual.en.xml:618 msgid "Center on pointer location" msgstr "將所選位置居中顯示" #: ../../doc/manual/manual.en.xml:623 msgid "Escape" msgstr "Escape" #: ../../doc/manual/manual.en.xml:626 msgid "Exit game, exit menu, cancel message" msgstr "退出遊戲,退出主選單,取消聊天" #: ../../doc/manual/manual.en.xml:631 msgid "Ctrl-r" msgstr "Ctrl-r" #: ../../doc/manual/manual.en.xml:634 msgid "Recruit unit" msgstr "招募士兵" #: ../../doc/manual/manual.en.xml:639 msgid "Ctrl-alt-r" msgstr "Ctrl-alt-r" #: ../../doc/manual/manual.en.xml:642 msgid "Repeat last recruit" msgstr "重複上次招募" #: ../../doc/manual/manual.en.xml:647 msgid "Alt-r" msgstr "Alt-r" #: ../../doc/manual/manual.en.xml:650 msgid "Recall unit" msgstr "徵招士兵" #: ../../doc/manual/manual.en.xml:655 msgid "u" msgstr "u" #: ../../doc/manual/manual.en.xml:658 msgid "Undo last move (only deterministic moves can be undone)" msgstr "撤銷上次移動(非決定性移動才能被撤銷)" #: ../../doc/manual/manual.en.xml:663 msgid "r" msgstr "r" #: ../../doc/manual/manual.en.xml:666 msgid "Redo move" msgstr "重作移動" #: ../../doc/manual/manual.en.xml:671 msgid "m" msgstr "m" #: ../../doc/manual/manual.en.xml:674 msgid "Message another player (in multiplayer)" msgstr "和另一位玩家聊天(多人遊戲中)" #: ../../doc/manual/manual.en.xml:679 msgid "ctrl-m" msgstr "ctrl-m" #: ../../doc/manual/manual.en.xml:682 msgid "Message your allies (in multiplayer)" msgstr "和隊友聊天(多人遊戲中)" #: ../../doc/manual/manual.en.xml:687 msgid "Alt-m" msgstr "Alt-m" #: ../../doc/manual/manual.en.xml:690 msgid "Message everyone in the game (in multiplayer)" msgstr "和所有人聊天(多人遊戲中)" #: ../../doc/manual/manual.en.xml:695 msgid "Alt-c" msgstr "Alt-c" #: ../../doc/manual/manual.en.xml:698 msgid "View chat log" msgstr "查看聊天記錄" #: ../../doc/manual/manual.en.xml:703 msgid "n" msgstr "n" #: ../../doc/manual/manual.en.xml:706 msgid "Cycle through units that have movement left" msgstr "輪流選擇還可移動的士兵" #: ../../doc/manual/manual.en.xml:711 msgid "N" msgstr "N" #: ../../doc/manual/manual.en.xml:714 msgid "Cycle through units that have movement left, in reverse order" msgstr "輪流選擇還可移動的士兵(反向)" #: ../../doc/manual/manual.en.xml:719 msgid "Space" msgstr "Space" #: ../../doc/manual/manual.en.xml:722 msgid "End unit turn and cycle to next unit that has movement left" msgstr "結束當前士兵的回合,定位到下一個還可移動的士兵。" #: ../../doc/manual/manual.en.xml:727 msgid "Shift-Space" msgstr "Shift-Space" #: ../../doc/manual/manual.en.xml:730 msgid "Make currently selected unit hold position (end its movement)" msgstr "命令目標士兵待命" #: ../../doc/manual/manual.en.xml:735 msgid "Ctrl-Space" msgstr "Ctrl-Space" #: ../../doc/manual/manual.en.xml:738 msgid "End this player's turn" msgstr "結束目前玩家回合" #: ../../doc/manual/manual.en.xml:743 msgid "Ctrl-v" msgstr "Ctrl-v" #: ../../doc/manual/manual.en.xml:746 msgid "Show enemy moves (where the enemy can move next turn)" msgstr "顯示敵方移動範圍(所有敵方下回合可以到的位置)" #: ../../doc/manual/manual.en.xml:751 msgid "Ctrl-b" msgstr "Ctrl-b" #: ../../doc/manual/manual.en.xml:754 msgid "Show potential enemy moves, if your units were not on the map" msgstr "顯示假設没有您的士兵,敵方可能的移動範圍" #: ../../doc/manual/manual.en.xml:759 msgid "Ctrl-j" msgstr "Ctrl-j" #: ../../doc/manual/manual.en.xml:762 msgid "Show scenario objectives" msgstr "顯示任務任務目標" #: ../../doc/manual/manual.en.xml:767 msgid "Ctrl-f" msgstr "Ctrl-f" #: ../../doc/manual/manual.en.xml:770 msgid "Toggle full screen/windowed mode" msgstr "切換全螢幕/視窗模式" #: ../../doc/manual/manual.en.xml:775 msgid "Ctrl-a" msgstr "Ctrl-a" #: ../../doc/manual/manual.en.xml:778 msgid "Toggle accelerated game mode" msgstr "開啟/關閉加速遊戲模式" #: ../../doc/manual/manual.en.xml:783 ../../doc/manual/manual.en.xml:903 msgid "Ctrl-g" msgstr "Ctrl-g" #: ../../doc/manual/manual.en.xml:786 ../../doc/manual/manual.en.xml:906 msgid "Toggle grid" msgstr "開啟/關閉地圖網格顯示" #: ../../doc/manual/manual.en.xml:791 msgid "Ctrl-c" msgstr "Ctrl-c" #: ../../doc/manual/manual.en.xml:794 msgid "Clear onscreen labels" msgstr "清除螢幕上的標籤" #: ../../doc/manual/manual.en.xml:799 msgid "Ctrl-s" msgstr "Ctrl-s" #: ../../doc/manual/manual.en.xml:802 msgid "Save game" msgstr "儲存遊戲" #: ../../doc/manual/manual.en.xml:807 msgid "Ctrl-o" msgstr "Ctrl-o" #: ../../doc/manual/manual.en.xml:810 msgid "Load game" msgstr "載入遊戲" #: ../../doc/manual/manual.en.xml:815 msgid "Ctrl-p" msgstr "Ctrl-p" #: ../../doc/manual/manual.en.xml:818 msgid "Go to Preferences menu" msgstr "進入主選單" #: ../../doc/manual/manual.en.xml:823 msgid "Ctrl-q" msgstr "Ctrl-q" #: ../../doc/manual/manual.en.xml:826 msgid "Quit game" msgstr "退出遊戲" #: ../../doc/manual/manual.en.xml:831 msgid "/" msgstr "/" #: ../../doc/manual/manual.en.xml:834 msgid "Search (find label or unit by name)" msgstr "查尋(查尋標籤或士兵名)" #: ../../doc/manual/manual.en.xml:839 msgid "t" msgstr "t" #: ../../doc/manual/manual.en.xml:842 msgid "Continue interrupted unit move" msgstr "繼續被打斷的移動" #: ../../doc/manual/manual.en.xml:847 msgid "+" msgstr "+" #: ../../doc/manual/manual.en.xml:850 msgid "Zoom in" msgstr "放大" #: ../../doc/manual/manual.en.xml:855 msgid "-" msgstr "-" #: ../../doc/manual/manual.en.xml:858 msgid "Zoom out" msgstr "縮小" #: ../../doc/manual/manual.en.xml:863 ../../doc/manual/manual.en.xml:1798 #: ../../doc/manual/manual.en.xml:1804 msgid "0" msgstr "0" #: ../../doc/manual/manual.en.xml:866 msgid "Reset zoom to default" msgstr "重置到原始大小" #: ../../doc/manual/manual.en.xml:871 msgid "Ctrl-n" msgstr "Ctrl-n" #: ../../doc/manual/manual.en.xml:874 msgid "Rename unit" msgstr "重新命名士兵" #: ../../doc/manual/manual.en.xml:879 msgid "1-7" msgstr "1-7" #: ../../doc/manual/manual.en.xml:882 msgid "Show how far currently selected unit can move in that many turns" msgstr "顯示在那個回合數中士兵可能移動的距離" #: ../../doc/manual/manual.en.xml:887 msgid "l" msgstr "l" #: ../../doc/manual/manual.en.xml:890 msgid "Move to leader unit" msgstr "切換到指揮官" #: ../../doc/manual/manual.en.xml:895 msgid "d" msgstr "d" #: ../../doc/manual/manual.en.xml:898 msgid "Describe current unit" msgstr "目標士兵描述" #: ../../doc/manual/manual.en.xml:911 msgid "S" msgstr "S" #: ../../doc/manual/manual.en.xml:914 msgid "Update shroud now" msgstr "刷新戰争迷霧" #: ../../doc/manual/manual.en.xml:919 msgid "D" msgstr "D" #: ../../doc/manual/manual.en.xml:922 msgid "Delay shroud updates" msgstr "延遲戰争迷霧刷新" #: ../../doc/manual/manual.en.xml:927 msgid "Alt-l" msgstr "Alt-l" #: ../../doc/manual/manual.en.xml:930 msgid "Attach a text label to a terrain hex" msgstr "為地圖格子設立一個標籤" #: ../../doc/manual/manual.en.xml:935 msgid "Ctrl-l" msgstr "Ctrl-l" #: ../../doc/manual/manual.en.xml:938 msgid "Set team label" msgstr "設置隊伍標籤" #: ../../doc/manual/manual.en.xml:943 msgid "Alt-s" msgstr "Alt-s" #: ../../doc/manual/manual.en.xml:946 msgid "Show status table" msgstr "顯示狀態表" #: ../../doc/manual/manual.en.xml:951 msgid "s" msgstr "s" #: ../../doc/manual/manual.en.xml:954 msgid "Show statistics" msgstr "顯示统計" #: ../../doc/manual/manual.en.xml:959 msgid "Alt-u" msgstr "Alt-u" #: ../../doc/manual/manual.en.xml:962 msgid "Show unit list" msgstr "顯示士兵列表" #: ../../doc/manual/manual.en.xml:967 msgid "Ctrl-alt-m" msgstr "Ctrl-alt-m" #: ../../doc/manual/manual.en.xml:970 msgid "Toggle muting of game sounds" msgstr "消音/取消消音" #: ../../doc/manual/manual.en.xml:975 msgid ":" msgstr ":" #: ../../doc/manual/manual.en.xml:978 msgid "" "Command mode" msgstr "指令" #: ../../doc/manual/manual.en.xml:987 msgid "" "Each side is given some amount of gold to begin with, and receives 2 gold " "pieces per turn, plus 1 more gold piece for every village that side " "controls. In a campaign, starting gold is the greater of 80% of the gold you " "ended the previous scenario with, and a minimum amount defined by the " "scenario, which is typically lower as the difficulty level increases." msgstr "" "戰鬥開始前每一方都會獲得一定數量的金錢,以後每回合增加2金錢。每個您佔領的村莊" "提供額外1金錢。在戰役中,開始的金錢是上一關餘留金錢的80% 和預定的開始金錢最小" "值中較大的一個。預定起始金額的最小值随遊戲難度升高而减小。" #: ../../doc/manual/manual.en.xml:994 msgid "Recruiting and Recalling" msgstr "招募與徵招" #: ../../doc/manual/manual.en.xml:995 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1002 msgid "" "The major use for gold is to build your army by recruiting new units or " "recalling units from previous scenarios in a campaign. Units may be " "recruited or recalled when the leader is on a keep whose castle has at least " "one vacant castle hex." msgstr "" "金錢的主要作用是通過招募和徵招士兵組織軍隊。當指揮官在城堡的軍情處上,並且城" "堡中至少有一個空位時,可以招募或徵招士兵。" #: ../../doc/manual/manual.en.xml:1010 msgid "" "Right-click in an empty castle hex and select Recruit to recruit new units " "from the list that is presented. The cost to Recruit depends on the unit, " "but is usually between 10 and 20 gold." msgstr "" "右鍵點選城堡的一個空位,選擇招募來招募顯示列表中的新士兵。招募花費的金錢取決" "於士兵職業,不過通常是10-20金幣。" #: ../../doc/manual/manual.en.xml:1017 msgid "" "Right-click in an empty castle hex and select Recall to recall units from " "previous scenarios. Recalling costs 20 pieces of gold per unit. See recalling units for more information." msgstr "" "右鍵點選城堡的一個空位,選擇召回來召回上一任務存活的士兵。召回金額每士兵20金" "幣。查看徵招士兵獲取更多信息。" #: ../../doc/manual/manual.en.xml:1025 msgid "Upkeep" msgstr "支出" #: ../../doc/manual/manual.en.xml:1026 msgid "" "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 (see 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." msgstr "" "每個士兵都有對應的支出。整體來說,士兵的支出與他的等級相等,但是有“忠誠”特質" "的士兵除外。通常非招募產生的士兵,例如:指揮官或者志願加入隊伍的士兵,會有“忠" "誠”特質。只有總和的支出(在數量上)比您擁有的村莊數多時,才需要支付支出。需要" "支付的支出是上述兩者的差值。" #: ../../doc/manual/manual.en.xml:1035 msgid "Income" msgstr "收入" #: ../../doc/manual/manual.en.xml:1036 msgid "So, the formula for determining the income per turn is" msgstr "所以,決定每回合收入的公式是" #: ../../doc/manual/manual.en.xml:1039 msgid "" "where upkeep is equal to the sum of the levels of all your non-loyal units." msgstr "支出與您非“忠誠”士兵等級之和相等。" #: ../../doc/manual/manual.en.xml:1042 msgid "" "If the upkeep cost is greater than the number of villages+2 then the side " "starts losing gold, if it is equal, no income is gained or lost." msgstr "" "如果支出大於您擁有的村莊數+2 時,您的金錢就開始减少。如果相等,則既沒有收入," "也没有支出。" #: ../../doc/manual/manual.en.xml:1048 msgid "Units" msgstr "士兵" #: ../../doc/manual/manual.en.xml:1049 msgid "" "Battle for Wesnoth has hundreds of unit types which are characterized by a " "rich set of statistics. In addition, individual units can have specific " "traits that make them subtly different from " "other units of the same type. Finally, campaign designers can add unique " "units to their campaigns to further expand the options available to players." msgstr "" "韋諾之戰擁有上百種士兵。他們是根據很豐富的统計資料來定義的。另外,每個士兵都" "會不同的性格,會使得同一類型的士兵略有不同。戰役" "設計者也可以添加自己特有的士兵來增加玩家的選擇。" #: ../../doc/manual/manual.en.xml:1055 msgid "" "The basic statistics for a unit include its hit points (HP), the number of " "movement points it has, and the weapons it can use and the damage they do. " "In addition, units have other characteristics, such as alignment and special " "abilities, that are described in more detail below." msgstr "" "士兵的基本属性有生命值(HP),移動力,可以使用的武器和傷害數值。另外,士兵還可" "以有其它属性,例如属於哪個陣營和特殊技能,下面會詳細描述。" #: ../../doc/manual/manual.en.xml:1061 msgid "Alignment" msgstr "陣營" #: ../../doc/manual/manual.en.xml:1062 msgid "" "Every unit has an alignment: lawful, neutral, or chaotic. Alignment affects " "how units perform at different times of day. Neutral units are unaffected by " "the time of day. Lawful units do more damage during the day and less at " "night. Chaotic units do more damage at night and less during the day." msgstr "" "每個士兵都属於一個陣營:守序、中立和混亂。陣營影響士兵在不同時間的表現。中立" "士兵不受時間影響。守序士兵在白天更具攻擊力,晚上攻擊力降低。混亂士兵與守序士" "兵相反。" #: ../../doc/manual/manual.en.xml:1068 msgid "" "The two \"day\" and \"night\" phases are differentiated as Morning, " "Afternoon and First Watch, Second Watch, by the positions of the sun and " "moon in the time of day graphic." msgstr "" "“白天”和“晚上”這兩個詞由早上、下午、前半夜、後半夜來區分。具體時間由時間圖上" "太陽和月亮的位置標示。" #: ../../doc/manual/manual.en.xml:1072 msgid "" "The following table shows the effects of different times of the day on the " "damage dealt by lawful and chaotic units:" msgstr "下表顯示不同時段對守序士兵和混亂士兵攻擊力的影響:" #: ../../doc/manual/manual.en.xml:1079 msgid "Time of the day and damage" msgstr "時段和攻擊力" #: ../../doc/manual/manual.en.xml:1089 msgid "Turn" msgstr "回合" #: ../../doc/manual/manual.en.xml:1092 msgid "Image" msgstr "圖像" #: ../../doc/manual/manual.en.xml:1095 msgid "Day-phase" msgstr "時段" #: ../../doc/manual/manual.en.xml:1098 msgid "Lawful" msgstr "守序" #: ../../doc/manual/manual.en.xml:1101 msgid "Chaotic" msgstr "混亂" #: ../../doc/manual/manual.en.xml:1108 ../../doc/manual/manual.en.xml:1809 #: ../../doc/manual/manual.en.xml:1815 msgid "1" msgstr "1" #: ../../doc/manual/manual.en.xml:1111 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1119 msgid "Dawn" msgstr "黎明" #: ../../doc/manual/manual.en.xml:1122 ../../doc/manual/manual.en.xml:1125 #: ../../doc/manual/manual.en.xml:1188 ../../doc/manual/manual.en.xml:1191 msgid "—" msgstr "—" #: ../../doc/manual/manual.en.xml:1130 ../../doc/manual/manual.en.xml:1820 #: ../../doc/manual/manual.en.xml:1826 msgid "2" msgstr "2" #: ../../doc/manual/manual.en.xml:1133 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1141 msgid "Day (morning)" msgstr "白天(早上)" #: ../../doc/manual/manual.en.xml:1144 ../../doc/manual/manual.en.xml:1166 #: ../../doc/manual/manual.en.xml:1213 ../../doc/manual/manual.en.xml:1235 #: ../../doc/manual/manual.en.xml:1257 msgid "+25%" msgstr "+25%" #: ../../doc/manual/manual.en.xml:1147 ../../doc/manual/manual.en.xml:1169 #: ../../doc/manual/manual.en.xml:1210 ../../doc/manual/manual.en.xml:1232 #: ../../doc/manual/manual.en.xml:1254 msgid "-25%" msgstr "-25%" #: ../../doc/manual/manual.en.xml:1152 ../../doc/manual/manual.en.xml:1831 #: ../../doc/manual/manual.en.xml:1837 msgid "3" msgstr "3" #: ../../doc/manual/manual.en.xml:1155 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1163 msgid "Day (afternoon)" msgstr "白天(下午)" #: ../../doc/manual/manual.en.xml:1174 ../../doc/manual/manual.en.xml:1801 #: ../../doc/manual/manual.en.xml:1842 ../../doc/manual/manual.en.xml:1848 msgid "4" msgstr "4" #: ../../doc/manual/manual.en.xml:1177 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1185 msgid "Dusk" msgstr "黃昏" #: ../../doc/manual/manual.en.xml:1196 ../../doc/manual/manual.en.xml:1853 #: ../../doc/manual/manual.en.xml:1859 msgid "5" msgstr "5" #: ../../doc/manual/manual.en.xml:1199 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1207 msgid "Night (first watch)" msgstr "晚上(前半夜)" #: ../../doc/manual/manual.en.xml:1218 ../../doc/manual/manual.en.xml:1864 #: ../../doc/manual/manual.en.xml:1870 msgid "6" msgstr "6" #: ../../doc/manual/manual.en.xml:1221 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1229 msgid "Night (second watch)" msgstr "晚上(後半夜)" #: ../../doc/manual/manual.en.xml:1240 msgid "Special" msgstr "特殊" #: ../../doc/manual/manual.en.xml:1243 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1251 msgid "Underground" msgstr "地下" #: ../../doc/manual/manual.en.xml:1263 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!" msgstr "在時段上請特別注意有些任務是發生在地下的,地下永遠是夜晚。" #: ../../doc/manual/manual.en.xml:1266 msgid "" "For example: consider a fight between a Lawful and a Chaotic unit when both " "have a base damage of 12. At dawn and dusk, both will do 12 points of damage " "if they hit. During Morning or Afternoon, the Lawful unit will do " "(12 * 1.25) or 15 points, while the Chaotic unit will do " "(12 * 0.75) or 9 points. During First or Second Watch, " "the Lawful unit would do 9 points compared to the Chaotic unit's 15." msgstr "" "例如:來看攻擊力都是12的一個守序士兵和一個混亂士兵的戰鬥。破曉和黄昏,他們每" "下打中的攻擊都是12點。在上午或下午,守序士兵攻擊為(12 * 1.25 ) 15點,混亂士兵攻擊為12 * 0.75) 9點。在前半夜或後" "半夜,守序士兵攻擊為9點,混亂士兵攻擊為15點。" #: ../../doc/manual/manual.en.xml:1273 msgid "" "If an equivalent Neutral unit were fighting, it would always do 12 points of " "damage regardless of the hour." msgstr "如果是換作是同樣攻擊力的中立士兵,不管在什麼時間,他永遠是12點攻擊力。" #: ../../doc/manual/manual.en.xml:1278 msgid "Traits" msgstr "性格特質" #: ../../doc/manual/manual.en.xml:1279 msgid "" "Units have traits which reflect aspects of their character. Traits are " "assigned randomly to units when they are created. Most units receive two " "traits." msgstr "" "士兵的特質是他們内在性格的表現。特質是在徵招士兵的時候随機分配的。大多數士兵" "擁有兩種性格特質。" #: ../../doc/manual/manual.en.xml:1283 msgid "The possible traits for most units are as follows:" msgstr "大多數士兵可能擁有以下性格特質:" #: ../../doc/manual/manual.en.xml:1288 msgid "Intelligent" msgstr "聰慧" #: ../../doc/manual/manual.en.xml:1292 msgid "" "Intelligent units require 20% less experience than usual to advance (Trolls " "do not get this trait). 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 useful traits." msgstr "" "聰慧士兵升級需要的經驗值比一般士兵少20%,巨魔除外。聰慧士兵在戰役初期很有用," "因為他們能更快升到高等級。戰役後期聰慧特質則顯得無關緊要,因為士兵滿級後再升" "級並不會發生重大變化。如果您已經擁有很多滿級士兵,可以考" "慮召回一些擁有更有用特質的士兵。" #: ../../doc/manual/manual.en.xml:1304 msgid "Quick" msgstr "敏捷" #: ../../doc/manual/manual.en.xml:1308 msgid "" "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 tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "敏捷士兵比一般士兵多1點移動力,但是少5%血量。敏捷可能是最容易察覺的一個特質," "尤其是對於移動緩慢的士兵,比如巨魔或者重甲步兵。擁有敏捷特質的士兵在不平坦的" "地域有很好的機動性。因為這個原因,在組織兵力時要重點考慮這個問題。不過同時敏" "捷士兵不像一般士兵那麼強壯,因此不適宜用來駐守某個地點。" #: ../../doc/manual/manual.en.xml:1320 msgid "Resilient" msgstr "堅韌" #: ../../doc/manual/manual.en.xml:1324 msgid "" "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 holding strategic " "positions against opponents." msgstr "" "堅韌士兵與一般士兵相比每4點血多加1點血。在戰役每個階段堅韌士兵都很有用,不管" "對什麼士兵,堅韌特質都很有用。堅韌與低攻擊、防高或者抗性高的組合時最為有用。" "堅韌士兵在駐守戰略要地時特別有用。" #: ../../doc/manual/manual.en.xml:1335 msgid "Strong" msgstr "強壯" #: ../../doc/manual/manual.en.xml:1339 msgid "" "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 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." msgstr "" "強壯士兵在每次成功的近戰連擊中多1點攻擊,另外比一般士兵多1點血。盡管強壯對所" "有可以近戰連擊士兵都有用,不過對於連擊次數多的士兵最具成效,比如精靈戰士。強" "壯士兵跟其他士兵血量差異小時,變得非常有用。" #: ../../doc/manual/manual.en.xml:1349 msgid "" "There are also some traits that are assigned only for certain units or only " "for units of a certain race. These are:" msgstr "有些特質只對特定士兵或者特定種族的士兵有效。它們是:" #: ../../doc/manual/manual.en.xml:1355 msgid "Dextrous" msgstr "靈敏" #: ../../doc/manual/manual.en.xml:1359 msgid "" "Dextrous units do 1 more damage for every successful strike in ranged " "combat. Dextrous is a trait possessed only by Elves. The Elven people are " "known for their uncanny grace, and their great facility with the bow. Some, " "however, are gifted with natural talent that exceeds their brethren. These " "elves inflict an additional point of damage with each arrow." msgstr "" "靈敏士兵在每次成功的遠程連擊中多1點攻擊。靈敏是精靈獨有的特質。精靈以姿態優雅" "和射術精湛而聞名於世。其中一些則擁有比天份更出色的能力。這些精靈每支箭多1點額" "外攻擊。" #: ../../doc/manual/manual.en.xml:1369 msgid "Healthy" msgstr "活力" #: ../../doc/manual/manual.en.xml:1373 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling. Healthy units have 2 more HP than usual and rest " "heal 2 additional HP after each turn they did not fight." msgstr "" "矮人以活力著稱,其中有些比一般人更强健,他們在旅途中也能休息。擁有活力的士兵" "比一般士兵多2點血量,每回合如果不戰鬥自動回血2點。" #: ../../doc/manual/manual.en.xml:1382 msgid "Fearless" msgstr "無畏" #: ../../doc/manual/manual.en.xml:1386 msgid "" "Does not suffer from a negative attack bonus during its unfavorable time of " "day (Trolls, Walking Corpses)." msgstr "在不適應時段,自己攻擊能力亦不受影響(巨魔,僵屍)" #: ../../doc/manual/manual.en.xml:1392 msgid "" "There are also some traits that are not assigned randomly. These traits can " "either be assigned by the scenario designer or are always assigned based on " "the unit type:" msgstr "" "有些特質不是隨機分配的。這些特質有些可以由戰役制作者分配,有些則跟随特定類型" "的士兵出現。" #: ../../doc/manual/manual.en.xml:1399 msgid "Loyal" msgstr "忠誠" #: ../../doc/manual/manual.en.xml:1403 msgid "" "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 own volition. These units are marked with the Loyal trait. Although " "they may require payment to be recalled, they never incur any upkeep costs. " "This can make them invaluable during a long campaign, when gold is in short " "supply. This trait is never given to recruited units, so it may be unwise " "to dismiss such units or to send them to a foolish death." msgstr "" "忠誠的士兵不需求支出金幣。大部分士兵必須給予與他們等級相等的支出,但是忠誠士" "兵則不會。在戰役中,有些士兵可能志願加入玩家隊伍。這些士兵被賦予忠誠特質。盡" "管徵招忠誠士兵仍耗費金錢,但是他們絕對不需要支出。這點使他們在資金短缺的長戰" "役裡面特別珍貴。這個特質永遠不會賦予新招募的士兵,所以解散這樣的士兵或者讓他" "們白白送死是很不明智的。" #: ../../doc/manual/manual.en.xml:1417 msgid "Undead" msgstr "不死" #: ../../doc/manual/manual.en.xml:1421 msgid "" "Undead units are immune to poison, also drain and plague doesn't 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." msgstr "" "不死族士兵對毒免疫,吸血和瘟疫對他們也没有作用。不死族的士兵通常只有" "不死這一個特質。因為不死族士兵是屍體重新站起來戰鬥,所以" "毒對他們没有作用。這在對付擁有毒性攻擊的對手時很有用。" #: ../../doc/manual/manual.en.xml:1431 msgid "Mechanical" msgstr "機械" #: ../../doc/manual/manual.en.xml:1435 msgid "" "Mechanical units aren't alive and thus are immune to poison, also drain and " "plague doesn't work on them. Mechanical units generally have " "Mechanical as their only trait." msgstr "" "機械士兵不是生物,所以對毒性攻擊免疫,同樣吸血和瘟疫對他們也没有作用。機械士" "兵通常只有機械這一個特質。" #: ../../doc/manual/manual.en.xml:1444 msgid "Unit Specialties" msgstr "士兵特長" #: ../../doc/manual/manual.en.xml:1445 msgid "Certain units have special attacks. These are listed below:" msgstr "有些士兵有獨特的攻擊方式。列舉如下:" #: ../../doc/manual/manual.en.xml:1450 msgid "Backstab" msgstr "背刺" #: ../../doc/manual/manual.en.xml:1454 msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (e.g. turned to stone)." msgstr "" "當該士兵站在敵人背後時,背刺能產生雙倍攻擊力。但有些情況並不適用,例如敵人被" "石化。" #: ../../doc/manual/manual.en.xml:1462 msgid "Berserk" msgstr "狂暴" #: ../../doc/manual/manual.en.xml:1466 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "不論選擇進攻或者防守,狂暴的效力都將持續到三十次交戰之後或者一方倒下為止。" #: ../../doc/manual/manual.en.xml:1474 msgid "Charge" msgstr "衝鋒" #: ../../doc/manual/manual.en.xml:1478 msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target's counterattack." msgstr "" "這種攻擊使得目標的傷害增加1倍。但同時如果對方反擊擊中,自己也承受雙倍傷害。" #: ../../doc/manual/manual.en.xml:1485 msgid "Drain" msgstr "吸血" #: ../../doc/manual/manual.en.xml:1489 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "這種攻擊從對方身上吸血,吸血量為攻擊的50%。(如果是小數則四捨五入)" #: ../../doc/manual/manual.en.xml:1496 msgid "Firststrike" msgstr "先發制人" #: ../../doc/manual/manual.en.xml:1500 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "即使在守勢之中,該單位永遠先攻擊敵人。" #: ../../doc/manual/manual.en.xml:1506 msgid "Magical" msgstr "魔法" #: ../../doc/manual/manual.en.xml:1510 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "無論目標防禦能力為何,此攻擊永遠有百分之七十的機會對敵人造成傷害。" #: ../../doc/manual/manual.en.xml:1517 msgid "Marksman" msgstr "神射手" #: ../../doc/manual/manual.en.xml:1521 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "在主動進攻時,這種攻擊至少有60%的幾率命中。" #: ../../doc/manual/manual.en.xml:1527 msgid "Plague" msgstr "瘟疫" #: ../../doc/manual/manual.en.xml:1531 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn't work on Undead or units in villages." msgstr "" "當一個士兵死於瘟疫攻擊時,在死亡地點產生一個属於對方的僵屍。這種攻擊對不死族" "或在村莊上的士兵無效。" #: ../../doc/manual/manual.en.xml:1539 ../../doc/manual/manual.en.xml:2128 msgid "Poison" msgstr "毒藥" #: ../../doc/manual/manual.en.xml:1543 msgid "" "This attack poisons the target. Poisoned units loose 8 HP every turn until " "they are cured or are reduced to 1 HP. Poison can not, of itself, kill a " "unit." msgstr "" "這種攻擊使目標士兵中毒。中毒的士兵每回合減少8滴血,直到被治癒或者血量减到1" "點。也就是說,光靠毒藥不會殺死士兵。" #: ../../doc/manual/manual.en.xml:1551 msgid "Slow" msgstr "緩慢" #: ../../doc/manual/manual.en.xml:1555 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "這種攻擊可以緩慢目標士兵一回合。緩慢是對方攻擊减半,移動能力减半。被緩慢的士" "兵會在右側資訊欄中顯示一個蝸牛圖標。" #: ../../doc/manual/manual.en.xml:1564 msgid "Stone" msgstr "石化" #: ../../doc/manual/manual.en.xml:1568 msgid "" "This attack turns the target to stone. Units that have been turned to stone " "may not move or attack." msgstr "這種攻擊把目標變成石頭。被石化的士兵不能移動或者攻擊。" #: ../../doc/manual/manual.en.xml:1575 msgid "Swarm" msgstr "連擊" #: ../../doc/manual/manual.en.xml:1579 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the % of HP/maximum HP the unit has. " "For example a unit with 3/4 of its maximum HP will get 3/4 of the number of " "strikes." msgstr "" "當士兵受傷時這種攻擊方式攻擊次數减少。攻擊次數减少的比例與失血比例相同。例" "如:有3/4血的士兵只有原攻擊次數的3/4。" #: ../../doc/manual/manual.en.xml:1589 msgid "Abilities" msgstr "技能" #: ../../doc/manual/manual.en.xml:1590 msgid "" "Some units have abilities that either directly affect other units, or have " "an effect on how the unit interacts with other units. These abilities are " "listed below:" msgstr "" "有些士兵擁有技能,這些技能有些直接影響其它士兵,有些對該士兵與其他士兵的相互" "作用有影響。列舉如下:" #: ../../doc/manual/manual.en.xml:1597 msgid "Ambush" msgstr "潛行" #: ../../doc/manual/manual.en.xml:1601 msgid "" "This unit can hide in forest, and remain undetected by its enemies. Enemy " "units cannot see this unit while it is in forest, except if they have units " "next to it. Any enemy unit that first discovers this unit immediately loses " "all its remaining movement." msgstr "" "這種士兵可以在森林中隱形,不會被敵人發現。這種士兵在森林中時,敵方士兵無法發" "現。除非有一個士兵緊貼在他旁邊。第一個發現隱形士兵的士兵立即失去剩餘的移動" "力。" #: ../../doc/manual/manual.en.xml:1610 msgid "Concealment" msgstr "隱藏" #: ../../doc/manual/manual.en.xml:1614 msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it. " "Enemy units can not see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "這種士兵可以在村莊(水上村莊除外)中隱形。除非有士兵緊貼在他旁邊才會被發現。" "第一個發現隱形士兵的士兵立即失去剩餘的移動力。" #: ../../doc/manual/manual.en.xml:1624 msgid "Cures" msgstr "治癒" #: ../../doc/manual/manual.en.xml:1628 msgid "" "A unit which can cure an ally of poison, although the ally will receive no " "additional healing on the turn it is cured of the poison." msgstr "這種士兵可以治癒中毒的同伴,但是治癒的那一回合不能享受到額外的回血。" #: ../../doc/manual/manual.en.xml:1635 msgid "Heals +4" msgstr "治療 +4" #: ../../doc/manual/manual.en.xml:1639 msgid "" "Allows the unit to heal adjacent friendly units at the beginning of each " "turn. A unit cared for by this healer may heal up to 4 HP per turn, or stop " "poison from taking effect for that turn. 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." msgstr "" "使得該士兵能在每回合開始前治療友軍士兵。接受治療的士兵每回合回血4點或者中毒效" "果該回合不减血。中毒士兵不能被該技能治癒,必須到村莊或者具有治癒技能的士兵旁" "邊。" #: ../../doc/manual/manual.en.xml:1650 msgid "Heals +8" msgstr "治療 +8" #: ../../doc/manual/manual.en.xml:1654 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield. A unit cared for by this " "healer may heal up to 8 HP per turn, or stop poison from taking effect for " "that turn. 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." msgstr "" "這個士兵同時使用草藥和魔法來治療士兵,在戰場上比一般的治療更快。接受治療的士" "兵每回合回血4點或者中毒效果該回合不减血。中毒士兵不能被該技能治癒,必須到村莊" "或者具有治癒技能的士兵旁邊。" #: ../../doc/manual/manual.en.xml:1665 msgid "Illuminates" msgstr "照明" #: ../../doc/manual/manual.en.xml:1669 msgid "" "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." msgstr "" "這個士兵照亮周圍的區域,使守序士兵戰鬥力增强,混亂士兵戰鬥力下降。在這個士兵" "周圍,夜晚被當作黄昏,黄昏被當作白天。" #: ../../doc/manual/manual.en.xml:1678 msgid "Leadership" msgstr "領導" #: ../../doc/manual/manual.en.xml:1682 msgid "" "This unit can lead friendly units that are next to it, making them fight " "better. Adjacent friendly units of lower level will do more damage in " "battle. When a unit adjacent to, of a lower level than, and on the same " "side as a unit with Leadership engages in combat, its attacks do 25% more " "damage times the difference in their levels." msgstr "" "這個士兵會使他周圍的友軍更具戰鬥力。周圍比他等級低的友軍在戰鬥中會給對方造成" "更大的傷害,連擊時多(25% * 級别之差)的傷害。" #: ../../doc/manual/manual.en.xml:1693 msgid "Nightstalk" msgstr "夜行" #: ../../doc/manual/manual.en.xml:1697 msgid "" "The unit becomes invisible during night. Enemy units cannot see this unit " "at night, except if they have units next to it. Any enemy unit that first " "discovers this unit immediately loses all its remaining movement." msgstr "" "這種士兵在晚上隱形。除非有士兵緊貼在他旁邊才會被發現。第一個發現隱形士兵的士" "兵立即失去剩餘的移動力。" #: ../../doc/manual/manual.en.xml:1706 msgid "Regenerates" msgstr "癒合" #: ../../doc/manual/manual.en.xml:1710 msgid "" "This unit will heal itself 8HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "這種士兵每回合治療自己8HP生命值。如果中毒則消除中毒效果,而不加血。" #: ../../doc/manual/manual.en.xml:1717 msgid "Skirmisher" msgstr "游擊" #: ../../doc/manual/manual.en.xml:1721 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "這種士兵能迅速穿越敵人防線,忽略所有敵人的控制區域。" #: ../../doc/manual/manual.en.xml:1728 msgid "Steadfast" msgstr "堅定" #: ../../doc/manual/manual.en.xml:1732 msgid "" "This unit's resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "防守時士兵防禦加倍,上限為50%。攻防相克不受這個技能影響。" #: ../../doc/manual/manual.en.xml:1739 msgid "Submerge" msgstr "潛水" #: ../../doc/manual/manual.en.xml:1743 msgid "" "This unit can hide in deep water, and remain undetected by its enemies. " "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "這種士兵在深水中隱形。除非有士兵緊貼在他旁邊才會被發現。第一個發現隱形士兵的" "士兵立即失去剩餘的移動力。" #: ../../doc/manual/manual.en.xml:1752 msgid "Teleport" msgstr "傳送" #: ../../doc/manual/manual.en.xml:1756 msgid "" "This unit may teleport between any two friendly villages using one of its " "moves." msgstr "這種士兵可以在兩個友軍村莊之间傳送,僅耗費1的移動力。" #: ../../doc/manual/manual.en.xml:1764 ../../doc/manual/manual.en.xml:2347 msgid "Experience" msgstr "經驗值" #: ../../doc/manual/manual.en.xml:1765 msgid "" "Units are awarded experience for fighting. After obtaining enough " "experience, they will advance a level and become more powerful. The amount " "of experience gained depends on the level of the enemy unit and the outcome " "of the battle: if a unit kills its opponent, it receives 8 experience points " "per level of the enemy (4 if the enemy is level 0), while units that survive " "a battle without killing their opponents are awarded 1 experience point per " "level of the enemy. In other words:" msgstr "" "士兵因戰鬥而獲得經驗值。取得足夠的經驗值後會升級,變得更强大。士兵取得的經驗" "值多少取決於對方士兵的等級和戰鬥結果:如果殺死地方士兵,每等級獲取8點經驗值," "0級士兵對應4點經驗值。如果没有殺死對方則獲取每等級獲取1點經驗值。也就是說:" #: ../../doc/manual/manual.en.xml:1777 msgid "Experience bonuses for killing or fighting enemies of different levels" msgstr "殺死或與不同等級的敵人戰鬥獲取經驗值表" #: ../../doc/manual/manual.en.xml:1785 msgid "enemy level" msgstr "敵方等級" #: ../../doc/manual/manual.en.xml:1788 msgid "kill bonus" msgstr "殺死獎勵" #: ../../doc/manual/manual.en.xml:1791 msgid "fighting bonus" msgstr "戰鬥獎勵" #: ../../doc/manual/manual.en.xml:1812 msgid "8" msgstr "8" #: ../../doc/manual/manual.en.xml:1823 msgid "16" msgstr "16" #: ../../doc/manual/manual.en.xml:1834 msgid "24" msgstr "24" #: ../../doc/manual/manual.en.xml:1845 msgid "32" msgstr "32" #: ../../doc/manual/manual.en.xml:1856 msgid "40" msgstr "40" #: ../../doc/manual/manual.en.xml:1867 msgid "48" msgstr "48" #: ../../doc/manual/manual.en.xml:1878 msgid "Recalling units" msgstr "徵招士兵" #: ../../doc/manual/manual.en.xml:1879 msgid "" "After you complete a scenario, all surviving units will be available to " "recall in the next scenario. You are not able to move or attack with a unit " "on the turn you recruit or recall that unit. A Recalled unit retains its " "previous Level, Experience Points, (sometimes) any magic items acquired, and " "will arrive with full hitpoints." msgstr "" "當您完成一個任務時,所有存活下來的士兵都可以在下一個任務召回。剛被招募或召回" "的士兵在那一回合不能移動或者攻擊。召回士兵保留原來的等級、經驗值、(有時會" "有)取得的魔法道具,並且以滿血出現。" #: ../../doc/manual/manual.en.xml:1888 msgid "Moving" msgstr "移動" #: ../../doc/manual/manual.en.xml:1889 msgid "" "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 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 well as additional information " "on the defensive bonus of your unit on that hex and, if it will take more " "than one turn, the number of turns it will take your unit to arrive. If you " "do not wish to move the unit this mode can be cancelled by selecting a " "different unit (by clicking on the new unit or using the n or N keys) or by right-clicking (Command-click " "on a Mac) anywhere on the map. The orbs on the " "top of a unit's energy bar provide a quick way to see which of your units " "have already moved or can move further in the current turn." msgstr "" "點選一個士兵來確定所有目前回合能移動到的位置。按住數字鍵2-7可以確定對應回合" "數可以移動到的位置。這時把游標移到某一格上會出現移動的路徑和額外資訊。可能是" "那個地點的防禦力或者如果需要大於1回合才能到達,需要的回合數。如果您不想移動士" "兵,可以透過選擇其他士兵(點選新士兵,或者使用n/" "N快捷鍵),或者點選滑鼠右鍵取消移動。士兵左上角的可以幫您區分那些士兵已經移動過了,那些還可移動。" #: ../../doc/manual/manual.en.xml:1903 msgid "" "If you decide to move the selected unit, click on the hex you want to move " "to and your unit will move towards that space. If you select a destination " "which is beyond reach in the current turn, the unit will move as far as it " "can in the current turn and enter goto-mode. In " "goto-mode your unit will continue moving towards its " "destination in subsequent turns. You can easily undo goto movements at the " "beginning of your next turn. You may also change a unit's destination by " "selecting that unit and choosing a new destination or clicking the unit " "again to cancel the goto." msgstr "" "如果您要移動所選士兵,點選要移動到的位子。如果所選的目的地一回合不能到達,則" "自動移動到離目的地盡可能近的地方,並進入自動移動模式。在" "自動移動模式下,士兵在接下來的幾個回合自動移動到指定的地" "點。您可以透過選擇士兵,重新選擇一個目的地來改變士兵的目的地,也可以透過點選" "士兵來取消自動移動模式。" #: ../../doc/manual/manual.en.xml:1913 msgid "" "Moving onto a village that is neutral or owned by an enemy will take " "ownership of it and end your move for that unit." msgstr "" "移動到中立或者敵方控制的村莊上會取得村莊的控制權,並且耗盡士兵的移動力。" #: ../../doc/manual/manual.en.xml:1916 msgid "" "Most units exert a Zone of Control which affects the hexes your unit can " "reach and the path your unit takes. These restrictions are automatically " "reflected in both the path that is displayed for your unit and the hexes it " "may move to on the current turn." msgstr "" "控制區域對大部分士兵都有作用。控制區域會影響士兵能到達的地點和移動路徑。控制" "區域的限制自動反應在您想要移動士兵時顯示的路徑和可到達位置上。" #: ../../doc/manual/manual.en.xml:1922 msgid "Zone of Control" msgstr "控制區域" #: ../../doc/manual/manual.en.xml:1923 msgid "" "A unit's Zone of Control extends to the six hexes immediately adjacent to " "the unit, and units that move into an enemy zone of control are forced to " "stop. Units with the skirmisher ability ignore enemy zones of control and " "are able to move through them freely without being forced to stop. Level 0 " "units are considered too feeble to generate a zone of control and all units " "are able to move through the hexes around an enemy level 0 unit freely." msgstr "" "一個士兵的控制區域是指與他相臨的周圍6個位置。當您移動到敵方士兵的控制區域時會" "被迫停下來。擁有游擊技能的士兵忽略所有控制區域,他們可以輕鬆穿越控制區域而不" "受限制。0級士兵由於太弱,所以不能生成控制區域。所有士兵都可以自由穿過0級地方" "士兵。" #: ../../doc/manual/manual.en.xml:1933 msgid "Orbs" msgstr "行動圖示" #: ../../doc/manual/manual.en.xml:1934 msgid "" "On the top of the energy bar shown next to each unit of yours is an orb. " "This orb is:" msgstr "行動圖示位於士兵左上角,能量條上方當這個圖示顏色是:" #: ../../doc/manual/manual.en.xml:1937 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1942 msgid "" " green if you control the unit and it hasn't moved this " "turn," msgstr "" "如果顯示綠色,表示您可以控制這個士兵,並且該士兵當前回合" "尚未移動。" #: ../../doc/manual/manual.en.xml:1945 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1950 msgid "" " yellow if you control the unit and it has moved this " "turn, but could still move further or attack," msgstr "" "如果顯示黃色,表示您可以控制這個士兵,該士兵當前回合已經" "移動過,但還可以繼續移動或者攻擊敵人。" #: ../../doc/manual/manual.en.xml:1953 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1958 msgid "" " red if you control the unit, but it has used all its " "movement this turn, or" msgstr "" "如果顯示紅色,表示您可以控制這個士兵,該士兵已經不行行" "動。" #: ../../doc/manual/manual.en.xml:1961 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1966 msgid " blue if the unit is an ally you do not control." msgstr "如果顯示藍色,表示您為不能控制的友軍士兵。" #: ../../doc/manual/manual.en.xml:1969 msgid "" " " msgstr "" " " #: ../../doc/manual/manual.en.xml:1974 msgid "" " Enemy units have no orb on the top of their energy bar." msgstr "沒有標示顏色的為敵方士兵。" #: ../../doc/manual/manual.en.xml:1978 msgid "Ellipses, Team Colors, and Hero Icons" msgstr "光環,陣營顏色和英雄圖標" #: ../../doc/manual/manual.en.xml:1979 msgid "" "Below each unit there will normally be a colored ellipses or base. The color " "identifies its team; in a campaign game, the human-player color is red. The " "team color will also show up in parts of the unit's clothing, or possibly on " "a shield insignia." msgstr "" "每個士兵下面都有一個光環。光環顏色表明陣營;在戰役中,玩家控制的陣營是紅色" "的。陣營顏色會顯示在士兵周圍,也會顯示在隊旗上。" #: ../../doc/manual/manual.en.xml:1984 msgid "" "Usually the ellipse will be a solid disk. On level 0 units, you will see an " "ellipse that has broken lines. This indicates that the unit has no Zone of " "Control." msgstr "" "像一個實心圓底光環,因為視角關係所以看起來像橢圓。有時候您看見的是像直升機螺" "旋槳的光環,這表明那個士兵没有控制區域。例如0級士兵。" #: ../../doc/manual/manual.en.xml:1988 msgid "" "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 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." msgstr "" "有些戰役裡指揮官是用星形光環表示,有些是用右上角的盾形徽章表示,還有一些没有" "特别表示。用哪一種方式來表示主角取決於設計者的設計風格。" #: ../../doc/manual/manual.en.xml:1998 msgid "Fighting" msgstr "戰鬥" #: ../../doc/manual/manual.en.xml:1999 msgid "" "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 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." msgstr "" "當您移到一個敵方士兵旁邊時,就可以攻擊他。點選您自己的士兵,再點選要攻擊的敵" "方士兵,就會出現攻擊選項畫面。每個士兵擁有一種或多種攻擊武器。有些武器(比如" "劍)是近戰武器,有些武器(比如弓)是遠程武器。" #: ../../doc/manual/manual.en.xml:2006 msgid "" "If you attack with a melee weapon, the enemy you attack will be able to " "strike back at you with its melee weapon. If you attack with a ranged " "weapon, the enemy will be able to strike back with its ranged weapon. If an " "enemy does not have a weapon of the same type as the one you attack with, " "they will be unable to strike back and do any damage to you in that fight." msgstr "" "如果您使用近戰武器攻擊,對手也會用近戰武器反擊。如果您使用遠程武器攻擊,對手" "也會用遠程武器反擊。如果對手没有對應的武器,就不能反擊,當然也就不能對您造成" "傷害。" #: ../../doc/manual/manual.en.xml:2013 msgid "" "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." msgstr "" "不同類型的武器傷害不同,每回合攻擊次數也不同。例如,精靈戰士使用劍的時候,每" "次攻擊造成5點傷害,一回合攻擊4次。這在遊戲中表示為5-4,意思是每次攻擊5點傷" "害,每回合攻擊4次。" #: ../../doc/manual/manual.en.xml:2019 msgid "" "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 hit, " "and Elves in forest have a low chance of being hit. To see a unit's defense " "rating (i.e. chance not to be hit) in terrain, click on the unit, and then " "mouse over the terrain you're interested in, and the defense rating will be " "displayed as a percentage value in the status pane, as well as shown over " "the terrain hex." msgstr "" "每種士兵被擊中的機率取決於他所在的地形。比如:在城堡和村莊裡面士兵被擊中的機" "率比較低,精靈們在森林裡被擊中機率比較低。要查看士兵在特定地形上的防禦率(不" "被擊中的機率),點選士兵,然後將滑鼠移動您決定的地形上,防禦率就會在狀態欄和" "所指的地形中顯示出來。" #: ../../doc/manual/manual.en.xml:2027 msgid "" "You can obtain additional information, including the chance that the " "attacker and defender will be killed, by clicking on the \"Damage " "Calculations\" button in the fight window." msgstr "" "透過點選戰鬥視窗中的\"傷害計算\"選項,可以獲取包括攻擊方和防守方被殺死機率等" "更多資訊。" #: ../../doc/manual/manual.en.xml:2032 msgid "Attack types" msgstr "攻擊方式" #: ../../doc/manual/manual.en.xml:2036 msgid "" "Blade: Weapons with a cutting edge, " "used to chop pieces of meat from a foe. Examples: dagger, scimitar, saber, " "drake claws." msgstr "" "劍刃:有利刃的武器,用它來剁碎敵人。例" "如:匕首、彎刀、軍刀和龍爪。" #: ../../doc/manual/manual.en.xml:2042 msgid "" "Piercing: Weapons with a sharp point " "and either a long handle or a missile, used to perforate foe's body and " "damage internal organs. Examples: Knight or infantry pike, arrow." msgstr "" "穿刺擁有尖端的武器,要麼有長柄要麼能投" "擲。用它來刺穿敵人的身體,破壞内部器官。例如:騎士,長矛步兵,弓箭。" #: ../../doc/manual/manual.en.xml:2049 msgid "" "Impact: Weapons having neither a sharp " "point nor a cutting edge, but heavy enough to break an enemy's bones. " "Examples: mace, staff, Troll fist." msgstr "" "衝擊既没有尖端也没有利刃,但是重量卻足以" "打斷敵人的骨頭。例如:狼牙棒,權杖,巨魔的拳頭。" #: ../../doc/manual/manual.en.xml:2056 msgid "" "Cold: Weapons based on cold or ice " "missiles. Example: A wizard's ice bolt." msgstr "" "冰系魔法:寒冷系或者冰霜性的投擲武器。例" "如:巫師的冰錐。" #: ../../doc/manual/manual.en.xml:2062 msgid "" "Fire: Weapons using fire to roast the " "foe like a chicken. Example: A drake's fire breath." msgstr "" "炎系魔法:用火像烤雞一樣對付您的敵人。例" "如:龍族的火焰吐息。" #: ../../doc/manual/manual.en.xml:2068 msgid "" "Arcane: An attack that dispels the " "magic animating zombies, specters, and other undead creatures. Example: A " "white mage's magic attack." msgstr "" "秘法這種攻擊可以驅散魔法召喚的僵屍,幽靈" "和其它一些不死族生物。例如:白袍法師的魔法攻擊。" #: ../../doc/manual/manual.en.xml:2075 msgid "Resistance" msgstr "抗性" #: ../../doc/manual/manual.en.xml:2076 msgid "" "Each unit is more or less vulnerable to the different attack types. 6 " "figures in the unit description show strength and weakness of the unit " "against the 6 attack types. A positive resistance figure indicates that the " "unit will suffer less damages from the attack type. A negative resistance " "figure indicates that the unit is especially vulnerable to this attack type." msgstr "" "每種士兵對不同攻擊的抗性不同。士兵描述中有6個數字分别表示士兵對6種攻擊方式的" "抗性。正的抗性表示士兵抗性高,受這種攻擊傷害少。負的抗性表示士兵抗性低,容易" "受這種攻擊傷害。" #: ../../doc/manual/manual.en.xml:2083 msgid "" "Examples: Drake scales protect them from most of attack types except from " "piercing weapon and cold weapon. Human Cavalry units are generally well " "protected except from piercing attacks which are their weak point. Undead " "are very resistant to blade and piercing weapon but very vulnerable to " "impact attacks and arcane attacks." msgstr "" "例如:龍族對大多數攻擊方式都有保護,但是對穿刺武器和寒冰武器就無能為力。人類" "騎兵整體來說抗性很高,但穿刺攻擊是他們防禦的弱點。不死族對劍刃和穿刺武器抗性" "很高,但卻很容易受到衝擊攻擊和秘法的傷害。" #: ../../doc/manual/manual.en.xml:2089 msgid "" "Using the best attack type against enemy units will substantially increase " "your chances of killing them." msgstr "使用最佳攻擊方式對敵人進行攻擊可以大大增加殺死敵人的機率。" #: ../../doc/manual/manual.en.xml:2095 ../../doc/manual/manual.en.xml:2525 msgid "Healing" msgstr "治療" #: ../../doc/manual/manual.en.xml:2096 msgid "" "A unit may be healed a maximum of 8 hitpoints per turn. A unit that does not " "move or fight during a turn is resting and will recover " "2 hitpoints. Hitpoints recovered through resting are " "added on top of hitpoints recovered through healing so it is possible for a " "unit to recover up to a total of 10 hit points per turn." msgstr "" "每個士兵每回合透過治療最多可以回8點血。如果一個士兵在回合内既不移動也不攻擊," "我們就說這個士兵在休息休息可以回2" "點血。透過休息回血是附加到治療回血之上的,所以一個單位一" "回合最多可能回10點血。" #: ../../doc/manual/manual.en.xml:2102 msgid "There are two basic ways for a unit to be healed:" msgstr "士兵可以透過兩種方式接受治療:" #: ../../doc/manual/manual.en.xml:2107 msgid "Resting in a village. The unit will heal 8 hitpoints every turn." msgstr "透過在村莊休息。每回合回8點血。" #: ../../doc/manual/manual.en.xml:2112 msgid "" "Being adjacent to units with the heals ability. The " "number of hitpoints healed is specified in the unit's ability description. " "This is invariably heals +4 or heals +8." msgstr "" "站在有治療技能的士兵旁邊。回血能力在治療技能裡面有描述。" "治療技能分為治療 +4或者治療 +8。" #: ../../doc/manual/manual.en.xml:2119 msgid "Regeneration" msgstr "癒合" #: ../../doc/manual/manual.en.xml:2120 msgid "" "Trolls and Woses have the ability to heal themselves naturally through " "regeneration. They will heal 8 points each turn if they are injured. Note " "that because all units may only heal a maximum of 8 points per turn, Trolls " "and Woses gain no additional benefit from being on a village or next to a " "healing unit." msgstr "" "巨魔和樹人可以通過癒合自然回復。他們如果受傷了,每回合自動回8點血。注意,因" "為所有士兵每回合最多通過治療回8點血,巨魔和樹人不能享受村莊或者治療者的額外" "效果。" #: ../../doc/manual/manual.en.xml:2129 msgid "" "Some attacks can inflict poison damage on your unit. When this happens the " "poisoned unit will take 8 damage each turn until it is cured. Poison can be " "cured by resting on a village or being next to a unit with the " "cures ability. Units with the heals ability can only prevent the poison from causing damage that turn, " "not cure it. When poison is cured the unit does not gain or lose hitpoints " "on that turn due to healing/poisoning. A unit can not be healed normally " "until it is cured of poisoning." msgstr "" "有些攻擊可以使您的士兵中毒。中毒士兵每回合損8點血,直到被治癒。毒性可以通過" "在村莊休息或者站到擁有治癒技能士兵旁邊來消除。擁有" "治療技能的士兵只能阻止毒性擴散引起傷害,而不能消除毒性。" "士兵被治癒的回合既不被治療加血也不被毒藥减血。中毒狀態的士兵毒性治癒前不能享" "受加血。" #: ../../doc/manual/manual.en.xml:2137 msgid "Some other hints about healing:" msgstr "關於治療的小提示:" #: ../../doc/manual/manual.en.xml:2142 msgid "A unit may take several turns to be fully healed." msgstr "一個士兵可以透過多個回合的治療完全回復" #: ../../doc/manual/manual.en.xml:2147 msgid "" "Healers (Elvish Shaman, Elvish Druid, Elvish Shyde, White Mage, Mage of " "Light, Paladin) heal all wounded units around them, so you can keep units " "close to the battle without losing them." msgstr "" "治療對治療者周圍的士兵都有效。所以在戰場上保持隊形緊湊可以好好的保護士兵。" #: ../../doc/manual/manual.en.xml:2154 msgid "Healers do not heal enemy units." msgstr "治療者不會治療敵方士兵。" #: ../../doc/manual/manual.en.xml:2159 msgid "Healers cannot heal themselves, but see next point." msgstr "治療者不能治療自己。" #: ../../doc/manual/manual.en.xml:2164 msgid "Use your healers in pairs, so they can heal each other if needed." msgstr "成對使用治療者,這樣他們可以在需要的時候互相治療。" #: ../../doc/manual/manual.en.xml:2169 msgid "" "Multiple healers from different sides can heal the same unit and speed up " "healing." msgstr "多個治療者可以治療同一個士兵,加速士兵回復。(不過記得有8點的上限)" #: ../../doc/manual/manual.en.xml:2174 msgid "Trolls and Woses cannot regenerate other units." msgstr "巨魔和樹人無法治療其它士兵" #: ../../doc/manual/manual.en.xml:2179 msgid "Trolls and Woses cure themselves from poison as a village does." msgstr "巨魔和樹人可以治癒自己身上的毒性,和在村莊治癒效果一樣。" #: ../../doc/manual/manual.en.xml:2187 msgid "Strategy and Tips" msgstr "戰術和技巧" #: ../../doc/manual/manual.en.xml:2189 msgid "Basic Strategy" msgstr "基本戰朮" #: ../../doc/manual/manual.en.xml:2190 msgid "" "The following basic combat principles and tips are intended to help starting " "off your career as a Wesnothian battle veteran. The minor concrete examples " "are somewhat tied to the \"Heir to the Throne\" campaign." msgstr "下面的基本原則和技巧目的是幫助您能快速適應韋諾之戰。" #: ../../doc/manual/manual.en.xml:2195 msgid "Don't waste units" msgstr "不要放棄您的士兵" #: ../../doc/manual/manual.en.xml:2196 msgid "" "Do not send wounded units to a sure death. Once a unit loses more than half " "of its hit points (HP), you should seriously consider retreating it to " "safety and either station it in a village for healing or give him to the " "care of a healer (like Elvish Shamans or White Mages). Healers are very " "useful!" msgstr "" "不要讓受傷的士兵去送死。一旦一個士兵僅剩餘50% HP,您就應該認真考慮把他撤退到" "安全地點。然後把他置於村莊或者能治療的士兵旁邊(譬如精靈巫醫和白袍法師)。有" "治療技能的士兵非常有用。" #: ../../doc/manual/manual.en.xml:2202 msgid "" "This is for practical reasons: a heavily wounded unit cannot hold back or " "kill the enemy. During attack and counterattack, it most often will perish. " "Further, by sending it to its sure death, its gathered experience points " "(XP) are lost. Recruiting a replacement may be impossible because the leader " "is not in its keep or because funds are running low. Even if you can recruit " "a replacement, it is most often far away from the battle front. So don't " "waste your units." msgstr "" "原因很簡單:一個受重傷的士兵不能守住據點,也不能殺死敵人。在攻擊或者反擊中," "他很可能會死掉。更進一步,如果讓士兵送死,所有他獲得的經驗值就消失了。重新招" "募一個士兵來代替可能是不切實際的,因為戰鬥時您的指揮官可能不在軍情處,而且金" "幣也可能不夠。即使您能夠新招募一個同樣的士兵,他也將遠離戰争前線。所以,不要" "放棄您的士兵。" #: ../../doc/manual/manual.en.xml:2212 msgid "Out of the enemy's reach" msgstr "移動到敵人到不了的地方" #: ../../doc/manual/manual.en.xml:2213 msgid "" "How do you guard wounded units? They are best guarded by being out of the " "adversary's reach. No enemy can attack them if enemies cannot even come near " "them. The next section about zone of control (ZOC) shows how to restrict the " "enemy's moves." msgstr "" "您該如何保護受傷的士兵?最好是讓他們在敵人到不了的地方。敵人接近不了他們就不" "能攻擊他們。下一部分講控制區域,告訴您怎樣利用控制區域限制敵人的移動。" #: ../../doc/manual/manual.en.xml:2218 msgid "" "In the Action menu, you can select \"Show Enemy Moves\" to highlight all " "possible hexes your adversary can actually move to. This takes your zone of " "control into account. Thus you can check that your near death unit, which is " "behind, indeed cannot be attacked as the enemy cannot move close to it." msgstr "" "在動作選單,您可以選擇 \"顯示敵方移動\"來檢視所有對手能到達的區域。這個命令考" "慮了控制區域的影響。這樣您就可以檢查並確保没有敵人可以靠近您的瀕死士兵。" #: ../../doc/manual/manual.en.xml:2224 msgid "" "When your armies meet, you may want to try to be the first to attack. So try " "to end your move out of striking range of the enemy army. He cannot attack " "but most likely will close into your striking range." msgstr "" "兩軍交戰時,您肯定想先發制人。所以您可以試著在結束回合時,讓您的士兵停留在敵" "人攻擊範圍外。對手不能攻擊您,但是很可能進入您的射程範圍。" #: ../../doc/manual/manual.en.xml:2230 msgid "Shield with your zone of control (ZOC)" msgstr "利用控制區域(ZOC)來防守" #: ../../doc/manual/manual.en.xml:2231 msgid "" "Every unit of level 1 or higher maintains a zone of control (ZOC) covering " "all 6 neighboring hexes. This means that once an enemy moves into one of the " "six neighboring tiles, it is forced to halt and its movement phase ends " "(only enemies with the rare skirmisher ability ignore this)." msgstr "" "每個1級(或以上)士兵都在他周圍6個格子生成一個控制區域。當敵人移動到這6個格子" "中的任何一個,就被迫停下來,結束當前回合的移動。只有極少數擁有“游擊”技能的士" "兵忽略控制區域。" #: ../../doc/manual/manual.en.xml:2236 msgid "" "Because of ZOC, an enemy may not slip between two units which are aligned on " "a north-south or diagonal line and have exactly 1 or 2 hexes between them. " "By combining these pairs into a long wall or using them in different " "directions, you can prevent the enemy from reaching a wounded unit behind. " "He has to defeat the units imposing the ZOC first. If the enemy can barely " "reach it, even a single unit may shield a small region behind itself." msgstr "" "由於控制區域的存在,敵人不能從兩個位置相對,中間隔1-2格的士兵中穿過。透過組" "合成對這樣的士兵,排成一條直線或者在不同的方向使用,您就可以不讓敵人靠近陣形" "後面受傷的士兵。他必須先打敗組成控制區域防線的士兵。如果只有很少的敵人能攻擊" "到受傷士兵,甚至單單一個士兵也能在他後面形成一小範圍的安全區域。" #: ../../doc/manual/manual.en.xml:2246 msgid "Maintain a defensive line" msgstr "防守陣形" #: ../../doc/manual/manual.en.xml:2247 msgid "" "By lining up many units directly adjacent or with at most 1 hex space " "between them, you can build up a powerful defensive line. Note that, because " "Wesnoth uses hexes, a east-to-west \"line\" is not a straight line but a zig-" "zag curve. The north south line and the diagonals are the \"real\" lines." msgstr "" "將您的士兵排成一條線,兩兩之間最多留一個格子,就能形成一條相當牢固的防線。注" "意,韋諾之戰是六角戰棋遊戲,東西方向的不是直線,而是鋸齒曲線。南北向和對角才" "是真正的直線。" #: ../../doc/manual/manual.en.xml:2253 msgid "" "Coming from one side, the enemy may attack any single of your units in the " "line with only 2 of his units at a time. As a rule of thumb, a healthy unit " "without particular weakness can withstand an attack from two normal enemy " "units of the same level or lower without getting killed." msgstr "" "如果敵人只從防線的一個方向進攻,您的任何一個士兵最多受到對方兩個士兵同時攻" "擊。一般來說,一個没有特别缺陷的健康士兵可以承受兩個與他同級或更低等級普通士" "兵的攻擊,而不會被殺死。" #: ../../doc/manual/manual.en.xml:2258 msgid "" "Unfortunately, your line often has to bend to form a wedge or to fit the " "terrain. At these corner points, 3 enemy units may attack. This also happens " "at the ends of a line if the line is too short. Use units with high hit " "point on proper terrain or with proper resistances to hold these weak " "points. These are the most likely to be killed, so use units with no or few " "experience points (XP) for this purpose." msgstr "" "不幸的是,您的防線經常不得不彎曲而形成尖角,或者受到地形限制(而不能排成直" "線)。在折點的士兵可能會同時受到3個敵人的攻擊。這種情况在太短的防線的兩端也會" "發生。應該使用具有高攻擊,能適應地形或者對地方攻擊抗性高的士兵把守這些薄弱" "點。這種位置的士兵最可能被殺掉,所以應該使用没有或者只有很少經驗值的士兵。" #: ../../doc/manual/manual.en.xml:2265 msgid "" "Lining your troops up also prevents the enemy from surrounding any one of " "them. For ZOC reasons, a unit with one enemy behind it and one in front is " "trapped." msgstr "" "把部隊列成直線可以有效避免單個士兵被對方包圍。由於控制區域的限制,前後各有一" "個敵人的士兵就被卡住了。" #: ../../doc/manual/manual.en.xml:2271 msgid "Rotate your troops" msgstr "後援部隊" #: ../../doc/manual/manual.en.xml:2272 msgid "" "When a unit in the front line is heavily damaged you can move him safely " "behind your defensive line. To hold up the line, you will most likely have " "to replace him with a reserve, so hold a couple of units in back of the " "front line. If you have healers, damaged units in the second line will " "quickly recover." msgstr "" "當前線有士兵嚴重受傷時,您可以把他安全轉移到防線後面。為了保持防線,您需要用" "一個後備士兵來頂替他的位置。所以應該随時保持兩三個士兵在防線後面備用。如果您" "有帶治療技能的士兵,後方受傷士兵很快就能恢復。" #: ../../doc/manual/manual.en.xml:2278 msgid "Note that your units can pass through hexes containing your own troops." msgstr "可以注意到:您的士兵能穿過被己方士兵佔據的格子。" #: ../../doc/manual/manual.en.xml:2282 msgid "Use the terrain" msgstr "利用地形" #: ../../doc/manual/manual.en.xml:2283 msgid "" "Try to position your troops so that they are attacking from a hex with high " "defense against an enemy in a hex with low terrain. That way, the enemy's " "counterstrikes will be less likely to do damage." msgstr "" "盡量這樣佈陣,利用地形使得您的士兵在防禦高的位置,敵人處於防禦低的位置。這樣" "敵人反擊能造成傷害機率要小一些。" #: ../../doc/manual/manual.en.xml:2287 msgid "" "For example, you might position your elves just inside of a forest edge so " "that attacking orcs must stand on grassland while your elves enjoy the high " "forest defenses." msgstr "" "例如:您可以把精靈士兵剛好放到森林邊上,這樣進攻的半獸人就必須站在草地上,而" "您的精靈則享受森林地形的高防禦。" #: ../../doc/manual/manual.en.xml:2293 msgid "Attacking and choosing your targets" msgstr "選擇目標,攻擊" #: ../../doc/manual/manual.en.xml:2294 msgid "" "Advancing and attacking is of course the most interesting part of your way " "to victory. Kill or weaken enemies in your path and move your defensive line " "forward. This can become tricky as the enemy gets to attack back on his turn." msgstr "" "前進和攻擊無疑是取得戰鬥勝利中最有意思的部分。在您前進勝利的道路上殺死或削弱" "敵人的力量,將戰線向前推移。因為對手下回合會反擊,所以這可能需要作出慎重的決" "定。" #: ../../doc/manual/manual.en.xml:2299 msgid "" "Often, you will throw several units at a single enemy unit to finish him " "off, but these were forming your defensive line which is now partly broken. " "Maybe this doesn't matter because you are out of reach of the next enemy " "unit. Maybe it does because you only managed to weaken a very strong enemy " "and next turn, he is going to strike back. Perhaps a Horseman can deliver " "the killing blow." msgstr "" "通常,您會派出幾個士兵去殺死對方一個士兵,但是這些士兵是您防線的一部分,而這" "條防線現在裂開了。如果您在其它敵方士兵的攻擊範圍外,這可能没有關系。但是可能" "您無法殺死對方一個強壯的士兵,只是削弱了他。這時您就有麻煩了,他下回合可以反" "擊。可能一個騎士將殺掉您的士兵。" #: ../../doc/manual/manual.en.xml:2306 msgid "" "Striking first is an advantage because it allows you the choice of which " "units will face off. Take advantage of enemy weakness: e.g. direct your " "ranged attacks against foes without ranged weapons. Take advantage of " "weaknesses like Horsemen's vulnerability to pierce. But remember that they " "get to attack back on their turn, so you might have weaknesses the enemy may " "exploit." msgstr "" "優先攻擊是有優勢的,因為這樣您可以選擇面對那些敵方士兵。利用敵人的弱點:例" "如:用您的遠程武器士兵攻擊只有近程武器的敵人。利用騎士容易受到穿刺攻擊的弱" "點。記住敵人在下回合會還擊,所以您可能也有弱點被敵人利用。" #: ../../doc/manual/manual.en.xml:2313 msgid "" "For example, Horsemen can hold up the line against Orcish Grunts and Troll " "Whelps very well because they have some resistances against blade and " "impact. But your Horseman may quite quickly fall to Orcish Archers and " "Goblin Spearmen." msgstr "" "例如,騎士可以很好有效地對抗半獸人步兵和巨魔,因為他們對利刃和衝擊有抗性。但" "是他們面對半獸人弓箭手或者地精長矛兵時有可能會很快就死掉。" #: ../../doc/manual/manual.en.xml:2318 msgid "" "It usually pays off if you can definitively kill (or almost kill) the faced " "unit. If you are unsure of finishing off the enemy in one turn, 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." msgstr "" "一般來說,如果您確定能殺死(或者幾乎能殺死)對方時,這樣做是划算的。如果您不" "能確保在一回合内消滅敵人,那就要在他是否能承受對方反擊和讓他死掉之間權衡。這" "種時候,選擇對手反擊傷害較少的攻擊方式可能比自己傷害最大的攻擊方式更為明智。" #: ../../doc/manual/manual.en.xml:2326 msgid "" "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 damage than " "necessary." msgstr "" "特别的,如果對方没有遠程武器,您應該使用遠程武器攻擊。電腦預設選擇的攻擊武器" "是傷害最大的攻擊方式,所以使用預設武器可能會使您的士兵承受更多不必要的傷害。" #: ../../doc/manual/manual.en.xml:2333 msgid "Time of Day" msgstr "時段" #: ../../doc/manual/manual.en.xml:2334 msgid "" "Remember that Lawful units like humans fight better at daytime and Chaotic " "units like orcs or undead fight better at night. Ideally you want to first " "meet the enemy when you are strong and/or he is weak. When the enemy has its " "strong time, it often pays off to strengthen your lines and hold a favorable " "defensive position. When its weak time is about to arise, your advance will " "push forth." msgstr "" "您還記得守序士兵(人類)在白天能更好戰鬥,混亂士兵(獸族,不死族)在晚上能更" "好戰鬥吧。最理想的是在您戰鬥力增强,敵人戰鬥力减弱的時候接觸他們。在敵人戰鬥" "能力增强的時候,通常穩固防線,堅守防守位置是值得的。當他們戰鬥能力即將减弱" "時,您就開始前進。" #: ../../doc/manual/manual.en.xml:2341 msgid "" "For example, elves might hold out a forest during a nightly orcish onslaught " "and advance on sunrise. You may even note that the computer AI actively " "retreats his orcs during day." msgstr "" "例如,精靈面對半獸人晚上的猛攻可能選擇在森林裡防守,等太陽出來再前進。您甚至" "可以注意到電腦控制的半獸人在白天也會防守撤退。" #: ../../doc/manual/manual.en.xml:2348 msgid "" "Over the course of a campaign, it is critical that you build up a seasoned " "force. Later scenarios will assume you have level 2 and 3 units available " "for recall." msgstr "" "在戰役中,建造一支有經驗的部隊是非常重要的。往後的任務會假設您擁有2級和3級士" "兵可供召回。" #: ../../doc/manual/manual.en.xml:2352 msgid "" "Your units gain most experience points (XP) from killing an enemy unit (8XP " "per level of the unit killed). As such, it often makes sense to have your " "higher level units weaken an enemy, but cede the kill to a unit more in need " "of the XP. Healers in particular are often weak in combat and often need to " "steal kills in this way to advance levels." msgstr "" "獲取經驗值主要靠殺死對方士兵(根據對方等級,每等級8點)。所以,應該用高等級士兵" "削弱敵人,然後把最後一擊留給更需要經驗的士兵。特别的,治療者通常在連續對抗中" "很弱,需要撿尾刀來升到更高等級。" #: ../../doc/manual/manual.en.xml:2358 msgid "" "At the beginning (when you probably have no high level units), try to give " "most kills to a small handful of your units. This will fast-track them to " "becoming Level 2 units, and they can then shepherd others." msgstr "" "剛開始的時候(這時您没有高等級士兵),試著把最後一擊留給一小部份的士兵。這會" "讓他們更快的到達2級,之後他們可以帶領您的其它士兵戰鬥。" #: ../../doc/manual/manual.en.xml:2362 msgid "" "Don't neglect to earn your leader experience. You need to keep him safe, but " "if you coddle him too much he will be too low level to survive future " "scenarios anyway." msgstr "" "不要忽視您指揮官的經驗值。您需要保證他的安全,但是如果您過分的保護他,可能會" "導致他級别太低而不能在後面的任務中存活。" #: ../../doc/manual/manual.en.xml:2369 msgid "Getting the Most Fun Out of the Game" msgstr "遊戲的最大樂趣" #: ../../doc/manual/manual.en.xml:2370 msgid "" "Remember, the idea of a game is to have fun! Here are some recommendations " "from the development team on how to get the most fun out of the game:" msgstr "" "記住,遊戲的目標就是獲得樂趣。怎樣獲取最多樂趣?這裡有來自遊戲開發團隊的一些" "建議:" #: ../../doc/manual/manual.en.xml:2376 msgid "" "Consider playing the campaign on \"Medium\" difficulty level, especially if " "you have prior experience with strategy games. We feel you'll find it much " "more rewarding." msgstr "" "考慮以\"中等\"難度開始戰役,尤其是如果您有玩過策略類遊戲的經驗。我們認為您玩" "這個難度會有更大收獲。" #: ../../doc/manual/manual.en.xml:2383 msgid "" "Don't sweat it too much when you lose some units. The campaign was designed " "to accommodate the player losing some units along the way." msgstr "" "不要太擔心有士兵陣亡。戰役在設計上已經考慮到玩家會在遊戲過程中失去士兵。" #: ../../doc/manual/manual.en.xml:2389 msgid "" "Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at " "the end of a scenario. Mid-scenario saving was added as a convenience to use " "if you had to continue the game another day, or to protect against crashes. " "We do not recommend loading mid-scenario saved games over and over because " "your White Mage keeps getting killed. Learn to protect your White Mage " "instead, and balance risks! That is part of the strategy." msgstr "" "不要濫用遊戲儲存。早期,韋諾之戰只允許在任務結束的時候儲存。中途儲存是為了方" "便想改天接著玩的玩家,或者避免程序錯誤導致之前的努力白費而設置。我們不推薦您" "在戰役中您的白魔法師在被殺後反復讀取,相反,您應該學會保護您的士兵,分擔風" "險!這是戰術的一部分。" #: ../../doc/manual/manual.en.xml:2400 msgid "" "If you must load a saved game, we recommend going back to the start of the " "scenario, so that you choose a new strategy that works, rather than simply " "finding random numbers that favor you." msgstr "" "如果您執意要讀取,我們建議您從第一回合開始當前任務。這樣您可以選擇一種合適的" "戰術,而不是靠運氣得到勝利。" #: ../../doc/manual/manual.en.xml:2407 msgid "" "But remember, the aim is to have fun! You may have different tastes than the " "developers, so do what you enjoy most! If you enjoy loading the saved game " "every time you make a mistake, looking for the perfect " "game where you never lose a unit, by all means, go right ahead!" msgstr "" "不過,仍然要記住,遊戲目標是快樂!您可以有與開發者不同的看法,怎麼想怎麼做就" "對了。如果您喜歡每犯一個錯誤都重新讀取,希望不損失任何一個士兵完美" "過關,不管怎麼樣,繼續玩下去就對了。" #: ../../doc/manual/manual.en.xml:2415 msgid "At the start of a scenario" msgstr "開始戰役" #: ../../doc/manual/manual.en.xml:2419 msgid "" "First, read the scenario objectives. Sometimes you do not have to kill enemy " "leaders; instead it is enough that you survive for a certain number of " "turns, or pick up a particular object" msgstr "" "首先,查詢任務目標。有時您不需要殺掉敵人首領;而是只需要堅守一定回合數,或者" "取得一個特殊道具。" #: ../../doc/manual/manual.en.xml:2426 msgid "" "Look at the map: the terrain, the position of your leader and the other " "leader(s)." msgstr "觀察地圖:地形,您的指揮官所在的位置,其它指揮官所在位置。" #: ../../doc/manual/manual.en.xml:2432 msgid "" "Then, begin to recruit units. Cheap units are useful to soak up the first " "wave of an enemy's attack; advanced units can then be brought in as support. " "Fast units can be used as scouts, for exploring the map and to quickly " "conquer villages." msgstr "" "然後開始招募士兵。便宜的士兵在阻擋敵人第一波進攻時很有用;此後高等級士兵被派" "上作為支援。移動速度快的士兵可以用來偵察,探測地圖和快速佔領村莊。" #: ../../doc/manual/manual.en.xml:2441 msgid "During the scenario" msgstr "戰役之中" #: ../../doc/manual/manual.en.xml:2445 msgid "" "Try to capture and keep control of as many villages as possible to keep the " "gold coming in." msgstr "試著佔領並盡可能控制多個村莊,保持收入是正數。" #: ../../doc/manual/manual.en.xml:2451 msgid "" "Keep units in packs so the enemy cannot attack from as many sides, and so " "you can outnumber each enemy unit. Put your units in a line so that the " "enemy cannot attack any one of your units from more than two sides." msgstr "" "保持陣形緊凑,這樣敵人不能從多個方向攻擊您的士兵,您可以以數量優勢打擊敵人。" "把您的士兵排成線形,這樣敵人不能同時從3面攻擊您的士兵。" #: ../../doc/manual/manual.en.xml:2458 msgid "" "Different units have different strengths and weaknesses depending on terrain " "and who they are attacking; right click on units and select \"Unit " "Description\" to learn more." msgstr "" "不同的士兵有不同的優點和缺點,這取決於他們所在的地形和他們的攻擊目標;右鍵點" "選士兵,選擇 \"士兵描述\"作進一步學習。" #: ../../doc/manual/manual.en.xml:2465 msgid "" "You can use lower level units as cannon fodder, to slow down enemy. e.g. you " "can use them to block enemy reaching your important units" msgstr "" "可以拿低等級士兵作炮灰,來拖住敵人。例如:您可以用他們擋住敵人,不讓敵人靠近" "您比較重要的士兵。" #: ../../doc/manual/manual.en.xml:2471 msgid "" "You can cause damage to enemies with advanced units and then finish them " "with lower level units - to give them more experience (and finally make them " "advance to next level)." msgstr "" "您可以用高等級士兵傷害敵人,但是讓低等級士兵撿尾刀。這樣低等級士兵能獲得更多" "經驗。" #: ../../doc/manual/manual.en.xml:2478 msgid "" "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 as they move " "across the map (Shamans can do this too, but not as well)." msgstr "" "當您擁有白袍法師(從法師升級)或者德魯依(從巫醫升級)時,把他們置於一圈士兵" "中間。一路移動,一路治療。(巫醫也可以,但是没有這麼强。)" #: ../../doc/manual/manual.en.xml:2485 msgid "Losing units is expected, even advanced units." msgstr "損失士兵是意料之中的事,即使是高等級的士兵。" #: ../../doc/manual/manual.en.xml:2490 msgid "Time of day really matters:" msgstr "時段真的很重要:" #: ../../doc/manual/manual.en.xml:2495 msgid "lawful units do more damage at day and less damage at night" msgstr "守序士兵白天戰鬥力增强,晚上减弱。" #: ../../doc/manual/manual.en.xml:2500 msgid "chaotic units do more damage at night and less damage at day" msgstr "混亂士兵晚上戰鬥力增强,白天减弱。" #: ../../doc/manual/manual.en.xml:2505 msgid "" "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 well as this " "turn." msgstr "" "時刻記住查看畫面右邊的時間顯示。提早做打算想好這回合做什麼,下回合做什麼。" #: ../../doc/manual/manual.en.xml:2514 msgid "" "Some units are resistant or vulnerable to different kind of attacks. Mounted " "units are weak vs pierce attacks. Fire and arcane attacks destroy undead. To " "see how much a unit resists an attack type, right click on the unit, select " "\"Unit Description\", then select \"Resistance\". It will show you how " "resistant a unit is to different types of attacks." msgstr "" "有些士兵對某種攻擊具有特别的抗性,或者特别容易受到某種攻擊傷害。騎士面對穿刺" "攻擊很脆弱。炎系和秘法攻擊能狠狠地打擊不死族。要了解士兵對攻擊類型的抗性,右" "鍵點選士兵,選擇\"士兵描述\"。裡面有士兵對不同攻擊方式的抗性。" #: ../../doc/manual/manual.en.xml:2526 msgid "" "An important part of succeeding at Battle for Wesnoth is keeping your units " "healthy. When your units take damage you can heal them by moving them onto " "villages or next to special healing units (e.g. the Elvish Shaman and White " "Mage). Some other units you will encounter, such as Trolls, have the ability " "to heal themselves naturally." msgstr "" "要贏下戰役,保持士兵健康是很重要的一環。當士兵受到傷害時,您可以通過村莊或者" "治療者(例如:精靈巫醫和白袍法師)給他們治療。有些您將要面對的敵人,例如巨" "魔,可以自然回復。" #: ../../doc/manual/manual.en.xml:2534 msgid "Winning a scenario" msgstr "贏得戰役" #: ../../doc/manual/manual.en.xml:2538 msgid "" "Advanced units are needed to quickly kill enemy commanders, and to avoid " "losing lots of units." msgstr "高等級士兵對迅速解決敵人首領,避免損失過多士兵是很必要的。" #: ../../doc/manual/manual.en.xml:2544 msgid "" "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." msgstr "" "越快結束戰役,能獲得的金錢就越多;更早取得勝利比用剩餘回合佔領地圖山所有村莊" "能取得更多金錢。" #: ../../doc/manual/manual.en.xml:2551 msgid "Killing all enemy leaders usually gives instant victory." msgstr "通常殺掉敵人首領能立即取勝。" #: ../../doc/manual/manual.en.xml:2557 msgid "More general tips" msgstr "更多提示" #: ../../doc/manual/manual.en.xml:2561 msgid "" "After slaughtering scenarios (where you take lots of punishment) there are " "usually \"breathing room\" scenarios where you can rather easily gain some " "gold and experience (advanced units)" msgstr "" "經過痛苦的關卡(會遭受很多損失)後,通常會有輕鬆的關卡在後面等著您。這些關的" "任務中您可以輕鬆獲取金幣和經驗(高等級士兵)。" #: ../../doc/manual/manual.en.xml:2568 msgid "" "Advanced units have higher upkeep than lower level units (1 gp per level), " "loyal units are an exception." msgstr "高等級士兵比低等級士兵支出高(每等級高1點)。忠誠士兵除外。" #: ../../doc/manual/manual.en.xml:2577 msgid "Glossary" msgstr "辭彙表" #: ../../doc/manual/manual.en.xml:2584 msgid "Zone Of Control." msgstr "控制區域." #~ msgid "Alt-Space" #~ msgstr "Alt-Space" #~ msgid "End turn" #~ msgstr "結束回合" #~ msgid "Alt-k" #~ msgstr "Alt-k" #~ msgid "Toggle shroud" #~ msgstr "顯示/不顯示戰争迷霧" #~ msgid "Orb" #~ msgstr "行動圖示" #~ msgid "Description" #~ msgstr "說明" #~ msgid "Green" #~ msgstr "綠色" #~ msgid "Yellow" #~ msgstr "黃色" #~ msgid "Red" #~ msgstr "紅色" #~ msgid "Blue" #~ msgstr "藍色" #~ msgid "Main Menu" #~ msgstr "主選單" #~ msgid "Multiplayer dialog" #~ msgstr "多人游戲" #~ msgid "Game Screen" #~ msgstr "游戲畫面" #~ msgid "Top Panel" #~ msgstr "選單" #~ msgid "Right Panel" #~ msgstr "右邊選單" #~ msgid "Money" #~ msgstr "金幣" #~ msgid "Recruit dialog" #~ msgstr "招募視窗" #~ msgid "images/schedule-dawn.jpg" #~ msgstr "images/schedule-dawn.jpg" #~ msgid "images/schedule-morning.jpg" #~ msgstr "images/schedule-morning.jpg" #~ msgid "images/schedule-afternoon.jpg" #~ msgstr "images/schedule-afternoon.jpg" #~ msgid "images/schedule-dusk.jpg" #~ msgstr "images/schedule-dusk.jpg" #~ msgid "images/schedule-firstwatch.jpg" #~ msgstr "images/schedule-firstwatch.jpg" #~ msgid "images/schedule-secondwatch.jpg" #~ msgstr "images/schedule-secondwatch.jpg" #~ msgid "images/schedule-underground.jpg" #~ msgstr "images/schedule-underground.jpg" #~ msgid "green orb" #~ msgstr "綠色圖示" #~ msgid "yellow orb" #~ msgstr "黃色圖示" #~ msgid "red orb" #~ msgstr "紅色圖示" #~ msgid "blue orb" #~ msgstr "藍色圖示" #~ msgid "no orb" #~ msgstr "無圖示" #~ msgid " ZOC " #~ msgstr " ZOC "