# The Battle for Wesnoth - Simplified Chinese Translations # Copyright (C) 2005-2017 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2013. # CloudiDust , 2015. # Brian lee , 2016. # msgid "" msgstr "" "Project-Id-Version: wesnoth-1.14\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2017-09-21 20:27 UTC\n" "PO-Revision-Date: 2017-05-28 11:03+0800\n" "Last-Translator: Brian lee \n" "Language-Team: Wesnoth Simplified Chinese Team\n" "Language: zh_CN\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n>1;\n" "X-Generator: Poedit 2.0.2\n" #. [ai]: id=ai_default_rca #: data/ai/ais/ai_default_rca.cfg:9 msgid "Multiplayer_AI^Default AI (RCA)" msgstr "默认AI(RCA)" #. [ai]: id=experimental_ai #: data/ai/ais/ai_generic_rush.cfg:10 msgid "Multiplayer_AI^Experimental AI" msgstr "试验性AI" #. [ai]: id=ai_default_rca_alternate_recruiting #: data/ai/dev/ai_default_rca_alternate_recruiting.cfg:10 msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting" msgstr "开发用AI:默认AI(RCA)及替代用征募规则" #. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI #: data/ai/dev/formula_ai.cfg:10 msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)" msgstr "开发用AI:默认 + 试验性征募规则(公式AI)" #. [ai]: id=formula_ai_poisoning #: data/ai/dev/formula_ai_poisoning.cfg:9 msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)" msgstr "开发用AI:默认 + 使毒(公式AI)" #. [ai]: id=idle_ai #: data/ai/dev/idle_ai.cfg:4 msgid "Multiplayer_AI^Dev AI: Idle AI" msgstr "开发用AI:空闲AI" #: data/ai/lua/patrol.lua:4 msgid "Use the Patrols Micro AI instead of patrol.lua." msgstr "" #. [test]: id=The_Elves_Besieged #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5 msgid "The Elves Besieged" msgstr "精灵受困" #. [side]: type=Spearman, id=Konrad #. [unit]: type=Spearman, id=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:34 #: data/ai/micro_ais/scenarios/patrols.cfg:92 msgid "Konrad" msgstr "科纳德" #. [side]: type=Spearman, id=Konrad #. [side]: type=Elvish Champion, id=Galdrad #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:152 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:172 msgid "Rebels" msgstr "反抗势力" #. [unit]: id=Delfador, type=Elder Mage #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49 msgid "Delfador" msgstr "黎伐多" #. [side]: type=Orcish Warlord, id=Urug-Telfar #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:86 msgid "Urug-Telfar" msgstr "乌鲁戈-特尔法" #. [side]: type=Orcish Warlord, id=Urug-Telfar #. [side]: type=Orcish Warlord, id=Knafa-Tan #. [side]: type=Orcish Warlord, id=Maga-Knafa #. [side]: id=Vanak, type=Orcish Ruler #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:98 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:112 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:130 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:24 msgid "Orcs" msgstr "兽人" #. [side]: type=Orcish Warlord, id=Knafa-Tan #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:105 msgid "Knafa-Tan" msgstr "克纳法-坦" #. [side]: type=Orcish Warlord, id=Maga-Knafa #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:123 msgid "Maga-Knafa" msgstr "马加-克纳法" #. [side]: type=Elvish Champion, id=Galdrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:142 msgid "Galdrad" msgstr "伽尔德拉德" #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:159 msgid "Chantal" msgstr "香黛尔" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:209 msgid "" "Master Delfador! Look, there are orcs coming from all directions! What shall " "we do?" msgstr "德法多大师!看,兽人们正从四面八方攻来!我们该怎么办?" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:213 msgid "There are too many to fight, far too many. We must escape!" msgstr "他们太多了,实在太多了。我们必须逃离!" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:216 msgid "" "This is a reenactment of scenario The Elves Besieged of the mainline " "campaign Heir to the Throne, just that the AI is playing Konrad's side here. " "The goal is to move Konrad to the signpost in the northwest, while keeping " "both Konrad and Delfador alive. The same AI as in scenario Protect Unit is " "used.\n" "\n" "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "这是主线战役王座继承人精灵受困场景的再演绎,区别只在于此处是" "AI在控制科纳德的阵营。目标是将科纳德移动到西北方的路标处,同时要确保科纳德和" "德法多存活。此处使用的AI与保护单位场景中使用的AI相同。\n" "\n" "注:保护单位AI是作为微AI来编写的。微AI可以只使用WML和[micro_ai]标签来加入到场" "景中,并根据场景的需要进行适配。请参阅http://wiki.wesnoth.org/Micro_AIs处的" "微AI维基页面以获得更多信息。" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:222 msgid "Move Konrad here" msgstr "将科纳德移动到此处" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:238 msgid "Very well, we have made it this far! But where do we go next?" msgstr "很好,我们走了这么远了!但下一步我们去哪?" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:243 msgid "" "In HttT, we would travel north now, and try to make it to the Isle of " "Alduin. But for this demo campaign, we'll call it good here." msgstr "" "在王座继承人中,现在我们将会往北走,试图到达奥渡因岛。但在这个演示战役中,我" "们走到这儿就行了。" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:268 msgid "I... I don’t think I can make it anymore." msgstr "我……我想我走不到那儿了。" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:272 msgid "Prince... you must keep fighting! Nooooooo!" msgstr "王子……您必须坚持战斗!不!!!!!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:276 msgid "It is over. I am doomed..." msgstr "结束了。我完了……" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:290 msgid "I have... have failed in my duty to protect the prince! I am defeated." msgstr "我保护王子的职责失败了!我被打败了。" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:294 msgid "Don’t die, Delfador! Please, you have to stay alive!" msgstr "不要逝去,黎伐多!请必须活着!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:298 msgid "Ugh!" msgstr "啊" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:309 msgid "" "Oh, no! We have run out of time, they have arrived with reinforcements..." msgstr "不,我们已经用光了时间,他们援军已经到了。。。" #: data/ai/micro_ais/scenarios/animals.cfg:4 msgid "" "General: These AIs are set up to simulate (to some extent) how these " "animals behave in real life. This includes that they are animals, meaning " "that they are not super smart. As an example, the wolves generally hunt in a " "pack, but are easily distracted by prey coming into range. They are also " "decent, but not great at cornering deer. For the most part, this is " "intentional.\n" "\n" "Bears (replaced by Ghasts), Spiders and Yetis mostly just wander in " "their respective parts of the map. They stay out of each other's way (and " "out of the way of the dogs), but do attack each other if cornered. They " "attack the other, weaker animals (deer etc.) if those are within range.\n" "\n" "Wolves hunt in a pack. They actively go after the closest deer (as " "long as it stays in the forest) and try to corner it (not always super " "successfully), but are easily distracted by other prey coming into range. " "The wolves try to avoid getting into the range of bears, spiders, dogs and " "the yeti, except when they are going in for an attack. If you let them move " "for long enough, they will also learn that it is not healthy to attack the " "tusklets. When no deer is left, they wander randomly. Note that, unlike the " "Wolves Multipack AI (used in a different scenario), this Wolves AI combines " "all wolves of the side in the same pack." msgstr "" "General: 设定这些AI来模拟这些动物在真实生活中如何行动。 这些包括他们是" "动物,意味着他们不是特别聪明。狼通常群体狩猎,但很容易靠近的猎物分散注意力。" "它们也很不错,不怎么围攻鹿。大部分时候,这是故意的。\n" "\n" "熊 (被邪灵食尸鬼代替), 蜘蛛和 雪人 大部分仅仅游荡在地图各自的部分。它" "们不参与其它人的事情(包括狗)但被逼绝境时也不互相攻击。它们攻击其它,更弱小" "的动物(鹿,等),如果这些动物在它们范围。\n" "\n" "狼群群体捕猎。它们活跃的追捕最近的鹿(只要它呆在森林里面)并且试图逼它" "到绝境(但不经常成功),但容易被其它靠近范围的猎物分心。狼群尝试远离熊、蜘" "蛛、狗和雪人的范围,除了他们开始准备袭击。如果你让他们移动足够远,他们也会意" "识到攻击tusklet是不健康的。当没有鹿留下时,他们随意闲逛。注意,不同于狼群多群" "体AI(被使用在不同场景),这些狼群AI包括了在同样群体一方的所有狼群。" #: data/ai/micro_ais/scenarios/animals.cfg:12 msgid "" "Each Deer (replaced by Vampire Bats) wanders randomly on forest " "tiles, except when enemies get in its (the deer's) range, in which case it " "flees to the farthest point it can reach.\n" "\n" "Tuskers (replaced by Ogres) exhibit the same behavior as deer, except " "when an enemy is next to one of the tusklets. This enemy will then " "experience the full wrath of an irate boar.\n" "\n" "Tusklets (replaced by Young Ogres) blindly follow the closest adult " "tusker, except when there is no tusker left, in which case they behave the " "same as deer.\n" "\n" "Rabbits (replaced by Rats) also wander randomly, but in addition " "disappear into their holes (replaced by straw bales; if any are within " "reach) when enemies are close. They reappear out of their holes at the " "beginning of the turn, if it is safe.\n" "\n" "Sheep dogs (replaced by Footpads) try to keep their sheep safe. This " "involves keeping them inside the area outlined by the path the dogs have " "worn into the meadow, positioning themselves in between the sheep and " "approaching enemies, and attacking the enemies if those get too close. You " "might have to let the scenario play for quite some time before you get to " "see an interesting dog/wolf interaction. If no active herding or protecting " "move is needed, the dogs go to a random location on the path.\n" "\n" "Sheep (replaced by Troll Whelps) wander aimlessly except when a sheep " "dog is next to them, in which case they run away from the dog. The dogs " "exploit this by positioning themselves on the outside of the sheep, if " "possible. Sheep also run away from approaching enemies. The sheep, dogs and " "forest creatures (deer, tuskers, rabbits) have learned that they are no " "threat to each other and leave each other alone, demonstrating the enormous " "self control of a well trained sheep dog." msgstr "" "每个鹿群(被吸血蝙蝠替代) 在森林范围内游荡,但当敌人靠近这些鹿的范围" "时,它将逃到它能逃离最远的地方。Tuskers (由食人魔所取代)展现和鹿群相" "同的行为,但当一个敌人在其中一个Tusker旁边时,这个敌人将要承受它的震怒。.\n" "\n" "Tusklets(食人魔幼兽所取代)盲目的跟随最近的成年长牙动物,但当没有成年" "长牙动物时,它的表现和鹿群一样。\n" "\n" "兔子(由老鼠所取代)也是盲目游荡,但当敌人靠近时,它们将逃到他们最近的" "洞穴(稻草代替)里面。如果安全了,在回合的开始,它们将在它们的洞穴重新出现\n" "\n" "护羊犬(由走卒取代)试图去保护羊群安全。这包括让羊群待在由小路围成的区" "域,护羊犬穿进草地,位于护羊犬和正在靠近的敌人之间,如果敌人靠的太近,便攻击" "他们。你可以让这个场景运行一大段时间,之后你可以看到一只有意思的狗/狼活动。如" "果没有活动的放牧或保护行动需要,狗狗们会在小路的任意地点。牧羊犬(由巨魔幼" "崽代替)漫无目的的游荡,但一只牧羊犬靠近它们时,它们就会跑开。如果可能的" "话,羊群也会远离正在靠近的敌人,狗狗们利用这点,位于羊群外围。羊群、狗狗和森" "林动物(鹿群、长牙动物、兔子)知道它们之间没有威胁并且远离彼此, 一只训练有素" "的牧羊犬表现出非常好的自控能力。" #. [test]: id=animals #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:27 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45 msgid "Animals" msgstr "动物们" #. [side]: id=Rutburt, type=Outlaw #: data/ai/micro_ais/scenarios/animals.cfg:41 msgid "Rutburt" msgstr "" #. [side]: id=Rutburt, type=Outlaw #. [side]: type=General, id=leader2 #. [side]: type=Lieutenant, id=leader5 #. [side]: type=Lieutenant, id=leader6 #: data/ai/micro_ais/scenarios/animals.cfg:48 #: data/ai/micro_ais/scenarios/goto.cfg:43 #: data/ai/micro_ais/scenarios/goto.cfg:93 #: data/ai/micro_ais/scenarios/goto.cfg:110 #: data/ai/micro_ais/scenarios/wolves.cfg:27 msgid "Humans" msgstr "人类" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:63 msgid "Forest Creatures" msgstr "森林生物" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:77 msgid "Ghasts" msgstr "邪灵食尸鬼" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:91 msgid "Spiders" msgstr "蜘蛛" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:105 msgid "Yetis" msgstr "雪人" #. [side] #. [event] #. [test]: id=wolves #: data/ai/micro_ais/scenarios/animals.cfg:119 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48 #: data/ai/micro_ais/scenarios/wolves.cfg:5 msgid "Wolves" msgstr "狼群" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:133 msgid "Whelps" msgstr "幼兽" #. [set_menu_item]: id=m01_end_animals #. [event] #. [set_menu_item]: id=m04_end_animals #. [set_menu_item]: id=m01_end_swarm #. [set_menu_item]: id=m01_end_wolves #: data/ai/micro_ais/scenarios/animals.cfg:209 #: data/ai/micro_ais/scenarios/dragon.cfg:48 #: data/ai/micro_ais/scenarios/goto.cfg:382 #: data/ai/micro_ais/scenarios/guardians.cfg:85 #: data/ai/micro_ais/scenarios/lurkers.cfg:382 #: data/ai/micro_ais/scenarios/patrols.cfg:177 #: data/ai/micro_ais/scenarios/swarm.cfg:66 #: data/ai/micro_ais/scenarios/wolves.cfg:95 msgid "End Scenario" msgstr "结束场景" #. [command] #. [then] #: data/ai/micro_ais/scenarios/animals.cfg:221 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:184 #: data/ai/micro_ais/scenarios/goto.cfg:394 #: data/ai/micro_ais/scenarios/recruiting.cfg:111 #: data/ai/micro_ais/scenarios/swarm.cfg:72 #: data/ai/micro_ais/scenarios/swarm.cfg:177 #: data/ai/micro_ais/scenarios/wolves.cfg:101 #: data/ai/micro_ais/scenarios/wolves.cfg:262 msgid "Well, that was that." msgstr "好吧,那些是那些" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:338 msgid "" "Important: The animal Micro AIs in this " "scenario are written for a number of animal unit types that do not exist in " "Wesnoth mainline, such as bears, sheep and sheep dogs, or deer. In this test " "scenario, these units have been replaced by mainline units." msgstr "" "重要: 动物微型AI 在这个场景下,将用来编写在韦诺" "主线下不存在的一些动物单位类型,如熊,鹿和牧羊犬或者羊群。在这个测试场景下," "这些单位将会被主线单位所替代。" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:341 msgid "" "This is a fun little scenario with a bunch of different animal AIs, mostly " "for watching only. The animal AIs behave as follows:\n" "\n" msgstr "" "这个有意思的场景,有一群不同的动物AIs,大部分仅仅可以观看。这些动物AIs表现如" "下:\n" "\n" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:349 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:98 #: data/ai/micro_ais/scenarios/protect_unit.cfg:135 #: data/ai/micro_ais/scenarios/wolves.cfg:196 msgid "Question for the Player" msgstr "玩家问题" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:353 msgid "" "It is possible to include a human-controlled Side 1, so that the action " "stops once every turn for looking around (or to mess with things in debug " "mode).\n" "\n" "Note that there is no end to this scenario. For demonstration purposes, any " "unit that is killed is replaced by another unit of the same type at the " "beginning of the next turn. In order to end the scenario, there's a right-" "click option - but that only works in human-controlled mode. In AI-only " "mode, you have to press 'Esc' or reload a previous savefile.\n" "\n" "Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "这可能包括一个人类控制的一方1,以便在每个回合行动停止来观察(或处理调试模" "式)\n" "\n" "注意本场景没有结局。为了展示的目的,在每回合开始任何被杀死的单位会被相同的其" "它单位替代。为了结束这个场景,有个右击选项-但仅仅在人类控制的模式下生效。在AI" "控制模式,你必须按下‘esc’键或重新载入上一个存档。\n" "\n" "注意:动物AIs 被编辑为 微观 AIs。 一个微观 AI 可以被增加和修改来适应场景的需" "求。很容易的使用WML和 [micro_ai]标签。查看 微观 AI " "wiki 页面http://wiki.wesnoth.org/Micro_AIs 获取更多信息。" #. [option] #: data/ai/micro_ais/scenarios/animals.cfg:361 msgid "I'll just watch the animals." msgstr "'我仅仅来观察动物。" #. [option] #: data/ai/micro_ais/scenarios/animals.cfg:379 #: data/ai/micro_ais/scenarios/wolves.cfg:224 msgid "I want to have control of Side 1." msgstr "我想要控制1方。" #. [objectives] #: data/ai/micro_ais/scenarios/animals.cfg:385 msgid "Watch the animals do their things" msgstr "观看动物做它们的事情" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/animals.cfg:387 #: data/ai/micro_ais/scenarios/goto.cfg:424 #: data/ai/micro_ais/scenarios/swarm.cfg:152 #: data/ai/micro_ais/scenarios/wolves.cfg:236 msgid "Use right-click option" msgstr "使用右击选项" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/animals.cfg:391 #: data/ai/micro_ais/scenarios/wolves.cfg:240 msgid "Death of Rutburt" msgstr "Rutburt之死" #. [note] #: data/ai/micro_ais/scenarios/animals.cfg:395 #: data/ai/micro_ais/scenarios/goto.cfg:432 #: data/ai/micro_ais/scenarios/swarm.cfg:160 #: data/ai/micro_ais/scenarios/wolves.cfg:244 msgid "Check out the right-click menu options for additional actions" msgstr "查看右键菜单选项获得额外动作" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:413 msgid "" "Yowl!\n" "Translation: Those Ogres are mean! We better stay away from them and their " "young." msgstr "" "Yowl!\n" "Translation:这些食人魔是小气鬼!我们最好离他们和他们的幼崽远些。" #. [test]: id=bottleneck_defense #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5 msgid "Bottleneck Defense" msgstr "瓶颈防御" #. [side]: type=Orcish Leader, id=Big Bad Orc #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38 msgid "Big Bad Orc" msgstr "极坏的兽人" #. [event] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:85 msgid "All right, chaps. Those orcs need to be stopped." msgstr "好了,家伙们。这些兽人需要停下来。" #. [event] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87 #: data/ai/micro_ais/scenarios/guardians.cfg:514 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:135 msgid "They there! We them get!" msgstr "它们在那儿,捉住它们!" #. [event] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:90 msgid "" "We need to hold that pass for as long as we can. Let's put our strongest " "fighters on the front line and bring injured units to the back for healing. " "If we're careful enough, we might even win this battle. I'll join you as " "soon as I'm done recruiting and do my share of the fighting.\n" "\n" "Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be " "added and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "我们需要尽可能长的拖住它们。让我们把最强的战士放在前线,把负伤的单位带到后方" "疗伤。如果我们足够小心,我们可能甚至赢得这场战役。当我招募完毕后,我会尽快加" "入你来参与战斗。\n" "\n" "注意:瓶颈防御 AI 以微观AI来编译。微观AI可以添加和修改来适应场景的需要,很容" "易使用WML和 [micro_ai] 标签。查看Micro AI wiki 页面 http://wiki.wesnoth.org/Micro_AIs获取更多信息" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:100 msgid "" "In this scenario, the AI playing the humans in the east is instructed to " "form a defensive line at the pass and hold off the orcs for as long as " "possible. Do you want to play the orc side or let the default (RCA) AI do " "that?" msgstr "" "这个场景中,AI 扮演在东方的人类,他们将组成一道防线尽可能长的拖住兽人。你想扮" "演兽人一边或让默认的(RCA)AI来扮演?" #. [option] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:102 msgid "I'll watch the two AIs fight it out." msgstr "我将来观看两边AIs谁将胜出。" #. [option] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:105 msgid "I'll play the orcs." msgstr "我将扮演兽人" #. [objectives] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:116 msgid "Take the pass" msgstr "获得通过" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:118 msgid "Defeat all humans" msgstr "打败所有的人类" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:122 msgid "Death of Big Bad Orc" msgstr "大坏兽人之死" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126 msgid "Only one orc remains" msgstr "仅一个兽人留下" #. [then] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:151 msgid "" "I may have fallen, but we will continue to defend the pass to the last man!" msgstr "我可能倒下,但我们将持续守卫这个防线到最后一个战士!" #. [test]: id=dragon #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54 msgid "Dragon" msgstr "龙" #. [side] #: data/ai/micro_ais/scenarios/dragon.cfg:21 msgid "team_name^Rowck" msgstr "team_name^Rowck" #. [side]: type=Dread Bat, id=Dreadful Bat #: data/ai/micro_ais/scenarios/dragon.cfg:33 msgid "Dreadful Bat" msgstr "恐怖蝙蝠" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:51 msgid "Rowck's Home" msgstr "Rowck的老巢" #. [unit]: id=Rowck, type=Fire Dragon #: data/ai/micro_ais/scenarios/dragon.cfg:55 msgid "Rowck" msgstr "Rowck" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:81 msgid "Be careful to stay out of the way of that dragon. He's a mean one." msgstr "小心,远离那只小气的龙。" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:84 msgid "" "Hi there. I am Rowck and here is what I do:\n" "When hungry, I move around part of the map in a random wander until I get " "into range of an enemy. If enemies are within range, I attack and devour the " "weakest of them. After that, I retreat to my rest location, where I stay for " "a certain number of turns or until fully healed.\n" "A few details (features, not bugs, but can be changed if desired):\n" "- If my way home is blocked on the return, the normal RCA AI takes over my " "behavior.\n" "- I will, however, attack any enemy occupying my rest hex, if I can get " "there.\n" "- A kill only makes me go home when I am the attacker, not as defender.\n" "- Occasionally I will not move at all while wandering (a dragon has to rest " "sometimes!)\n" "\n" "Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "喂,我是Rowck,这是我所做的:\n" "碰到当我饥饿时,我就闲逛在地图上,直到我进入一个敌人的范围。如果敌人在这范围" "以内,我将攻击并将摧毁他们最弱的一些,而后,我将退到我休息的地方,我将在那呆" "几个回合或直到康复.\n" "一些细节(特点,无bugs,如需要可更改):\n" "-如果回家路被堵了,普通的 RCA AI 会取代我的行动。\n" "-然后,如果能到那儿,我将攻击占领我栖息位置的任何敌人。\n" "-当我是攻击者而非防御者时,一次猎杀仅仅让我回家。\n" "-偶尔我也根本不移动在走神时(有时龙必须休息!)\n" "\n" "注意:狩猎者 AI 编译为 Micro AI。 A Micro AI可以根据场景需要添加和修改, 可" "以很容易使用WML和 [micro_ai] 标签。查看 Micro AI wiki页" "面http://wiki.wesnoth.org/Micro_AIs 获取更多信息" #. [objectives] #: data/ai/micro_ais/scenarios/dragon.cfg:96 msgid "Move the bats around to explore how Rowck reacts" msgstr "四处移动蝙蝠来探索Rowck如何反应" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:98 msgid "Defeat Rowck" msgstr "打败Rowck" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:102 msgid "Move the lead bat to the signpost" msgstr "移动领头蝙蝠到指示牌" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/dragon.cfg:106 msgid "Death of the bat leader" msgstr "蝙蝠领袖之死" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:139 msgid "I'm out of here." msgstr "我离开这儿" #. [test]: id=fast #: data/ai/micro_ais/scenarios/fast.cfg:5 msgid "Fast" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/fast.cfg:64 msgid "" "This scenario presents a situation with so many units on the map, that there " "is a noticeable delay (a few seconds or so) before each move by the default " "AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate " "the difference, side 1 is played by the Fast Micro AI and side 2 by the " "default (RCA) AI.\n" "\n" "There is nothing to do here, just watch or use this scenario as a template " "or for your own tests." msgstr "" #. [test]: id=goto #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:84 msgid "Goto" msgstr "Goto" #. [side]: id=Vaddan, type=Outlaw #: data/ai/micro_ais/scenarios/goto.cfg:27 msgid "Vaddan" msgstr "Vaddan" #. [side]: type=Poacher, id=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:60 msgid "Woodsmen" msgstr "护林人" #. [side]: type=Saurian Flanker, id=leader4 #: data/ai/micro_ais/scenarios/goto.cfg:76 msgid "Saurians" msgstr " 蜥蜴人" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:125 msgid "team_name^Animals" msgstr "小组_名称^动物" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:138 msgid "team_name^Ghosts" msgstr "team_name^鬼魂" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:185 msgid "General Minry" msgstr "Minry将军" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:186 msgid "Lieutenant Gadoc" msgstr "Gadoc队长" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:187 msgid "Lieutenant Senvan" msgstr "Senvan队长" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:188 msgid "Sergeant Aethubry" msgstr "Aethubry中士" #. [set_menu_item]: id=m01_new_footpad #: data/ai/micro_ais/scenarios/goto.cfg:339 msgid "Place Side 1 Footpad" msgstr "放置阵营1走卒" #. [set_menu_item]: id=m02_kill_unit #. [set_menu_item]: id=m05_kill_unit #: data/ai/micro_ais/scenarios/goto.cfg:350 #: data/ai/micro_ais/scenarios/swarm.cfg:113 #: data/ai/micro_ais/scenarios/wolves.cfg:153 msgid "Kill Unit under Cursor" msgstr "在光标下杀死单位" #. [set_menu_item]: id=m03_null_control #: data/ai/micro_ais/scenarios/goto.cfg:363 msgid "Turn off human control of Side 1" msgstr "关闭阵营1人类控制" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:413 msgid "" "This scenario demonstrates a variety of different uses of the Goto Micro AI. " "All AI sides are controlled by this MAI in one way or another (except for " "the saurians, which are run by the Lurkers Micro AI). Messages will be " "displayed throughout the scenario to point out what the units are doing.\n" "\n" "The player controls Side 1. There are right-click context menu options for " "adding Side 1 units to the map and for taking them off again. This is useful " "mostly for testing how the Side 3 guardians react.\n" "\n" "Note: The Goto AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "这个场景演示了Goto Micro AI各种使用。所有的AI 阵营由MAI控制(蜥蜴人除外,由" "Lurker Micro AI). 信息将贯穿全剧展示来指出这些单位正在做什么。\n" "\n" "玩家控制阵营1.右击菜单选择来增加地图上阵营1单位和把他们再次带离。测试阵营3的" "卫兵如何反应。\n" "\n" "注意:Goto AI 编译为 Micro AI。一种Micro AI 可以添加和适应一个场景的需求,非" "常容易使用WML和 [micro_ai]标签。查询 Micro AI Wiki 页面" "http://wiki.wesnoth.org/Micro_AIs查询更多信息。" #. [objectives] #: data/ai/micro_ais/scenarios/goto.cfg:422 msgid "Watch the AI units do their things" msgstr "观察AI单元做他们的事情" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/goto.cfg:428 msgid "Death of Vaddan" msgstr "Vaddan之死" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:443 msgid "The bridge is out. What do we do now?" msgstr "桥不在了,我们该如何做?" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:447 msgid "Looks like we need to take the long way around to get to General Minry." msgstr "似乎我们要走很长的路去General Minry" #. [message]: speaker=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:456 msgid "" "Chaps, ignore everybody except for that swindler Vaddan and his men. Stay in " "place until any of his units gets within 8 hexes of you.\n" "\n" "Note: This is a demonstration of how the Goto Micro AI can be used to code " "guardian units, although one of the dedicated Guardian Micro AIs will often " "be better suited for that purpose." msgstr "" "伙计们,除了骗子Vaddan 和他的人,忽视所有人。呆在你的地方直到他的单位进入8个" "范围内。\n" "\n" "注意:这是个Goto Micro Ai 如何用来编译卫兵单元的展示,即使有一个专注的卫兵" "Micro AIs将更好的符合那个目标。" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:467 msgid "" "Us four bats switch between running off to the corners of the map (each one " "to a different corner), and getting back in a group right here. Either " "behavior is set up with a single [micro_ai] tag, one with " "'unique_goals=yes', the other without." msgstr "" "使用四个蝙蝠到地图的四个角落(每一个到不同的角落),并且集体返回这儿。每种行" "为提供给一个单独[micro_ai]标签,一个 'unique_goals=yes',另一个无。" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:475 msgid "Aaiiieeeeeee !!!" msgstr "Aaiiieeeeeee !!!" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:476 msgid "O no, a ghost!" msgstr "哦,不,幽灵!" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:477 msgid "" "Don't worry, those are really shy ghosts. Nobody knows why, but they always " "appear in the north this time of year and move through to the south. Also, " "very unusually for ghosts, they seem to be scared of everybody and avoid " "other units as much as possible -- except for the bats and saurians, with " "which they seem to get along just fine for some reason. So as long as we " "don't corner them, they'll leave us alone." msgstr "" "别担心,这些其实是害羞的鬼魂。没人知道为什么,但它们常常消失在今年这个时候的" "北方并且移向南。这些幽灵也非常奇怪,它们似乎害怕任何人并且尽可能的避免与其它" "单位接触-除了蝙蝠和蜥蜴人,似乎因为一些原因,幽灵似乎很乐意与它们相处。因此只" "有我们不逼迫它们, 它们就不会干涉我们。" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:536 msgid "" "I'll take the route straight through the mountains. It's much shorter than " "following the trail all the way around in the south." msgstr "我将走这条路直接穿越群山,这将比一直沿着这条路环绕南方更近。" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:540 msgid "" "You're crazy. It might be shorter as the crow flies, but it will take you " "forever to get through those mountains.\n" "\n" "Note: The messengers are controlled by Goto Micro AI definitions that differ " "by a single line, 'use_straight_line=yes/no'." msgstr "" "太疯狂了,像乌鸦飞那样,可能会更短,但它会永远的带你穿越那些群山。\n" "\n" "注意:Goto Micro Ai 控制这些信使。definitions that differ by a single line, " "'use_straight_line=yes/no'." #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:574 msgid "I told you so!" msgstr "我告诉过你了!" #. [message]: speaker=leader5 #: data/ai/micro_ais/scenarios/goto.cfg:584 msgid "" "Men, head down to the River Fort and get your orders from Sergeant Aethubry. " "I want each and every one of you to report to him before going east to fight " "those saurians." msgstr "" "伙计们,去河边要塞并从Aethubry军士那里获得命令。在去东边与这些蜥蜴人交战之前" "我希望每个,你们当中每个人都向他汇报。" #. [message]: speaker=leader6 #: data/ai/micro_ais/scenarios/goto.cfg:593 msgid "" "Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward " "the River Fort as well, but it's good enough for one of you to report to " "Sergeant Aethubry. Once that has happened, the rest of you can head into " "battle directly." msgstr "" "哈,这是为你准备的文员!伙计们,我希望你们也向河边要塞移动。但非常好的是你们" "其中的一个向Aethubry中士报告。一旦批准,你们剩下的可以直接投入战斗。" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:611 msgid "" "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting " "for duty, sir." msgstr "$unit.language_name $unit.name 来自Gadoc中尉中队报到,sir。" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:627 msgid "Ready to fight those saurians, soldier?" msgstr "战士们,打算和这些蜥蜴人战斗吗?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:631 msgid "Yes, sir." msgstr "是的" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:639 msgid "" "Very good, $unit.language_name. Now go help your comrade get rid of that " "saurian infestation in the swamps." msgstr "" "非常好。 $unit.language_name.现在去帮助在沼泽地的战友们去除蜥蜴人的入侵。" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:647 msgid "Maybe if I ignore them, they'll just go away?" msgstr "如果我可能忽视它们,它们会离开吗?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:666 msgid "Lieutenant Senvan's men reporting for duty, sir." msgstr "Senvan中尉的人l来报到,Sir." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:670 msgid "" "Ah, Lieutenant Senvan... Is every single one of you going to bother me " "individually as well?" msgstr "啊,Senvan 中尉,你们也打算一个个来烦我?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:674 msgid "" "No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have " "reported to you." msgstr "不,先生。一旦我向您汇报,Senvan 中尉命令我们投入战斗," #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:678 msgid "" "Well, that's a relief. Somebody knows how to use his ... I mean, very well, " "off you go then.\n" "\n" msgstr "" "好吧,松了一口气。有人知道如何使用他的。。。我的意思,好吧,然后离开。\n" "\n" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:680 msgid "" "I wouldn't say anything negative about one of my superior officers now, " "would I?" msgstr "现在我没有说关于我们其中一位上级长官任何负面的东西,我会吗?" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:718 msgid "We've all made it to the corners, let's get back together again." msgstr "我们一起把它逼到角落,让我们一起再次回来。" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:759 msgid "We're back together, let's head out to the corners again." msgstr "我们一起回来,让我们再次驶向角落。" #. [test]: id=guardians #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:17 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:57 msgid "Guardians" msgstr "卫兵们" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:31 #: data/ai/micro_ais/scenarios/swarm.cfg:19 msgid "Kraa" msgstr "Kraa" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:37 #: data/ai/micro_ais/scenarios/swarm.cfg:27 msgid "Gryphons" msgstr "狮鹫们" #. [side]: type=Orcish Leader, id=Another Bad Orc #: data/ai/micro_ais/scenarios/guardians.cfg:49 msgid "Another Bad Orc" msgstr "又一个糟糕的兽人" #. [unit]: type=Dwarvish Guardsman, id=guardian1 #: data/ai/micro_ais/scenarios/guardians.cfg:96 msgid "Guardian 1" msgstr "卫兵1" #. [unit]: type=Dwarvish Guardsman, id=guardian2 #: data/ai/micro_ais/scenarios/guardians.cfg:107 msgid "Guardian 2" msgstr "卫兵2" #. [unit]: type=Giant Rat, id=coward1 #: data/ai/micro_ais/scenarios/guardians.cfg:120 msgid "Coward 1" msgstr "懦夫1" #. [unit]: type=Giant Rat, id=coward2 #: data/ai/micro_ais/scenarios/guardians.cfg:142 msgid "Coward 2" msgstr "懦夫2" #. [unit]: type=Giant Rat, id=coward3 #: data/ai/micro_ais/scenarios/guardians.cfg:166 msgid "Coward 3" msgstr "懦夫3" #. [unit]: type=Giant Rat, id=coward4 #: data/ai/micro_ais/scenarios/guardians.cfg:191 msgid "Coward 4" msgstr "懦夫4" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:211 msgid "Move gryphons here to see different coward reactions" msgstr "把狮鹫们移到这儿去看不同懦夫的反应。" #. [unit]: type=Troll, id=return1 #: data/ai/micro_ais/scenarios/guardians.cfg:220 msgid "Return Guardian 1" msgstr "往返卫兵1" #. [unit]: type=Troll Whelp, id=return2 #: data/ai/micro_ais/scenarios/guardians.cfg:239 msgid "Return Guardian 2" msgstr "往返卫兵2" #. [unit]: type=Troll Whelp, id=home1 #: data/ai/micro_ais/scenarios/guardians.cfg:259 msgid "Home Guard 1" msgstr "地方志愿军1" #. [unit]: type=Troll, id=home 2 #: data/ai/micro_ais/scenarios/guardians.cfg:271 msgid "Home Guard 2" msgstr "地方志愿军2" #. [unit]: type=Skeleton Archer, id=stationed1 #: data/ai/micro_ais/scenarios/guardians.cfg:284 msgid "Stationed Guardian 1" msgstr "驻扎守护 1" #. [unit]: type=Skeleton, id=stationed2 #: data/ai/micro_ais/scenarios/guardians.cfg:306 msgid "Stationed Guardian 2" msgstr "驻扎守护 2" #. [unit]: type=Troll, id=zone1 #: data/ai/micro_ais/scenarios/guardians.cfg:329 msgid "Gate Keeper" msgstr "门卫" #. [unit]: type=Dwarvish Guardsman, id=zone2 #: data/ai/micro_ais/scenarios/guardians.cfg:354 msgid "Home Keeper" msgstr "警卫" #. [unit]: type=Naga Fighter, id=zone3 #: data/ai/micro_ais/scenarios/guardians.cfg:383 msgid "Water Guardian" msgstr "水源守卫" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:402 msgid "Guarded Location" msgstr "防卫区域" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:403 msgid "Station 1" msgstr "位置1" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:404 msgid "Station 2" msgstr "位置2" #. [command] #. [set_menu_item]: id=m01_guardian #: data/ai/micro_ais/scenarios/guardians.cfg:425 #: data/ai/micro_ais/scenarios/guardians.cfg:431 msgid "Standard WML Guardian" msgstr "标准WML卫士" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:431 msgid "" "This is the built-in WML guardian coded using 'ai_special=guardian'. These " "guardians attack if there is an enemy within their movement range, otherwise " "they do nothing (except maybe retreating to a village for healing)." msgstr "" "这是一个内置 WML 卫士使用 'ai_special=guardian' 编译。如果敌人在他们的移动范" "围之内,卫士们就会攻击,否则不会有任何行动(可能退守村庄治疗)" #. [command] #. [set_menu_item]: id=m02_return #: data/ai/micro_ais/scenarios/guardians.cfg:436 #: data/ai/micro_ais/scenarios/guardians.cfg:442 msgid "Return Guardian" msgstr "返回卫士" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:442 msgid "" "A 'return guardian' is a variation of the standard Wesnoth guardian. It has " "an assigned guard position (GP) to which it returns after attacks on " "approaching enemies:\n" "- If at GP with no enemy in reach, do nothing.\n" "- If at GP with enemy in reach, leave attack to default AI (note that this " "may include not attacking if the enemy is deemed too strong).\n" "- If not at GP, return there, no matter whether an enemy is in reach or " "not.\n" "- If enemies are blocking your way back, do your best to get there anyway.\n" "- If you end up next to an enemy on the way back, attack after the move." msgstr "" "返回卫士是标准维诺卫士的一个变体。在袭击完走进的敌人后,将返回一个指定的防护" "位置:\n" "-如无敌人靠近守护位置,无动作。\n" "-如敌人靠近守卫区域,远离攻击默认AI(注意:如果敌人看起来太强,这可能包括不攻" "击)。\n" "-如不在守卫区域,返回那儿,无论敌人是否到达。\n" "-如敌人正在阻挡你回去的路,尽最大努力返回。\n" "-如你最终与返回的敌人撞见,在移动后攻击。" #. [command] #. [set_menu_item]: id=m03_home #: data/ai/micro_ais/scenarios/guardians.cfg:452 #: data/ai/micro_ais/scenarios/guardians.cfg:458 msgid "Home Guard" msgstr "地方守卫" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:458 msgid "" "A 'home guard' is a variant on the 'guardian' AI special. With this variant, " "the unit has an assigned 'home' location, and will return there if not " "involved in combat and if not going to a village, whether for healing or to " "capture it this turn. (By contrast, the standard guardian AI will cause the " "unit to stay where it last attacked.) This differs from 'return guardian' in " "that a home guard will press the attack, possibly getting drawn quite far " "from 'home', rather than returning after each attack. (It can also be lured " "away by a string of closely-placed villages, but that is something a map " "builder can control.)\n" "This also demonstrates how to combine candidate actions from Formula AI and " "Lua AI in one side. The home guard is written in Formula AI, while the " "return and stationed guardians and the cowards are written in Lua AI. In " "addition the non-guardian units of the side follow the default AI behavior." msgstr "" "“地方守卫”是“守卫\"AI 的变体。通过这个变体,如果没有卷入战争和去村庄治疗或本" "回合占领村庄,这个单位有一个分配的”归属“位置。并且会返回那儿。(相反,标准的" "守卫AI会导致单位呆在上次它进攻的地方。)这个和在归属地的返回卫士会逼迫攻击不" "同,可能变得疲惫远离归宿区。而不是在每次攻击后返回。(也能被一系列紧密放置的" "村民所引诱开,但有时那是一个地图创建者能控制的。)\n" "这也展示了如何结合来自一方公式AI和Lua AI候选人的行动。地方守卫有Formula编写," "然而返回守卫、驻扎守卫和胆怯者由Lua AI编写。另外非守卫单元的一边遵循默认AI行" "为。" #. [command] #. [set_menu_item]: id=m04_stationed #: data/ai/micro_ais/scenarios/guardians.cfg:464 #: data/ai/micro_ais/scenarios/guardians.cfg:470 msgid "Stationed Guardian" msgstr "驻扎守护" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:470 msgid "" "A 'stationed guardian' is another variation of the standard Wesnoth guardian " "with a somewhat more complex behavior than that of the 'return guardian'. " "Two positions are defined for it, a 'station' and a 'guarded location', as " "well as a 'distance'. The behavior is as follows:\n" "- If no enemy is within 'distance' of the guard's current position, do " "nothing.\n" "- Otherwise: If an enemy is within 'distance' of the guard, but not also " "within the same distance of the guarded location and the station (all of " "this simultaneously), move the guard in the direction of the station.\n" "- Otherwise:\n" " - Pick the enemy unit that is closest to the guarded location.\n" " - If we can reach it, pick the adjacent hex with the highest defense " "rating and attack from there.\n" " - If not in reach, move toward this unit." msgstr "" "驻扎守卫是比返回守卫有着某种程度上更加复杂行为的标准韦诺卫士的另外变体。有两" "种位置可以限定它,一种是“驻扎”位置,“守卫”位置,还有一种“距离”位置,行为如" "下:\n" "-如果没有敌人在守卫目前位置的范围内,没有任何行为。\n" "-另外:如果一个敌人在守卫的距离范围内,但不在守护位置和驻扎位置的相同距离内" "(所有的位置同时),移动守卫到驻扎位置.\n" "-另外:\n" "-挑选离守卫位置最近的敌人.\n" "-如果我们能到达那儿,挑选有着最高防御力的邻近方格并且从那儿攻击.\n" "-如果不能到达,移向这个单位。" #. [command] #. [set_menu_item]: id=m05_coward #: data/ai/micro_ais/scenarios/guardians.cfg:481 #: data/ai/micro_ais/scenarios/guardians.cfg:487 msgid "Coward" msgstr "懦夫" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:487 msgid "" "Cowards are units that, like guardians, sit around doing nothing until an " "enemy comes into range. Unlike guardians, however, they run away once " "enemies approach. Applications might be wild animals, unarmed civilians " "getting in the way of a battle, etc. The coward macro can be called with two " "optional locations, 'seek' and 'avoid':\n" "- If neither is given, the coward retreats to the position farthest away " "from the approaching enemies.\n" "- If 'seek' is given, it preferentially goes toward that location (but " "getting away from enemies takes priority).\n" "- If 'avoid' is given, it in addition tries to avoid that location (with " "both maximizing distance from enemies and going toward 'seek' taking " "priority).\n" "- Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), " "in which case not a single hex, but a line of hexes is sought or avoided." msgstr "" "懦夫像类似于守卫一样的单位,闲坐在那,除非有敌人靠近范围。然而,不像卫兵,一" "旦敌人靠近,他们就跑开了。可能是野兽、阻碍战斗未武装的平民,等等(?)。懦夫" "宏可以有两个选项位置,‘seek'和’avoid':\n" "- 如果两个都没有,懦夫将退到离逼近敌人的最远位置。\n" "- 如果是seek指令,它将优先走到那个位置(但优先远离敌人占领的位置).\n" "- 如是avoid," #. [command] #. [set_menu_item]: id=m06_zone #: data/ai/micro_ais/scenarios/guardians.cfg:496 #: data/ai/micro_ais/scenarios/guardians.cfg:502 msgid "Zone Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:502 msgid "" "A zone guardian is a unit that, as the name says, guards a zone. It moves " "randomly inside this zone until an enemy enters it (or a separately defined " "enemy zone, see below). Applications might be the defense of a castle or a " "nesting area. The zone macro can be called with an optional enemy zone:\n" "- If not specified, the zone guard attacks any enemy coming inside its guard " "zone.\n" "- Otherwise, it attacks any enemy entering the enemy zone and once there are " "no more enemies, it goes back to patrol in its basic zone." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:513 msgid "Kraahhh!!!!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:516 msgid "" "Gryphons of the High Plains, look at all these enemies. They don't behave " "normally. Most of them don't move at all unless we get close. Let's check " "out how they react to us.\n" "\n" "Note to the player: the right-click context menu provides information about " "each of the units' behavior.\n" "\n" "Another note: Most of the Guardian AIs are coded as Micro AIs. A Micro AI " "can be added and adapted to the need of a scenario easily using only WML and " "the [micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/guardians.cfg:525 msgid "Move the Gryphons around to explore how the guardians react" msgstr "移动狮鹫们到周围来探究卫兵如何反应" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:527 #: data/ai/micro_ais/scenarios/patrols.cfg:233 msgid "Defeat all enemy units" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:531 msgid "Move Kraa to the signpost" msgstr "移动kraa到指定路标" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/guardians.cfg:535 msgid "Death of Kraa" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/guardians.cfg:539 msgid "" "Check out the right-click menu options for information on each guardian type" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:594 msgid "" "Gryphons of the High Plains, it is time to return to said plains. Follow me." msgstr "" #. [test]: id=hang_out #: data/ai/micro_ais/scenarios/hang_out.cfg:5 msgid "Hang Out" msgstr "闲逛" #. [side]: id=Bad Outlaw, type=Outlaw #: data/ai/micro_ais/scenarios/hang_out.cfg:23 msgid "team_name^Bad Outlaw" msgstr "" #. [side]: id=Good Bandit, type=Bandit #: data/ai/micro_ais/scenarios/hang_out.cfg:39 msgid "team_name^Good Bandit" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:61 msgid "Outlaw moves here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:116 msgid "" "That outlaw over there is going to run for the keep in the southeast. He's " "only going to recruit for three rounds before he'll start moving and he and " "his footpads are much faster than we are. Let's make haste or we'll never " "catch him.\n" "\n" "Note: This scenario uses a combination of two Micro AIs, the Hang Out Micro " "AI which makes the Side 2 units remain around the keep for two turns (while " "moving off castle tiles to allow for recruiting) and the Messenger Escort AI " "which takes over after that. A Micro AI can be added and adapted to the " "need of a scenario easily using only WML and the [micro_ai] tag. Check out " "the Micro AI wiki page at http://wiki.wesnoth." "org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/hang_out.cfg:122 msgid "" "Get into the outlaw's way before he can make it to the south-eastern keep" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/hang_out.cfg:124 msgid "Death of Bad Outlaw" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:128 msgid "Death of Good Bandit" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:132 msgid "Bad Outlaw makes it to the signpost" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:144 msgid "We got him! Now whatever it is we are fighting for is safe." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:168 msgid "" "I made it! Now we can keep fighting for whatever it is that we are fighting " "for." msgstr "" #. [test]: id=healer_support #: data/ai/micro_ais/scenarios/healer_support.cfg:5 msgid "Healer Support" msgstr "" #. [side]: id=Rebels1, type=Elvish Ranger #: data/ai/micro_ais/scenarios/healer_support.cfg:21 msgid "Rebels 1" msgstr "" #. [side]: id=Rebels2, type=Elvish Marksman #: data/ai/micro_ais/scenarios/healer_support.cfg:35 msgid "Rebels 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/healer_support.cfg:79 msgid "" "In this scenario, we demonstrate the use of the Healer Support Micro AI. " "This AI configures the healers of a side to stay behind the battle lines and " "heal injured and/or threatened units rather than participate in the attacks " "under all circumstances. It includes several configurable options (which are " "set differently for the two sides in this scenario) that determine how " "aggressive/careful the healers are, whether they also attack, how much risk " "they are willing to take, etc.\n" "\n" "For clarity, each healer announces her upcoming support move. If you don't " "want to see that each time, just hit 'esc' when it happens the first time.\n" "\n" "Note: The Healer Support AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/healer_support.cfg:95 msgid "Argh! They got us..." msgstr "" #. [test]: id=lurkers #: data/ai/micro_ais/scenarios/lurkers.cfg:184 msgid "Lurkers of the Swamp" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:198 msgid "Pekzs" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:204 msgid "team_name^Pekzs" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:220 msgid "Micro AI Lurkers (saurians, stationary)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:236 msgid "Micro AI Lurkers (saurians, wanderers)" msgstr "" #. [side]: type=Naga Warrior #: data/ai/micro_ais/scenarios/lurkers.cfg:252 msgid "Micro AI Lurkers (nagas)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:268 msgid "WML Lurkers (saurians)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:284 msgid "Formula AI Lurkers (saurians)" msgstr "" #. [set_menu_item]: id=m01_menu_lurker2 #: data/ai/micro_ais/scenarios/lurkers.cfg:387 msgid "Place a Side 2 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker3 #: data/ai/micro_ais/scenarios/lurkers.cfg:399 msgid "Place a Side 3 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker4 #: data/ai/micro_ais/scenarios/lurkers.cfg:411 msgid "Place a Side 4 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker5 #: data/ai/micro_ais/scenarios/lurkers.cfg:423 msgid "Place a Side 5 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker6 #: data/ai/micro_ais/scenarios/lurkers.cfg:435 msgid "Place a Side 6 lurker" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:450 msgid "" "In this scenario we demonstrate the Lurker Micro AI. A lurker is a unit that " "is capable of moving across most terrains, but that only stops on and " "attacks from specific terrain. It might also have the ability to hide on " "this terrain (which is the reason why this is called the Lurker AI).\n" "\n" "Lurkers move individually without any strategy and always attack the weakest " "enemy within their reach. If no enemy is in reach, the lurker does a random " "move instead - or it just sits and waits (lurks)." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:455 msgid "" "Three different lurker behaviors are set up here using the [micro_ai] tag " "with different parameters:\n" "\n" "Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, " "they do not move.\n" "\n" "Side 3 (green): saurians attacking only from swamp. If no enemy is in range, " "they wander randomly (on swamp only).\n" "\n" "Side 4 (purple): nagas wandering only on water terrain, but attacking from " "both water and swamp.\n" "\n" "We also added two other sides, which demonstrate lurker behavior coded in " "WML (Side 5, gray) and Formula AI (Side 6, brown)." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:465 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139 #: data/ai/micro_ais/scenarios/patrols.cfg:217 msgid "Notes" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:465 msgid "" "You can use the right-click context menu to add additional lurkers.\n" "\n" "Any unit not adjacent to swamp (and water, for the nagas) is safe from the " "lurkers, thus it is easy to keep Pekzs from being attacked.\n" "\n" "The Lua Lurker AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/lurkers.cfg:474 msgid "Watch the lurkers move around and fight them if you want" msgstr "观察潜伏者的走动,如果你愿意的打败它们" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:476 msgid "Defeat all lurkers" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:480 msgid "Move Pekzs to the signpost" msgstr "移动 Pekzs 到指示牌" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/lurkers.cfg:484 msgid "Death of Pekzs" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/lurkers.cfg:488 msgid "Right-click on unoccupied swamp hexes to add more lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:533 msgid "" "Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again " "ssometime." msgstr "" #. [test]: id=messenger_escort #: data/ai/micro_ais/scenarios/messenger_escort.cfg:5 msgid "Messenger Escort" msgstr "" #. [side]: id=Vanak, type=Orcish Ruler #: data/ai/micro_ais/scenarios/messenger_escort.cfg:18 msgid "Vanak" msgstr "" #. [side] #. [unit]: type=Dragoon, id=messenger #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:37 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:71 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72 msgid "Messenger" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:121 msgid "Messanger Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:123 msgid "Messenger Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:125 msgid "Messenger Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:128 msgid "AI moves Messenger here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:137 msgid "" "Men, I need to get to that signpost in the north, to get the message to our " "leader. Let's head up there as quickly as we can." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139 msgid "" "The Messenger Escort AI will try to move the dragoon messenger to the " "signpost in the north, while protecting him as well as possible with the " "other units. Vanak's orcs need to stop him.\n" "\n" "Note that the messenger route is set up through a series of waypoints here " "simply to demonstrate how to use waypoints. On this map, using only a single " "waypoint at the end of the route would work just as well (or probably even " "better).\n" "\n" "Also note that the messenger does not have to get exactly to each signpost " "(except for the last one), getting close is good enough.\n" "\n" "The Messenger Escort AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/messenger_escort.cfg:151 msgid "Defeat the messenger" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:155 msgid "Messenger gets to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:159 msgid "Death of Vanak" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:173 msgid "I made it! Now our people will be safe." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:185 msgid "Nooo! All is lost. We will never stop the orcs now!" msgstr "" #. [test]: id=patrols #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75 msgid "Patrols" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:19 msgid "Gertburt" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:27 msgid "Bandits" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:41 msgid "team_name^Konrad" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:56 msgid "team_name^Urudin" msgstr "" #. [unit]: type=Orcish Slayer, id=Urudin #: data/ai/micro_ais/scenarios/patrols.cfg:114 msgid "Urudin" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:180 msgid "Konrad Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:182 msgid "Konrad Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:184 msgid "Konrad Final Waypoint" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:187 msgid "Patrol Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:189 msgid "Patrol Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:191 msgid "Patrol Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:193 msgid "Patrol Waypoint 4" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:196 msgid "Urudin retreats here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:204 msgid "" "Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to " "you in this scenario.\n" "\n" "I am heading for the keep east of the central mountain via a couple " "waypoints in the south. I will stay there once I get there. By contrast, " "those two fellas in the center are perpetually circling the mountain, one of " "them always in the same direction, the other changing directions after every " "lap.\n" "\n" "All of this is implemented by use of the Patrol [micro_ai] tag." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:211 msgid "" "By contrast, I am a zone guardian patrolling, in a way, the southernmost " "part of the map. This AI is implemented via the Guardian [micro_ai] tag. " "It is here mostly to demonstrate how to set up different Micro AIs for the " "same side. For more details on different types of guardian AIs, there is a " "separate test scenario specializing on those." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:212 msgid "" "And I am Urudin. I will attack my enemies for a few turns, but will retreat " "toward the right edge of the map if my hitpoints are below half of maximum " "or by Turn 5, whatever happens first.\n" "\n" "This is an AI separate from the Patrols of Side 2." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:217 msgid "" "You, as the player, are in charge of Gertburt's bandits in this scenario. " "You can either simply watch the patrols move around, or you can move units " "into their way. The three patrol units are instructed to behave differently " "when facing enemy units:\n" "\n" "Konrad only attacks Gertburt, or any enemy unit that blocks his final " "waypoint.\n" "\n" "The Swordsman never attacks at all.\n" "\n" "The Longbowman attacks any enemy unit he ends up next to at the end of his " "move.\n" "\n" "They all have in common, however, that getting to their next waypoint takes " "priority over attacking. They will thus prefer to move around enemies rather " "than straight for them. Also, if a waypoint is occupied by a unit they are " "not instructed to attack, they will (eventually) abandon that waypoint once " "they get close enough and move on to the next one.\n" "\n" "The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro " "AI can be added and adapted to the need of a scenario easily using only WML " "and the [micro_ai] tag. Check out the Micro AI wiki " "page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/patrols.cfg:231 msgid "Watch the patrols, attack them etc." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/patrols.cfg:237 msgid "Move Gertburt to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/patrols.cfg:241 msgid "Death of Gertburt" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:256 msgid "" "Well, that was fun! I'll just hang out here now and watch those two guys " "walk and walk and ..." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:297 msgid "Let's go home, chaps." msgstr "" #. [test]: id=protect_unit #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63 msgid "Protect Unit" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:18 #: data/ai/micro_ais/scenarios/recruiting.cfg:17 msgid "Langzhar" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:24 #: data/ai/micro_ais/scenarios/recruiting.cfg:23 msgid "team_name^Langzhar" msgstr "" #. [side]: id=Koorzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:34 #: data/ai/micro_ais/scenarios/recruiting.cfg:32 msgid "Koorzhar" msgstr "" #. [side]: id=Koorzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:41 #: data/ai/micro_ais/scenarios/recruiting.cfg:38 msgid "team_name^Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:120 msgid "Move Rossauba here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:127 msgid "There's that traitor wizard. Let's get him." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:129 msgid "" "Men, you know the deal. We must protect Rossauba under all circumstances. " "Even my survival is not as important." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:130 msgid "That's very kind of you, but ..." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:131 msgid "" "No buts! You stay behind the lines and do not engage in battle unless there " "is no risk to your life, is that understood? And get to that signpost in " "the northwest if it is safe." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/protect_unit.cfg:138 msgid "" "In this scenario, the AI playing the humans in the east (Langzhar) is " "instructed to protect the wizard Rossauba, while moving him safely to the " "signpost. On the other side, Koorzhar's units (in the west) will primarily " "attack Rossauba, even if a better target is available. Do you want to play " "either of the sides or let the AIs battle it out among themselves?\n" "\n" "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:143 msgid "I'll watch the two AIs fight it out" msgstr "" #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:146 msgid "" "I'll play Langzhar's side (to see how Koorzhar's units " "target Rossauba)" msgstr "" #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:155 msgid "" "I'll play Koorzhar's side (to see how Langzhar's units " "protect Rossauba)" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:167 msgid "Protect Rossauba while moving him to the signpost" msgstr "" #. [objective]: condition=win #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:169 #: data/ai/micro_ais/scenarios/protect_unit.cfg:189 msgid "Rossauba makes it to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:173 msgid "Death of Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:177 msgid "Death of Langzhar" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:183 msgid "Get rid of that traitor wizard Rossauba" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect_unit.cfg:185 msgid "Defeat Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:193 msgid "Death of Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:216 msgid "I held out for as long as I could." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:230 msgid "I made it" msgstr "" #. [test]: id=recruiting #. [event] #: data/ai/micro_ais/scenarios/recruiting.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:78 msgid "Recruiting" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/recruiting.cfg:85 msgid "" "This is a very simple scenario that can be used to test out different " "recruiting patterns." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/recruiting.cfg:88 msgid "" "Just watch the recruiting of both sides and see if it is what you would " "expect. The recruitment lists cover level 0 to level 2 units, in order to " "make differences more obvious." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/recruiting.cfg:90 #, fuzzy msgid "" "If you have not changed anything in the scenario code, Side 1 uses the " "Random Recruitment Micro AI, with swordsmen and peasants having been given " "higher probability than the other units, and mages a middling probability. " "This is not meant as a good recruitment pattern, it simply serves as a " "demonstration how to use the AI.\n" "\n" "Side 2 uses the Rush Recruitment Micro AI (which is also used in the " "Experimental AI).\n" "\n" "A Micro AI can be added and adapted to the need of a scenario easily using " "only WML and the [micro_ai] tag. Check out the Micro " "AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more " "information." msgstr "" "剧本再现,主要战役王座继承者之精灵受困,AI 正控制科纳德一方。目标是移动科纳德" "到西北的指示牌。同时保持科纳德和黎伐多生还。同样的AI在场景保卫 Unit中被使用" #. [test]: id=micro_ai_test #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:5 msgid "Micro AI Tests" msgstr "" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:19 msgid "Grnk the Frail" msgstr "" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:27 msgid "team_name^Grnk" msgstr "" #. [event] #. [test]: id=swarm #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:51 #: data/ai/micro_ais/scenarios/swarm.cfg:5 msgid "Swarm" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:60 msgid "Lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:66 msgid "HttT: The Elves Besieged" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:69 msgid "Bottleneck" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:81 msgid "Healers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:87 msgid "Hang Out and Messenger" msgstr "" #. [event] #. [test]: id=simple_attack #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:90 #: data/ai/micro_ais/scenarios/simple_attack.cfg:5 msgid "Simple Attack" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:93 msgid "Fast AI" msgstr "" #. [set_menu_item]: id=m01_menu_bottleneck_defense #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:100 msgid "Bottleneck Defense Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:109 msgid "Bottleneck Defense Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:109 msgid "" "In the Bottleneck Defense Micro AI scenario, a small group of human soldiers " "is instructed to hold a pass against a large horde of orcs. You can either " "watch them fight it out against the standard RCA AI or take over the orc " "side." msgstr "" #. [command] #. [set_menu_item]: id=m02_swamp_lurkers #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:115 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:124 msgid "Swamp Lurker Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:124 msgid "" "Swamp lurkers are dumb, impulse-driven creatures which can move across most " "terrain, but only stop on swamp. They move individually without any strategy " "and always attack the weakest enemy within their reach. If no enemy is in " "reach, the lurker does a random move instead." msgstr "" #. [command] #. [set_menu_item]: id=m03_guardians #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:130 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:139 msgid "Guardian Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:139 msgid "" "In 'Guardians', several variations of the standard Wesnoth guardian are " "shown, including a \"coward\" unit that runs away from any approaching unit " "(an \"inverse guardian\", in a way)." msgstr "" #. [command] #. [set_menu_item]: id=m04_patrol #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:145 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:154 msgid "Patrol Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:154 msgid "'Patrols' contains AI modifications for units following patrol routes." msgstr "" #. [command] #. [set_menu_item]: id=m05_recruiting #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:160 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169 msgid "Recruiting Tests Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169 msgid "" "A simple scenario set up for the sole purpose of testing different " "recruiting patterns." msgstr "" #. [set_menu_item]: id=m06_protect #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:175 msgid "Protect Unit Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:184 msgid "Protect Unit Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:184 msgid "" "This scenario demonstrates one side protecting a wizard while moving him to " "a goal location. At the same time, the other side is modified to do priority " "attacks on the wizard, even if a better target (by the default AI criteria) " "is available. You can watch the two AIs fight it out, or take control of " "either side to explore how the opposing AI behaves." msgstr "" #. [command] #. [set_menu_item]: id=m06a_protect #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:191 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:200 msgid "HttT: The Elves Besieged Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:200 msgid "" "This is a reenactment of scenario \"The Elves Besieged\" of the mainline " "campaign \"Heir to the Throne\", just that the AI is playing Konrad's side " "here. The same algorithm as for scenario \"Protect Unit\" is used." msgstr "" #. [command] #. [set_menu_item]: id=m07_messenger #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:206 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215 msgid "Messenger Escort Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215 msgid "" "'Messenger Escort' has the AI actively protect a messenger while he makes " "his way to the edge of the map. The escort will also try to open the path " "for the messenger if there are enemies in the way." msgstr "" #. [command] #. [set_menu_item]: id=m08_animals #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:221 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:230 msgid "Animals Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:230 msgid "" "This scenario demonstrates a number of different animals following " "customized AI behavior, including wolves hunting deer in packs; dogs herding " "sheep; bears, spiders, yetis, boar and rabbits wandering and hunting/" "avoiding each other." msgstr "" #. [command] #. [set_menu_item]: id=m09_wolves #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:236 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245 msgid "Wolves Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245 msgid "" "Another demonstration of wolves wandering and attacking in packs, with a " "different behavior from that in 'Animals'." msgstr "" #. [command] #. [set_menu_item]: id=m10_swarm #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:251 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:260 msgid "Swarm Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:260 msgid "This scenario features bats moving around semi-randomly in a swarm." msgstr "" #. [command] #. [set_menu_item]: id=m11_dragon #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:266 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:275 msgid "Dragon Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:275 msgid "" "This scenario features a fire dragon displaying a hunt-and-rest behavior." msgstr "" #. [set_menu_item]: id=m12_healer_support #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:281 msgid "Healer support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:290 msgid "Healer Support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:290 msgid "" "This scenario contains a simple demonstration of setting up the Healer " "Support Micro AI, which uses the healers of a side to back up injured or " "threatened units rather than having them participate in combat under all " "circumstances." msgstr "" #. [command] #. [set_menu_item]: id=m13_goto #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:296 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:305 msgid "Goto Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:305 msgid "" "This scenario contains several example usages of the Goto Micro AI, which is " "a highly configurable method of sending a unit (or units) to a location or " "set of locations. The units to be moved are defined using a Standard Unit " "Filter, while the goto locations are given in a Standard Location Filter." msgstr "" #. [set_menu_item]: id=m14_hangout #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:311 msgid "Hang Out Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:320 msgid "Combined Hang Out and Messenger Escort Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:320 msgid "" "This scenario is a demonstration of the Hang Out Micro AI which keeps units " "around a (customizable) location until a (customizable) condition is met. " "After that the units are released to follow other AI behavior. The scenario " "also shows how to combine two Micro AIs on the same side by having the " "Messenger Escort Micro AI take over at that point." msgstr "" #. [command] #. [set_menu_item]: id=m15_simple_attack #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:326 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:335 msgid "Simple Attack Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:335 msgid "" "This scenario demonstrates how certain attacks can be executed with higher " "priority than the standard Wesnoth attacks and how the AI can be forced to " "do attacks that it would otherwise avoid." msgstr "" #. [command] #. [set_menu_item]: id=m16_fast #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:341 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:350 msgid "Fast Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:350 msgid "" "A simple demonstration of the calculation time advantage of the Fast Micro " "AI over the default AI in scenarios with many units." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:360 msgid "" "Move me to any of the signposts to go to a Micro AI demonstration.\n" "\n" "Information about each demonstration can be accessed by right-clicking on " "the respective signpost." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:366 msgid "Move Grnk to one of the signposts" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:370 msgid "Right-click on a signpost to get information about the scenario" msgstr "" #. [side]: id=Grospur, type=General #: data/ai/micro_ais/scenarios/simple_attack.cfg:18 msgid "Grospur" msgstr "" #. [side]: type=Ancient Lich, id=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:33 msgid "Uralt" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:123 msgid "General Grospur, what do we do? These undead will surely wipe us out." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:124 msgid "" "Don't be such a chicken, Sergeant! I have placed units with lots of " "experience around the perimeter. The undead will not dare to attack them. " "And those few that sneak through... we can easily dispose of them once they " "make it inside.\n" "\n" "In other words, the Wesnoth AI does generally not attack units one XP " "from leveling if there is no chance of killing the unit with a single " "attack. However, some of the attacks by the undead are handled by the Simple " "Attack Micro AI in this scenario. General Grospur might be in for a surprise." "" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/simple_attack.cfg:129 msgid "Watch the undead take care of business" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/simple_attack.cfg:131 msgid "Don't even try. You can't reach the Lich." msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/simple_attack.cfg:135 msgid "Death of the last of Grospur's units" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/simple_attack.cfg:139 msgid "When your leader dies, side leadership passes on to another unit" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:164 msgid "" "What the ... ?!? They are not supposed to attack me. That just doesn't " "happen in Wesnoth!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:165 msgid "" "Hahahahaha !! I have given special instruction to my Soulless to attack all " "you almost-advanced units first. Also watch how those same Soulless will " "throw themselves mercilessly at your pitiful soldiers after that, saving my " "more valuable skeleton minions for later. I have taken the term 'disposable " "units' to a whole new level. Watch in awe !!\n" "\n" "Translation: The undead side includes two instances of the Simple Attack " "Micro AI. The first makes the Soulless attack all units 1 XP from leveling " "up, such that they can be eliminated afterward. The second executes all " "remaining attacks possible by Soulless (and Walking Corpses), without regard " "for their own safety. Only after that does the default Wesnoth attack " "mechanism kick in to attack with the remaining units (skeletons)." msgstr "" #. [then] #: data/ai/micro_ais/scenarios/simple_attack.cfg:181 msgid "Rise, minions!" msgstr "" #. [else] #: data/ai/micro_ais/scenarios/simple_attack.cfg:224 msgid "And that's how the undead AI executes total annihilation ..." msgstr "" #. [side] #: data/ai/micro_ais/scenarios/swarm.cfg:41 msgid "Bats" msgstr "" #. [set_menu_item]: id=m02_new_gryphon #: data/ai/micro_ais/scenarios/swarm.cfg:91 msgid "Place Side 1 Gryphon" msgstr "" #. [set_menu_item]: id=m03_new_bat #: data/ai/micro_ais/scenarios/swarm.cfg:102 msgid "Place Side 2 Bat" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/swarm.cfg:137 msgid "" "This scenario features bats moving around in a swarm. Without adjacent " "enemies, they simply try to stay together and at a certain distance from " "enemies. However, if an enemy unit is close to any bat, the swarm scatters. " "This is particular fun to watch when one places an enemy unit in the middle " "of the swarm. After being scattered, the swarm members slowly rejoin, but " "not in a very organized way. Sub-swarms or individual bats might roam around " "for quite some time before they find their way back. It is also possible " "that individual bats (or small groups) split off from the larger swarm at " "times.\n" "\n" "The player controls a side of gryphons, each of which is given 99 moves so " "that the reaction of the swarm to enemies can be tested easily. There are " "also several right-click options, for example for adding bats or gryphons or " "for taking units off the map.\n" "\n" "Note: The Swarm AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/swarm.cfg:146 msgid "Watch the bats move around and fight them if you want" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/swarm.cfg:148 msgid "Defeat all bats" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/swarm.cfg:156 msgid "Death of all gryphons" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:42 msgid "team_name^Wolves" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:56 msgid "More Wolves" msgstr "" #. [set_menu_item]: id=m02_new_peasant #: data/ai/micro_ais/scenarios/wolves.cfg:120 msgid "Place Side 1 Peasant" msgstr "" #. [set_menu_item]: id=m03_new_wolf2 #: data/ai/micro_ais/scenarios/wolves.cfg:131 msgid "Place Side 2 Wolf" msgstr "" #. [set_menu_item]: id=m04_new_wolf3 #: data/ai/micro_ais/scenarios/wolves.cfg:142 msgid "Place Side 3 Wolf" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/wolves.cfg:188 msgid "" "This scenario features a different kind of wolf behavior from 'Animals'. " "First, there can be an arbitrary number of wolf packs and the pack size on " "each side is a free parameter (set to 3 for Side 2 and 4 for Side 3 in this " "scenario). At the beginning of the scenario, close wolves are grouped into " "packs in a semi-methodical way. Wolves of the same pack begin by joining " "each other on the map. After that, they stay together until only one wolf is " "left, which then tries to join up with an incomplete pack or with other " "single wolves. Individual wolves entering the map during the scenario behave " "in that way as well.\n" "\n" "Second, wolves do not actively hunt here. For the most part they just wander " "(often long distance). However, the pack ferociously (and without regard for " "its own health) attacks any enemy units that come into range, as long as " "that does not mean separating the pack by more than a few hexes. Staying " "together, or joining with a new wolf assigned to the pack, is the only thing " "that takes priority over satisfying the wolves' thirst for blood.\n" "\n" "To emphasize which wolf belongs to which pack, the pack number will be " "displayed below each wolf in this scenario once the AI takes control of a " "side the first time." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/wolves.cfg:199 msgid "" "It is possible to include a human-controlled Side 1, so that the action " "stops once every turn for looking around (or for messing with things in " "debug mode). In human-controlled mode, several options are available through " "the right-click menu, such as adding additional wolves to either side, " "taking wolves off the map, adding peasants to the human-controlled side or " "ending the scenario. This enables easy exploring of the wolf AI behavior " "under different circumstances.\n" "\n" "Note that the leader of the human-controlled side, Rutburt, can move 99 " "hexes per turn, so that it is always possible to keep him out of harm's " "way.\n" "\n" "Also note that the wolves AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option] #: data/ai/micro_ais/scenarios/wolves.cfg:206 msgid "I'll just watch the two wolf sides." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/wolves.cfg:230 msgid "Watch the wolves move around and fight each other" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/wolves.cfg:232 msgid "No wolves left on one side" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0001-healing.cfg:17 msgid "This situation should test the ability of AI to heal efficiently..." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:17 msgid "This situation should test the ability of AI to spread poison around..." msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:112 msgid "Undead target test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:119 msgid "Target choose test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:126 msgid "Regeneration attack test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:133 msgid "Weapon test with low hp target" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0003-simple_combat.cfg:17 msgid "This situation should test the ability of AI to make an attack..." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0004-filtered_combat.cfg:17 msgid "" "This situation should test the ability of AI to obey own unit and enemy unit " "filters while making attacks. Only dwarves should attack. Dark Adepts are " "not to be attacked." msgstr "" #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:6 msgid "AI Arena - small" msgstr "" #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:7 msgid "Small ai arena" msgstr "" #. [set_menu_item]: id=repeat_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:64 msgid "Repeat last test" msgstr "" #. [set_menu_item]: id=select_another_ai #: data/ai/scenarios/scenario-AI_Arena_small.cfg:80 msgid "Select another ai" msgstr "" #. [set_menu_item]: id=select_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:90 msgid "Select another test" msgstr "" #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:103 msgid "AI Developer" msgstr "" #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:109 msgid "team_name^AI Developer" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:120 msgid "Challenger AI" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:125 msgid "North" msgstr "" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:132 msgid "Champion AI" msgstr "" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:137 msgid "South" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:176 msgid "Which AI do you wish to use, O Mighty AI Developer?" msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:178 msgid "I am happy with the current AI of team 2, [$test_path_to_ai]" msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:181 msgid "My AI is the RCA AI (the current default)." msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:190 msgid "" "I am the king of FORMULA AI, and I will use its vast powers for world " "domination." msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:199 msgid "I want to test formulaAI-based poisoning improvements" msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:208 msgid "I've come with my own AI, and I am ready to test its strength" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:213 msgid "And where is it located (path follows the usual WML convention)" msgstr "" #. [text_input] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:215 msgid "AI Location:" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:316 msgid "And so, the AI for team 2 was redeployed from file '$test_path_to_ai'" msgstr "" #. [test]: id=lua_ai #: data/ai/scenarios/scenario-lua_ai.cfg:4 msgid "Lua AI Test scenario" msgstr "" #. [test]: id=lua_ai_old_syntax #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:5 msgid "Lua AI Test scenario (old syntax)" msgstr "" #. [unit]: type=Skeletal Dragon, id=Kiressh #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:87 msgid "Kiressh" msgstr ""