7274 lines
253 KiB
Text
7274 lines
253 KiB
Text
# (Battle for Wesnoth) Danish translation of Battle for Wesnoth.
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# Copyright (C) 2005-2008 Wesnoth development team.
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# This file is distributed under the same license as the Battle for Wesnoth package.
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# Anders K. Madsen (madsen@lillesvin.linux.dk), 2005.
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# Joe Hansen (joedalton2@yahoo.dk), 2007, 2008.
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth 1.5+CVS\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2021-06-20 15:00+0300\n"
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"PO-Revision-Date: 2008-11-04 13:44+0200\n"
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"Last-Translator: Joe Hansen <joedalton2@yahoo.dk>\n"
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"Language-Team: Danish <dansk@dansk-gruppen.dk>\n"
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"Language: da\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=(n != 1);\n"
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#. [time]: id=underground
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#. [editor_times]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
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#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:109
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msgid "Underground"
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msgstr "Under jorden"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
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#: data/core/macros/abilities.cfg:10
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msgid "heals +4"
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msgstr "helbreder +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
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#: data/core/macros/abilities.cfg:11
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#, fuzzy
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msgid "female^heals +4"
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msgstr "sund"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
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#, fuzzy
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msgid ""
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"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
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"\n"
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"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Helbreder +4:\n"
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"Tillader enheden at helbrede enheder ved dens side i starten af hver runde.\n"
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"\n"
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"En enhed som bliver behandlet af denne naturlæge opnår op til 4 liv per "
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"runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n"
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"En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må "
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"søge behandling i en landsby, eller fra en enhed som har denne evne."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
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#: data/core/macros/abilities.cfg:28
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msgid "heals +8"
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msgstr "helbreder +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
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#: data/core/macros/abilities.cfg:29
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#, fuzzy
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msgid "female^heals +8"
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msgstr "sund"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
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#, fuzzy
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#| msgid ""
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#| "Heals +8:\n"
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Helbreder +8:\n"
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"Denne enhed bruger magisk naturmedicin til at helbrede enheder hurtigere end "
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"det ellers normalt er muligt på slagmarken.\n"
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"\n"
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"En enhed som bliver behandlet af denne naturlæge opnår op til 8 liv per "
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"runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n"
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"En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må "
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"søge behandling i en landsby eller fra en enhed som har denne evne."
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#. [section]: id=editor
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#: data/core/editor/help.cfg:5
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msgid "Map and Scenario Editor"
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msgstr ""
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#. [section]: id=editor_mode_terrain
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#. [topic]: id=..editor_mode_terrain
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#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257
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#, fuzzy
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#| msgid "Terrain Modifiers"
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msgid "Terrain Editor"
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msgstr "Terrænpåvirkninger"
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#. [section]: id=editor_mode_scenario
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#. [topic]: id=..editor_mode_scenario
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#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269
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#, fuzzy
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#| msgid "Terrain Modifiers"
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msgid "Scenario Editor"
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msgstr "Terrænpåvirkninger"
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:28
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msgid "Paint Tool"
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:29
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msgid ""
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"Paint terrain tiles on the map.\n"
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"\n"
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"The paint tool utilizes the brush sizes and the terrain palette.\n"
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"\n"
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"<bold>text='Keyboard Modifiers'</bold>\n"
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"\n"
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"• Shift+mouse click: If a base terrain is selected, change the base without "
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"changing the overlay. If an overlay is selected, change the overlay without "
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"changing the base.\n"
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"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
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"had been selected on the terrain palette (picks up both base and overlay).\n"
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"\n"
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"<bold>text='Brush Sizes'</bold>\n"
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"\n"
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"The selected brush changes the size of the tool:"
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:41
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msgid "Paint single hexes."
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:42
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msgid "Paint seven hexes at a time."
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:43
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msgid "Paint nineteen hexes at a time."
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
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msgid "Paint three hexes in a line."
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:52
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msgid "Fill Tool"
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:53
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msgid ""
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"Fill continuous regions of terrain with a different one.\n"
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"\n"
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"The fill tool utilizes the terrain palette.\n"
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"\n"
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"<bold>text='Keyboard Modifiers'</bold>\n"
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"\n"
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"• Shift+mouse click: If a base terrain is selected, change the base without "
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"changing the overlay. If an overlay is selected, change the overlay without "
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"changing the base.\n"
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"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
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"had been selected on the terrain palette (picks up both base and overlay)."
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:67
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msgid "Select Tool"
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:68
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msgid ""
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"Selects a set of hex fields, for use with with the cut, copy and fill-"
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"selection buttons below the menu bar.\n"
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"\n"
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"<bold>text='Keyboard Modifiers'</bold>\n"
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"\n"
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"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
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"cursor, and adjoining hexes of the same terrain type.\n"
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"• Control+mouse click: Unselect hexes.\n"
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"\n"
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"<bold>text='Brush Sizes'</bold>\n"
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"\n"
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"The selected brush changes the size of the tool:"
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:78
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msgid "Select single hexes."
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:79
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msgid "Select seven hexes at a time."
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:80
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msgid "Select nineteen hexes at a time."
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
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msgid "Select three hexes in a line."
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:89
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msgid "Clipboard and Paste Tool"
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:90
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msgid ""
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"Rotate, flip and paste the terrain in the clipboard\n"
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"\n"
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"Hexes can be cut or copied to the clipboard using the "
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"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
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"\n"
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"The paste tool shows an outline of the clipboard, which can be pasted with a "
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"mouse-click. Only the outline is shown, but mistakes can be corrected with "
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"the undo function, which is bound to both Control+Z and to the same key as "
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"the in-game undo function.\n"
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"\n"
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"The paste tool also has some clipboard-manipulation functions:"
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:97
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msgid "Rotate clockwise by 60°."
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:98
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msgid "Rotate counter-clockwise by 60°."
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:99
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msgid "Flip horizontally"
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:100
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msgid "Flip vertically"
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msgstr ""
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:107
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msgid "Starting Locations Tool"
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msgstr ""
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:109
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msgid ""
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"Defines the side leader starting position.\n"
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"\n"
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"This tool sets the side leaders’ default starting locations, and named "
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"special locations. Both types of location are enabled in both <ref>dst='.."
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"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
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"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
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"are shown as a list in the editor palette, clicking on the map will place "
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"that name on a hex, each location can only be placed on a single hex, and "
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"the editor will only allow one location per hex.\n"
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"\n"
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"To add named special locations, click “Add” at the bottom of the editor "
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"palette, and enter the name. These names must start with a letter and may "
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"contain numbers and underscores.\n"
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"\n"
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"More than nine teams can be added to a map, by clicking “Add” and entering a "
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"number, for example “10”. The UI will automatically show this as “Player "
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"10”.\n"
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"\n"
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"Named locations can be accessed from WML using the Standard Location "
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"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
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"accessed from WML using <italic>text='location_id=1'</italic>, "
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"<italic>text='location_id=2'</italic>, etc — use only the number, without "
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"adding “Player ” in front of the number.\n"
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"\n"
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"<bold>text='Keyboard Modifiers'</bold>\n"
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"\n"
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"• Control+mouse click on a hex that already has a location: select that "
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"location for placing with a subsequent mouse click, as if it was selected in "
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"the editor palette."
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msgstr ""
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#. [topic]: id=editor_tool_label
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#: data/core/editor/help.cfg:129
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msgid "Label Tool"
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msgstr ""
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#. [topic]: id=editor_tool_label
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#: data/core/editor/help.cfg:130
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msgid ""
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"Put text labels on the map.\n"
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"\n"
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"• Left-click will open a dialog box to create a new label or edit an "
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"existing one.\n"
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"• Right-click deletes.\n"
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"• Drag-and-drop with the left mouse button moves labels.\n"
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"\n"
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"This tool is only available in Scenario Mode; the decorations are "
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"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
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msgstr ""
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#. [topic]: id=editor_tool_scenery
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#: data/core/editor/help.cfg:145
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msgid "Item Tool (Scenery Tool)"
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msgstr ""
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#. [topic]: id=editor_tool_scenery
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#: data/core/editor/help.cfg:146
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msgid ""
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"The Item Tool allows placing decorations such as windmills, bookcases and "
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"monoliths. Multiple items can be placed on the same hex.\n"
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"\n"
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"<bold>text='Note:'</bold> the tool doesn’t support deleting items once "
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"placed, nor does it support undo. Mistakes can currently only be fixed by "
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"editing the generated WML file.\n"
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"\n"
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"This tool is only available in Scenario Mode; the decorations are not part "
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"of the terrain and are implemented in the scenario using WML’s "
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"<italic>text='[item]'</italic> tag."
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msgstr ""
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#. [topic]: id=editor_tool_village
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#: data/core/editor/help.cfg:159
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msgid "Village Ownership Tool"
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msgstr ""
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#. [topic]: id=editor_tool_village
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#: data/core/editor/help.cfg:160
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msgid ""
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"This tool assigns ownership of villages at the start of a scenario. The "
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"villages must first be placed on the terrain with the "
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"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
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"\n"
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"• Left-click will assign the village to the currently-selected side.\n"
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"• Right-click will set the village back to unowned.\n"
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"\n"
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"This tool is only available in Scenario Mode; ownership information is "
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"stored by adding WML <italic>text='[village]'</italic> tags to the "
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"appropriate <italic>text='[side]'</italic>."
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msgstr ""
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#. [topic]: id=editor_tool_unit
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#: data/core/editor/help.cfg:174
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msgid "Unit Tool"
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msgstr ""
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#. [topic]: id=editor_tool_unit
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#: data/core/editor/help.cfg:175
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msgid ""
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"Place units belonging to the currently-selected side.\n"
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"\n"
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"• Left-click will place a unit.\n"
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"• Left drag-and-drop will move an already-placed unit.\n"
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"• Various operations are added to the right-click menu when the hex contains "
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"a unit.\n"
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"\n"
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"This tool is only available in Scenario Mode; it adds WML "
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"<italic>text='[unit]'</italic> tags to the appropriate "
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"<italic>text='[side]'</italic>."
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msgstr ""
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:190
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msgid "Named Areas"
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msgstr ""
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:191
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msgid ""
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"This tool create sets of tiles that can be used in WML scripts’ Standard "
|
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"Location Filters (a concept explained in detail on the Wiki), by using the "
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"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
|
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"example:\n"
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"\n"
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"• assigning a local time zone to this set of hexes\n"
|
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"• filtering the set of hexes which trigger an event when a unit moves on to "
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"them\n"
|
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"\n"
|
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"To use the tool:\n"
|
||
"\n"
|
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"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
|
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"ref>\n"
|
||
"• in the Areas menu, select Add New Area\n"
|
||
"• then in the Areas menu, select Save Selection to Area\n"
|
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"• then in the Areas menu, select Rename Selected Area and choose a name for "
|
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"the area\n"
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"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s "
|
||
"name implies time, it is now more generic and can be used for other purposes "
|
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"without needing to change the time-of-day schedule in the area."
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msgstr ""
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:212
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msgid "Playlist Manager"
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msgstr ""
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:213
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msgid ""
|
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"Shows a list of music tracks known to the editor, with toggle-boxes to "
|
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"enable them.\n"
|
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"\n"
|
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"This tool is only available in Scenario Mode; it adds WML "
|
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"<italic>text='[music]'</italic> tags to the scenario."
|
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msgstr ""
|
||
|
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#. [topic]: id=..editor
|
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#: data/core/editor/help.cfg:223
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msgid "Map/Scenario Editor"
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msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
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#: data/core/editor/help.cfg:224
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msgid ""
|
||
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
|
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"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario.\n"
|
||
"\n"
|
||
"The editor can be launched from the <italic>text='Map Editor'</italic> "
|
||
"option at the title screen.\n"
|
||
"\n"
|
||
"<header>text='Editing Modes'</header>\n"
|
||
"\n"
|
||
"The editor features two modes of operation: terrain mode and scenario mode.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
|
||
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
|
||
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
|
||
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
|
||
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
|
||
"setting the leaders’ <ref>dst='editor_tool_starting' text='starting "
|
||
"locations'</ref>.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
|
||
"addition to the tools available in terrain mode, adds support for adding "
|
||
"<ref>dst='editor_tool_label' text='labels'</ref>, "
|
||
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
|
||
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
|
||
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
|
||
"at the start of the scenario. There’s also a <ref>dst='editor_playlist' "
|
||
"text='playlist manager'</ref> for the music.\n"
|
||
"\n"
|
||
"<bold>text='Warning: the Scenario Mode is buggy in 1.14.'</bold> Improving "
|
||
"it is one of the main blockers for the 1.16 release, however in 1.14 its "
|
||
"quality is far below that of the game and the terrain mode."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:238
|
||
msgid ""
|
||
"<header>text='What you do *not* get'</header>\n"
|
||
"\n"
|
||
"• Exactly the same map rendering as in-game\n"
|
||
"\n"
|
||
"The map won’t look exactly the same in the game as it does in the editor, "
|
||
"because this depends on the terrain rules. For example, when many mountain "
|
||
"hexes are clustered together the terrain rules will try to combine them into "
|
||
"mountain ranges and large graphics spanning multiple hexes.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"\n"
|
||
"The editor is not a tool to help you scripting the scenario’s event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"\n"
|
||
"The editor can load most maps from older versions of Wesnoth, but not all. "
|
||
"Maps from 1.3.2 and later will normally be supported, unless they use "
|
||
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
|
||
"have their own terrains will need that add-on to tell the editor about their "
|
||
"terrains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:258
|
||
msgid ""
|
||
"The terrain editor’s functionality is similar to a simple paint "
|
||
"application.\n"
|
||
"\n"
|
||
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
|
||
"toolkit (see the pages for each tool), tool options, and "
|
||
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
|
||
"\n"
|
||
"When saved using “Save Map As” and saving to the default directory, the "
|
||
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
|
||
"“Create Game” dialog."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:270
|
||
msgid ""
|
||
"The scenario editor mode adds support for some map-related WML features, "
|
||
"such as areas and scenery items. Most scenarios will still require "
|
||
"additional WML to be written using a different tool; the scenario editor "
|
||
"does not support scripting the scenario’s events."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:272
|
||
msgid ""
|
||
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
|
||
"\n"
|
||
"You can check which mode the editor is in by looking at the menu bar.\n"
|
||
"\n"
|
||
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
|
||
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:279
|
||
msgid ""
|
||
"<header>text='Entering scenario mode'</header>\n"
|
||
"\n"
|
||
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
|
||
"menu.\n"
|
||
"\n"
|
||
"If you’re already editing a map in terrain mode, use “Save Scenario As” from "
|
||
"the “File” menu; this will switch to scenario mode.\n"
|
||
"\n"
|
||
"To load a map that was created in the scenario editor, use “Load Map” from "
|
||
"the “File” menu, and select the .cfg file (not a .map file)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:287
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves exactly one file, either a .map (for terrain mode) or "
|
||
"a .cfg (for scenario mode). In scenario mode the terrain map is saved inside "
|
||
"the .cfg file; there is no separate .map file. If you start editing in "
|
||
"terrain mode and then switch to scenaro mode then an old .map file might "
|
||
"remain, but this is not updated by the scenario editor.\n"
|
||
"\n"
|
||
"Loading a .cfg file has different results depending on the contents of the ."
|
||
"cfg file. For .cfg files that were created by the scenario editor, it will "
|
||
"open the .cfg in the scenario editor. However, for .cfg files that use a "
|
||
"separate .map file (which can't be created by the scenario editor), the "
|
||
"editor may follow the link and open the corresponding .map in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:299
|
||
msgid "Using a separate file for WML events"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:300
|
||
msgid ""
|
||
"When loading a .cfg file, the scenario editor understands files created by "
|
||
"the scenario editor, but is likely to have difficulty with files that have "
|
||
"been edited by hand.\n"
|
||
"\n"
|
||
"Files created by the scenario editor omit the opening [scenario] and closing "
|
||
"[/scenario] tags. If you are creating a campaign (or other add-on), then "
|
||
"those tags need to be added; there is more detail about this in the "
|
||
"<ref>dst='editor_map_format' text='map file format'</ref> documentation.\n"
|
||
"\n"
|
||
"One workflow is to create a separate WML file, also with the .cfg extension, "
|
||
"which uses the WML preprocessor to include the editor-created file. This "
|
||
"separate file contains both the [scenario] tag and any hand-edited WML such "
|
||
"as events. With this workflow, the add-on’s file structure could look like "
|
||
"this:\n"
|
||
"\n"
|
||
"<header>text='For Wesnoth 1.14'</header>\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
|
||
"• maps/map_from_01.cfg\n"
|
||
" ◦ this is the file created by the scenario editor\n"
|
||
"• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in "
|
||
"these four lines:\n"
|
||
" ◦ [scenario]\n"
|
||
" ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n"
|
||
" ◦ [/scenario]\n"
|
||
" ◦ [+scenario]\n"
|
||
"\n"
|
||
"The first three of those lines insert the scenario-generated file inside a "
|
||
"[scenario] tag. The ‘+’ sign on the fourth line means that two scenario tags "
|
||
"will be combined, with attributes in the second one overriding attributes in "
|
||
"the first one.\n"
|
||
"\n"
|
||
"<header>text='1.16 and later'</header>\n"
|
||
"\n"
|
||
"If your add-on will only be used on 1.16 and later, there are new features "
|
||
"to load .cfg files via map_file, and to avoid repeating the add-on’s name "
|
||
"within the .cfg files.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
"which makes “map_file” search the “maps” directory.\n"
|
||
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
|
||
"• maps/map_from_01.cfg\n"
|
||
" ◦ this is the file created by the scenario editor\n"
|
||
"• scenarios/01_Forest.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to "
|
||
"load that file"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:338
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:339
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
|
||
#: data/core/editor/help.cfg:347
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "ToD and Schedule Editor"
|
||
msgstr "Tid på døgnet"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:348
|
||
msgid ""
|
||
"This button at the top-right of the screen accesses the time-of-day preview "
|
||
"and the schedule editor.\n"
|
||
"\n"
|
||
"In terrain mode, this displays the map as it will be recolored at different "
|
||
"times of day.\n"
|
||
"\n"
|
||
"In scenario mode, the button accesses an editor for individual schedules for "
|
||
"<ref>dst='editor_named_area' text='time areas'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:359
|
||
msgid "Editor Palette"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:361
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units. When using the Starting Locations Tool, the palette changes "
|
||
"to a list of “Player 1”, “Player 2”, etc.\n"
|
||
"\n"
|
||
"<bold>text='Filter'</bold>\n"
|
||
"\n"
|
||
"There is a filter function to show only a subset of the available items — "
|
||
"this is the leftmost of the four buttons at the top of the palette, and the "
|
||
"graphic changes depending on what is selected. Examples:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:366
|
||
msgid "Show all kinds of terrain"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:367
|
||
msgid "Show only water terrains"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:368
|
||
msgid "Show only villages"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:379
|
||
msgid "Wesnoth Map Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:380
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:382
|
||
msgid ""
|
||
"<header>text='Native'</header>\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"only non-terrain information provided by the map syntax is the set of "
|
||
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
|
||
"Locations Tool'</ref>. The files can be edited with a general purpose text "
|
||
"editor like notepad.\n"
|
||
"\n"
|
||
"These files can be used directly for multiplayer games, the number of "
|
||
"players is automatically determined by the number of starting positions. "
|
||
"When saved in the default directory, the map can be found in the “Custom "
|
||
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
|
||
"refresh the cache (press F5 on the title screen) before a newly-created map "
|
||
"appears.\n"
|
||
"\n"
|
||
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
|
||
"providing additional information such as teams, custom events, and complex "
|
||
"side setups. The .cfg file loads the map file with either of:\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
|
||
"1.14'</italic>\n"
|
||
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
|
||
"include'</italic>\n"
|
||
"\n"
|
||
"The <italic>text='map_file'</italic> method is preferred over using a "
|
||
"preprocessor include."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:395
|
||
msgid ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"The map data can stored as part of a scenario’s .cfg file, directly in the "
|
||
"<italic>text='map_data'</italic> attribute. In other words, in the place "
|
||
"that the preprocessor would include it when using the preprocessor-include "
|
||
"method.\n"
|
||
"\n"
|
||
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
|
||
"\n"
|
||
"If you are editing the map and not using the Scenario Mode support, then "
|
||
"it’s trivial to move the data to a native map file before opening it in the "
|
||
"editor. This conversion is recommended — the editor supports editing the "
|
||
"content of map_data while leaving everything else in the file untouched, but "
|
||
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:403
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the data as a .cfg file with embedded map "
|
||
"data. When loading a .cfg file, the scenario editor understands files "
|
||
"created by the scenario editor itself, but is likely to have difficulty with "
|
||
"files that have been edited by hand; problems can be avoided by "
|
||
"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
|
||
"ref> for the hand-edited parts."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:407
|
||
msgid ""
|
||
"<header>text='Which scenario files use the [scenario] tag'</header>\n"
|
||
"\n"
|
||
"Files created by the scenario editor have the contents of a WML scenario "
|
||
"element, but don’t include the opening [scenario] and closing [/scenario] "
|
||
"tags. For each .cfg file in the userdata folder’s editor/scenarios "
|
||
"subfolder, the game will automatically try to load a scenario from it to "
|
||
"include in the “Custom Scenarios” list (files that fail to load are "
|
||
"ignored). In this folder each file is a separate item - files that fail to "
|
||
"parse as a scenario are ignored, and files must not contain the [scenario][/"
|
||
"scenario] tags.\n"
|
||
"\n"
|
||
"The opposite applies when a scenario is part of a campaign or other add-on. "
|
||
"Typically each scenario has its own .cfg file, however this is unnecessary - "
|
||
"all of the WML in an add-on will be combined by the preprocessor, it doesn’t "
|
||
"matter whether the add-on is written as separate files or not. The engine "
|
||
"needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags "
|
||
"to know which WML is part of each scenario."
|
||
msgstr ""
|
||
|
||
#. [editor_times]: id=deep_underground
|
||
#. [time]: id=deep_underground
|
||
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "Langt under jorden"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr ""
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr ""
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:27
|
||
msgid ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
#, fuzzy
|
||
msgid "Great River"
|
||
msgstr "Det Store Træ"
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
msgid ""
|
||
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
|
||
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
|
||
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:38
|
||
#, fuzzy
|
||
msgid "Great Ocean"
|
||
msgstr "Det Store Træ"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:39
|
||
msgid ""
|
||
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
|
||
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
|
||
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:44
|
||
msgid "Morogor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:45
|
||
msgid ""
|
||
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
|
||
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
|
||
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
|
||
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
|
||
"The central island of the archipelago is also called ‘Morogor’."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
#, fuzzy
|
||
msgid "Green Isle"
|
||
msgstr "Grøn"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:53
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Old Continent"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:59
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
msgid "Great Continent"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:65
|
||
msgid ""
|
||
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
|
||
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Irdya"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:71
|
||
msgid ""
|
||
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
|
||
"rarely used in the era depicted by the main map. People normally just say "
|
||
"“the world” or, poetically, “the wide green world”."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:76
|
||
#, fuzzy
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "-- Krøniker fra Wesnoth"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:77
|
||
msgid ""
|
||
"The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
"mainline campaigns revolve around it. It is bounded on the map by the "
|
||
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
|
||
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
|
||
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
|
||
"Swamp to the southeast.\n"
|
||
"\n"
|
||
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
|
||
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
|
||
"may be considered a northernmost extension.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Weldyn: The capital of Wesnoth.\n"
|
||
" • Aldril: City lying on the Bay of Pearls.\n"
|
||
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
" • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
"country, just west and north of Weldyn.\n"
|
||
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
"confluence of the Weldyn River and the Great River.\n"
|
||
" • Fort Tahn: The southernmost border outpost, controls the north/south "
|
||
"road crossing the River Aethen.\n"
|
||
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
|
||
"wilderness country around the east of the Brown Hills and north to the Ford "
|
||
"of Abez.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
" • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
"controlled by Wesnothian forces.\n"
|
||
" • Weldyn River: It branches from the Great River and goes south.\n"
|
||
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s livestock and agriculture.\n"
|
||
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
|
||
"populated and occasionally very dangerous.\n"
|
||
" • Horse Plains: Region of rolling plains just south of the Great River, "
|
||
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
|
||
"southern reach merges into the Central Plain. Home of the powerful Clans; "
|
||
"the best horses in Wesnoth are bred here.\n"
|
||
" • Estmark Hills: Largish range rising south of the Great River and east "
|
||
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
|
||
"at various times been settled by Wesnothians, but the Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s sons.\n"
|
||
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:106
|
||
msgid "Elensefar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:107
|
||
msgid ""
|
||
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
|
||
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
|
||
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> to the west. More information is found in the historical "
|
||
"narrative of Wesnoth.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Elensefar: The capital, located on an island in the Great River "
|
||
"delta.\n"
|
||
" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
|
||
"this point, and only ships can cross it."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:119
|
||
msgid "Northlands"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:120
|
||
msgid ""
|
||
"There is no government of the Northlands. Various groups of orcs, dwarves, "
|
||
"barbarian men and even elves populate the region. The northern and eastern "
|
||
"borders are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An Orcish tribal capital.\n"
|
||
" • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of <ref>dst='elensefar' "
|
||
"text='Elensefar'</ref>, where these villages were located, was named the "
|
||
"Annuvin province by men but was known by the elves as Wesmere.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually "
|
||
"impassable barrier between the river country and the Northern Plains.\n"
|
||
" • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
"madmen, and mages live there.\n"
|
||
" • Swamp of Dread: a very large bog located between the Heart Mountains "
|
||
"and the Great River. A notoriously dangerous place.\n"
|
||
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
|
||
"through the Northern Mountains.\n"
|
||
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
|
||
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
|
||
"Longlier.\n"
|
||
" • River Listra: The south-running tributary of the Great River into "
|
||
"which the Arkan-thoria empties.\n"
|
||
" • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
|
||
"to the elves. Their capital, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
|
||
"river is somewhere in the east of the northern lands."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:141
|
||
msgid "Southwest Elven Lands"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:142
|
||
msgid ""
|
||
"The Wood Elves are separate from those of the north, and have only "
|
||
"intermittent relations with them and most other countries. Its borders are "
|
||
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
|
||
"to the south and southeast, the lands of Wesnoth to the north and the "
|
||
"Kerlath province to the east.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • None known.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Aethenwood: The largest southern forest, it extends far to the south "
|
||
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
|
||
"make no such distinction, the southern part of the forest has been named "
|
||
"Southwood by denizens of Kerlath.\n"
|
||
" • Black Forest: An ancient forest of which very little is known, "
|
||
"abandoned by the elves long ago."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
#, fuzzy
|
||
msgid "Heart Mountains"
|
||
msgstr "Bjerge"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:155
|
||
msgid ""
|
||
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
"Plains'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:160
|
||
msgid "Far North"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:161
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
|
||
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
|
||
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
|
||
"Steppe, who fell out of the control of the Clannate, instead roaming with "
|
||
"wild human barbarians and clashing with the High Elves of the North Plains "
|
||
"(known as North Elves in human lands). The High Elves themselves reside "
|
||
"further east, where it is rumored they rule a vast kingdom.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Barag Gor, a city home to the Orcish Council\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz\n"
|
||
" • Dorest, the northernmost human city\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Black Marshes\n"
|
||
" • Mountains of Dorth\n"
|
||
" • Mountains of Haag\n"
|
||
" • Greenwood\n"
|
||
" • Silent Forest\n"
|
||
" • Forest of Thelien\n"
|
||
" • River Oumph\n"
|
||
" • River Bork\n"
|
||
" • Frosty Wastes\n"
|
||
" • Barren Plains"
|
||
msgstr ""
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Tid på døgnet"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Introduktion"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Gameplay"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:457
|
||
msgid "Traits"
|
||
msgstr "Karaktertræk"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Enheder"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Evner"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Våbenspecialiteter"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:127
|
||
msgid "Eras"
|
||
msgstr ""
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:70 data/core/help.cfg:472
|
||
msgid "Terrains"
|
||
msgstr "Terræner"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:525
|
||
msgid "Add-ons"
|
||
msgstr ""
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:598
|
||
msgid "Commands"
|
||
msgstr "Kommandoer"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:96
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
|
||
"game somewhat unusual among modern strategy games. While other games strive "
|
||
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
|
||
"simplicity of both rules and gameplay. This does not make the game simple, "
|
||
"however — from these simple rules arises a wealth of strategy, making the "
|
||
"game easy to learn but a challenge to master.\n"
|
||
"\n"
|
||
"The following pages outline all you need to know to play Wesnoth. As you "
|
||
"play, new information is added to the various categories as you come across "
|
||
"new aspects of the game. For more detailed information on special situations "
|
||
"and exceptions, follow the included links."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Kampen om Wesnoth er et rundebaseret, fantasy-/strategispil, der skiller sig "
|
||
"ud blandt moderne strategispil. Hvor andre spil stræber efter kompleksitet, "
|
||
"koncentrerer Kampen om Wesnoth sig om simpelhed i både regler og spillemåde. "
|
||
"Dette gør dog ikke spillet simpelt. De simple regler giver grobund for et "
|
||
"væld af strategier, hvilket gør spillet let at lære, men udfordrende at "
|
||
"mestre."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "Om spillet"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid ""
|
||
"The game takes place on a hex-based game field, where your units battle "
|
||
"against those controlled by the computer, friends who each take turns on the "
|
||
"same computer (hotseat play), other players on the same network, or players "
|
||
"worldwide in multiplayer mode.\n"
|
||
"\n"
|
||
"Each of these battles is called a <italic>text='scenario'</italic>, which "
|
||
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
|
||
"the campaigns that ship with the game, Wesnoth supports user-made content, "
|
||
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
|
||
"factions, and resources.\n"
|
||
"\n"
|
||
"The game also features a human-readable markup called Wesnoth Markup "
|
||
"Language (WML) to easily allow users to create their own content, as well as "
|
||
"a fully-featured Map and Scenario Editor for designing your own "
|
||
"battlefields.\n"
|
||
"\n"
|
||
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
|
||
"and has been worked on by a multitude of volunteers ever since."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:119
|
||
msgid ""
|
||
"This section will list all the units you discover as you explore the world "
|
||
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
|
||
"scenario it will be added to its race’s subsection; you can then view its "
|
||
"page any time you wish. A unit’s page will provide a general description, "
|
||
"its statistics, attacks, resistances, and movement and defense values.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:128
|
||
msgid ""
|
||
"A faction is a collection of units and leaders. Factions are assigned to "
|
||
"sides in multiplayer games.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:130
|
||
msgid ""
|
||
"An era is a collection of factions, intended to be played against one "
|
||
"another. Besides the mainline eras that come with the game, many user-made "
|
||
"factions are available from add-ons.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:139
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Certain units have abilities that either directly affect other units, or "
|
||
#| "have an impact on how the unit interacts with other units. These "
|
||
#| "abilities will be listed under this topic as you encounter them.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"Certain units have abilities that either directly affect other units or have "
|
||
"an impact on how the unit interacts with other units. These abilities will "
|
||
"be listed under this section as you encounter them. Each page will provide a "
|
||
"description of what the ability does and which (currently discovered) units "
|
||
"have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Visse enheder kan have evner, der har direkte indflydelse på andre enheder, "
|
||
"eller hvordan enheden indvirker med andre enheder. Disse evner bliver listet "
|
||
"her, efterhånden som du støder på dem.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:148
|
||
msgid ""
|
||
"Some weapons have special features that increase the effectiveness of "
|
||
"attacking with them. When you see a new weapon special during a campaign or "
|
||
"multiplayer scenario it will be added to this list; you can then view its "
|
||
"page any time you wish. Each page will provide a description of what the "
|
||
"weapon special does and which (currently discovered) units have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "Ukendt enhed"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"This unit is unknown for the moment. You must discover it in the game to be "
|
||
"allowed to see its description."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Denne enhed er for nuværende ukendt. Du må opdage den i spillet for at kunne "
|
||
"se dens beskrivelse."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:168
|
||
msgid ""
|
||
"Wesnoth is comprised of a series of battles, called "
|
||
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
|
||
"of one or more adversaries. Multiple scenarios that follow on from each "
|
||
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
|
||
"campaign, you often need to play more carefully, preserving your best troops "
|
||
"for use again in later scenarios.\n"
|
||
"\n"
|
||
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
|
||
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
|
||
"tutorial is explained more in-depth in these pages, so you can always refer "
|
||
"back here if you forget something.\n"
|
||
"\n"
|
||
"After you master the basics, try out a beginner campaign, such as "
|
||
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
|
||
"Guard'</italic>. A full list of installed campaigns can be found via the "
|
||
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
|
||
"quite challenging, you may wish to start on easy before progressing to "
|
||
"higher difficulties.\n"
|
||
"\n"
|
||
"Campaigns are grouped by <italic>text='level'</italic> and "
|
||
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
|
||
"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: "
|
||
"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates "
|
||
"what degree of proficiency in the game mechanics (such as "
|
||
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
|
||
"text='time of day'</ref>) is assumed. The difficulty indicates how "
|
||
"challenging the scenarios will be to a veteran player: at higher "
|
||
"difficulties, the obstacles to victory will be higher and overcoming them "
|
||
"will require more skillful play. For example, at higher difficulties the "
|
||
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
|
||
"on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
#, fuzzy
|
||
#| msgid "<header>text='Units of this race'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr "<header>text=»Enheder af denne race«</header>"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "While playing, keep in mind that if you mouse-over many items in the "
|
||
#| "game, such as the information displayed in the status pane, a brief "
|
||
#| "description will be shown explaining each item. This is especially useful "
|
||
#| "when you encounter new <ref>dst='..abilities_section' text='abilities'</"
|
||
#| "ref> for the first time."
|
||
msgid ""
|
||
"While playing, keep in mind that you can mouse-over many items in the game, "
|
||
"such as the information displayed in the status pane, to see a brief "
|
||
"description explaining each item. This is especially useful when you "
|
||
"encounter new elements, such as <ref>dst='..abilities_section' "
|
||
"text='abilities'</ref>, for the first time."
|
||
msgstr ""
|
||
"Husk, at du kan få information om mange ting ved blot at holde musen henover "
|
||
"dem. For eksempel kan du få uddybet mange ting i status-panelet på denne "
|
||
"måde. Dette er især nyttigt, når du første gang støder på nye <ref>dst='.."
|
||
"abilities_section' text='evner'</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Sejr og nederlag"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
|
||
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
|
||
"things like changing your save options or (if you are in a multiplayer game) "
|
||
"chatting with other players before pressing that button to advance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Når du vinder et scenarie, bliver kortet gråt og »Afslut runde«-knappen "
|
||
"ændrer sig til »Afslut scenarie«. Du kan nu ændre dine gem-indstillinger "
|
||
"eller (hvis du er i flerspiller) skrive med andre spillere, før du taster på "
|
||
"knappen for det næste scenarie."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
#, fuzzy
|
||
msgid ""
|
||
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
|
||
"the beginning of each scenario. In most scenarios, you will achieve victory "
|
||
"by killing all enemy leaders ; likewise, the death of your own leader "
|
||
"generally results in defeat. However, some scenarios may have other victory "
|
||
"objectives, such as getting your leader to a designated point, rescuing an "
|
||
"ally, solving a puzzle, or holding out against a siege until a certain "
|
||
"number of turns have elapsed."
|
||
msgstr ""
|
||
"Hold specielt øje med målene som vises i begyndelsen af hver scenarie. "
|
||
"Normalt opnår du sejr ved at dræbe alle fjendtlige ledere, og kan kun "
|
||
"besejres ved at din leder dræbes. Men scenarier kan have andre sejrsmål - få "
|
||
"din leder til et bestemt sted eller du skal redde nogen, eller løse en gåde, "
|
||
"eller holde stand mod en belejring indtil et bestemt antal runder er gået."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Rekruttering og Tilbagekaldelse"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "If you right-clicked on a castle hex and selected recruit, the new unit "
|
||
#| "will appear in that square. Otherwise, it will appear in a free square "
|
||
#| "near the keep. You may only recruit as many units as you have free hexes "
|
||
#| "in your castle, and you cannot spend more gold than you actually have on "
|
||
#| "recruiting."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If you right-clicked on a castle hex and selected recruit, the new unit will "
|
||
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
|
||
"You may only recruit as many units as you have free hexes in your castle, "
|
||
"and you cannot spend more gold than you actually have on recruiting."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hvis du højreklikkede på et felt i en borg og valgte rekrutter, så vil den "
|
||
"nye enhed blive sat ind på det felt ellers bliver den sat ind på et felt i "
|
||
"nærheden af tårnet. Du kan ikke rekruttere flere enheder end der er plads "
|
||
"til på din borg og heller ikke bruge mere guld end du har på rekrutteringer."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
#, fuzzy
|
||
msgid ""
|
||
"Each side begins with one leader in their keep. At the start of any battle, "
|
||
"and at times during it, you will need to recruit <ref>dst='..units' "
|
||
"text='units'</ref> into your army. To recruit, you must have your leader "
|
||
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
|
||
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
|
||
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
|
||
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
|
||
"bold>. This brings up the recruit menu, which lists units available for "
|
||
"recruitment, along with their gold cost. Click on a unit to see its "
|
||
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
|
||
msgstr ""
|
||
"Hver side begynder med en leder i deres tårn. I starten af ethvert slag - og "
|
||
"også under det - skal du rekruttere <ref>dst=units text=enheder</ref> til "
|
||
"din hær. For at rekruttere skal din leder (for eksempel Konrad i kampagnen: "
|
||
"Tronarvingen) stå i et tårn på en <ref>dst=terrain_castle text=Borg</ref>. "
|
||
"Du kan så rekruttere ved enten at vælge rekrutter' i hovedmenuen eller ved "
|
||
"at højreklikke på et felt i borgen og vælge rekrutter i den menu. Dette "
|
||
"fremkalder rekrutteringsvinduet, hvor du kan se hvilke enheder der kan "
|
||
"rekrutteres og hvor meget de koster. Klik på enhederne for at få vist deres "
|
||
"egenskaber og tryk på Rekrutterknappen for at rekruttere dem."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:202
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Rekrutterede enheder får to tilfældige <ref>dst=..traits_section "
|
||
"text=karaktertræk</ref>, som påvirker deres egenskaber."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:204
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In later scenarios, you may also Recall survivors from earlier battles. "
|
||
"Recalling costs a standard 20 gold and presents you with a list of all "
|
||
"surviving units from previous scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"I senere scenarier kan du også tilbagekalde enheder, der har overlevet "
|
||
"tidligere slag. Når du vælger 'Tilbagekald', bliver du præsenteret for en "
|
||
"liste over overlevene fra tidligere scenarier. Alle tilbagekaldelser koster "
|
||
"20 guld."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:206
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units not only cost gold to Recruit or Recall, they also require money to "
|
||
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
|
||
"more information."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Enheder koster ikke bare penge når de rekrutteres eller tilbagekaldes, de "
|
||
"skal også vedligeholdes. Se <ref>dst='income_and_upkeep' text='Indkomst og "
|
||
"vedligeholdelse'</ref> for yderligere information."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Indtjening og vedligehold"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Income is simple. You have a base income of 2 gold per turn. For every "
|
||
"village you control, you gain one additional gold each turn. Thus, if you "
|
||
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
|
||
"costs are subtracted from this income, as detailed below."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Indkomst er simpel. Du har en basis-indkomst på 2 guld per runde. For hver "
|
||
"landsby du kontrolerer, får du ekstra guld per runde. Så hvis du har 10 "
|
||
"landsbyer, vil du normalt få 12 guld per runde. Dine "
|
||
"vedligeholdelsesudgifter trækkes fra dette, som beskrevet nedenfor."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
#, fuzzy
|
||
msgid ""
|
||
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
|
||
"watch your gold as well, especially in campaigns, where you can carry extra "
|
||
"gold over from one scenario to the next. There are two aspects to this; "
|
||
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
msgstr ""
|
||
"I Wesnoth er det ikke nok bare at rekruttere enheder og kæmpe. Du skal også "
|
||
"holde øje med dit guld, specielt i kampagner, hvor du kan få overført ekstra "
|
||
"guld fra et scenarie til et andet. Der er to aspekter af dette: Indkomst og "
|
||
"Vedligeholdelse."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:220
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
|
||
"to its level. You can support as many levels worth of units as you have "
|
||
"villages, without paying any upkeep. However, for each level of unit beyond "
|
||
"the number of villages you have, you must pay one gold per turn. For "
|
||
"example, if you have twelve level one units and ten villages, you would have "
|
||
"to pay two gold each turn in upkeep."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Vedligeholdelse er også forholdsvist simpelt. Hver enhed kræver et beløb som "
|
||
"er afhængig af dets niveau. Du kan understøtte så mange enheder som du har "
|
||
"landsbyer uden at betale vedligeholdelse (en enhed på niveau 2 tæller som 2 "
|
||
"enheder). Bemærk at for hver enhed udover dit antal af landsbyer skal du "
|
||
"betale et guldstykke per runde. For eksempel hvis du har 12 enheder på "
|
||
"niveau 1 og ti landsbyer, så skal du betale to guldstykker hver runde i "
|
||
"vedligeholdelse."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:222
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep costs are subtracted from your income, so in the case of twelve "
|
||
"levels of units and ten villages, your resultant Income would be 10 gold per "
|
||
"turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Vedligeholdelsesomkostnigen tages fra din indtægt, så i tilfældet med 12 "
|
||
"niveau 1 enheder og 10 landsbyer, vil din indkomst blive på 10 guldstykker "
|
||
"per runde."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:226
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In general, the base income, the amount of gold you get per village per "
|
||
"turn, and the number of unit levels each village can support are "
|
||
"configurable, but in campaigns they are almost always the values described "
|
||
"above. The <italic>text='Scenario Settings'</italic> tab of the "
|
||
"<italic>text='Status Table'</italic> dialog shows the values for the current "
|
||
"scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:228
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two important exceptions to upkeep: units with the loyal trait and "
|
||
"leaders never incur upkeep. Units you begin the scenario with (such as "
|
||
"Delfador), or units who join you during a scenario (such as the horseman in "
|
||
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
|
||
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
|
||
"playing (such as Konrad) will almost always be a leader."
|
||
msgstr ""
|
||
"\n"
|
||
"Der er to vigtige undtagelser til vedligeholdelse: Enheder med loyal "
|
||
"karaktertrækket og ledere har aldrig vedligeholdelse. Enheder som du "
|
||
"begynder scenariet med (så som Delfador), eller enheder, som slutter sig til "
|
||
"dig under et scenarie (så som rytteren i det andet scenarie af "
|
||
"Tronarvingen), vil normalt have loyal karaktertrækket. Enheden du spiller "
|
||
"(så som Konrad) vil næsten altid også være en leder."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Liv og erfaring"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:238
|
||
#, fuzzy
|
||
msgid ""
|
||
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
|
||
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
|
||
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
|
||
"recruited unit starts with no experience points, and gains experience by "
|
||
"fighting enemies."
|
||
msgstr ""
|
||
"Hver enhed har et bestemt antal liv (L). Kommer antallet af liv ned under 1 "
|
||
"dør enheden. Hver enhed har også erfaringspoints (EP). En nyrekrutteret "
|
||
"enhed starter med 0 erfaringspoints, men kan optjene dem ved at bekæmpe "
|
||
"fjender."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:242
|
||
msgid ""
|
||
"The hitpoints and experience points are both indicated in the status pane "
|
||
"using two numbers (the current value and the maximum value the unit can "
|
||
"have)."
|
||
msgstr ""
|
||
"Både liv (L) og erfaringspoints (EP) er vist med to tal i statuspanelet, "
|
||
"disse indikerer den nuværende værdi og den maksimale værdi enheden kan have."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:244
|
||
#, fuzzy
|
||
msgid ""
|
||
"The hitpoints are also indicated by an energy bar next to each unit, which "
|
||
"is green, yellow or red. A unit with at least 1 experience point has a blue "
|
||
"experience bar, which turns white as the unit is about to "
|
||
"<ref>dst='advancement' text='advance'</ref>."
|
||
msgstr ""
|
||
"Liv er også indikeret i en grøn, gul eller rød energibjælke ved siden af "
|
||
"hver enkelt enhed. Hver enhed med mindst 1 erfaringspoint har også en blå "
|
||
"erfaringsbjælke, som bliver hvid når enheden er tæt på "
|
||
"<ref>dst=experience_and_advancement text=forfremmelse</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Forfremmes til: "
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units have a certain amount of experience required to advance (this is 20% "
|
||
"less for units with the Intelligent trait). Once they achieve this amount, "
|
||
"they immediately advance to the next level, healing fully in the process. In "
|
||
"some cases, you will be given a choice of advancement options."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Enheder skal bruge en bestemt antal erfaringspoint (XP) for at blive "
|
||
"forfremmet (dette er 20% lavere for enheder med karaktertrækket: "
|
||
"intelligent). Når de opnår dette antal forfremmes de omgående og helbredes "
|
||
"fuldstændigt i, i nogle tilfælde kan du vælge hvad enheden skal forfremmes "
|
||
"til."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"If both units survive a combat, they gain a number of experience points "
|
||
"equal to the level of the unit they’re fighting. If a unit kills another in "
|
||
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
|
||
"level 1, 16 for level 2, 24 for level 3, and so forth."
|
||
msgstr ""
|
||
"Hvis begge enheder overlever en kamp, så får de et antal erfaringspoint, som "
|
||
"afhænger af modstanderens level. Dræber man en modstander i kamp, så får "
|
||
"enheden meget mere erfaring - 4 XP for en level 0 enhed, 8 for level 1, 16 "
|
||
"for level 2, 24 for level 3 osv..."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:254
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While most units have three levels, not all do. Occasional units (such as "
|
||
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
|
||
"reached its maximum level, it may have an <italic>text='After Maximum Level "
|
||
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
|
||
"each time the unit reaches the experience goal, but the unit will remain the "
|
||
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
|
||
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
|
||
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
|
||
"progressively harder for each AMLA the unit receives, and so it is usually "
|
||
"more useful to try to advance your lower level units."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"De fleste enheder har 3 niveauer, men der er undtagelser. Udvalgte enheder "
|
||
"(såsom <ref>dst=unit_Mage text=Magiske</ref>) kan have fire. Når en enhed "
|
||
"har nået sit maksimale niveau, kan den have en efter maksimum opgradering "
|
||
"(MNF). MNF vil ændre enheden hver gang den når et erfaringsniveau, men "
|
||
"enheden vil blive på samme niveau. Den typiske MNF effekt er at øge enhedens "
|
||
"maksimale liv med 3. Den første MNF vil normalt blive nået med 150 "
|
||
"erfaringspoint (120 erfaringspoint for intelligente enheder). Muligheden for "
|
||
"at opnå en ekstra MNF øges dog proportionalt for hver MNF der opnås, så det "
|
||
"er ofte mere brugbart at forfremme sine enheder på lavere niveau."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Bevægelse"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each unit has a certain number of movement points which are used up when "
|
||
"moving into a new hex, depending on the Terrain of that particular hex. For "
|
||
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
|
||
"how many movement points are spent entering a hex depends on the unit type — "
|
||
"in forest, elvish units only spend 1 movement point, most human and orc "
|
||
"units spend 2, while horsemen spend 3. You can learn how many movement "
|
||
"points a unit requires to enter a certain terrain type by right-clicking on "
|
||
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
|
||
"<bold>text='Terrain Modifiers'</bold>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hver enhed at et fast antal bevægelsespoint som opbruges når enheden flytter "
|
||
"sig ind i et andet felt. Forbruget er afhængig af terrænet. For eksempel "
|
||
"koster en græseng næsten altid 1 bevægelsespoint. Præcist hvor mange "
|
||
"bevægelsespoint der anvendes er afhængig af enhedstypen - i skove anvender "
|
||
"elver kun 1 bevægelsespoint, de fleste mennesker og orker anvender 2, mens "
|
||
"ryttere anvender 3. Du kan se hvor mange bevægelsespoint en enhed anvender "
|
||
"ved at højreklikke på enheden, vælge enhedsbeskrivelse og herefter kigge på "
|
||
"<italic>text='Terrain Modifiers'</italic>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
#, fuzzy
|
||
msgid ""
|
||
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
|
||
"the unit you wish to move to select it, then click on the hex you wish to "
|
||
"move it to. When a unit is selected, everywhere it can move this turn will "
|
||
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
|
||
"highlighted hex shows the defense rating the unit would have if you moved it "
|
||
"to that hex. Mousing over a dull hex will also show the number of turns "
|
||
"required to reach it, and clicking will cause the unit to move towards it by "
|
||
"the fastest route over this and subsequent turns. If you don’t use up all of "
|
||
"a unit’s movement when you first move a unit, you may move it again. This is "
|
||
"useful when having two units switch places. Attacking with a unit will use "
|
||
"up its movement. Ending a move in a village you don’t already own will also "
|
||
"use up a unit’s movement, but will still allow it to attack."
|
||
msgstr ""
|
||
"Bevægelse af enheder i Kampen om Wesnoth er simpel. Klik på en enhed for at "
|
||
"vælge den og klik derefter på det felt du vil flytte den til. Når en enhed "
|
||
"er valgt, oplyses alle de felter den kan flytte til. Når du flytter musen "
|
||
"hen over et oplyst felt, kan du se forsvarsstyrken enheden vil få, hvis du "
|
||
"flytter den til det felt. Flytter du musen over et uoplyst felt kan du "
|
||
"desuden se hvor mange runder det vil tage enheden at flytte derhen og "
|
||
"klikker du der, vil enheden flytte mod feltet i denne og efterfølgende "
|
||
"runder via den hurtigste rute. Hvis du ikke anvender hele din "
|
||
"bevægelsesmulighed første gang du rykker en enhed, kan du flytte den videre. "
|
||
"Dette er til gang, hvis du har 2 enheder, du ønsker skal skifte plads. Et "
|
||
"angreb vil opbruge alle resterende bevægelsesmuligheder. Hvis du ender "
|
||
"bevægelsen i en landsby, du ikke i forvejen har kontrol med, vil din "
|
||
"bevægelse også slutte, men enheden kan stadig angribe."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:266
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Another thing to keep in mind while moving is <italic>text='zones of "
|
||
"control'</italic>. Each unit — except for level 0 units — generates a zone "
|
||
"of control in the hexes immediately surrounding it, and any enemy unit "
|
||
"entering those hexes immediately ends its movement. Learning how to use "
|
||
"zones of control to your advantage is an important part of Wesnoth, as only "
|
||
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
|
||
"zones of control."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"En ting at huske på når man flytter, er kontrolzoner. Hver enhed har sin "
|
||
"kontrolzone på de felter der umiddelbart omgiver den og enhver fjendtlig "
|
||
"enhed der bevæger sig hen på et af disse felter kan ikke rykke længere i den "
|
||
"tur. Det er vigtigt at lære at bruge kontrolzonerne til sin egen fordel, da "
|
||
"kun <ref>dst=abilities_skirmisher text='Stifindere'</ref> ikke er påvirket "
|
||
"af kontrolzoner."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:268
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"To see where the enemy can move to during their next turn, press Ctrl-v or "
|
||
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
|
||
"not on the map to block their progress."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"For at se hvor fjenden kan flytte i deres næste runde så tryk Control-v "
|
||
"eller Cmd-v. Control-b eller Cmd-b viser hvor fjenden kan flytte, hvis dine "
|
||
"enheder ikke var på kortet og blokerede deres vej."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:277
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Sløring og krigståge"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:278
|
||
#, fuzzy
|
||
msgid ""
|
||
"In some scenarios, parts of the map will be hidden from you. There are two "
|
||
"mechanisms that can be used separately or together. The "
|
||
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
|
||
"location. However, once it is cleared, you can always see that location. The "
|
||
"<italic>text='fog of war'</italic> only hides units and ownership of "
|
||
"villages (other than by you or your allies). The fog of war is cleared "
|
||
"temporarily when you have units nearby, but returns when they leave. Both "
|
||
"the shroud and the fog of war are cleared by units. Each unit clears "
|
||
"locations adjacent to those within one turn’s move (ignoring zones of "
|
||
"control and enemy units).\n"
|
||
"\n"
|
||
"Normally you can undo a unit’s movement, as long as an event with a "
|
||
"randomized result has not occurred, such as combat or recruitment (as most "
|
||
"units receive random traits when recruited). Exploring hidden terrain by "
|
||
"clearing shroud or fog will also prevent undos to a previous state. You may "
|
||
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
|
||
"menu. This will prevent units from clearing shroud or fog until the next "
|
||
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
|
||
"bold> (or the end of your turn) and thereby preserve your ability to undo "
|
||
"movement."
|
||
msgstr ""
|
||
"I nogle scenarier vil dele af kortet være skjult. Der er to mekanismer som "
|
||
"kan bruges hver for sig eller sammen. Sløring dækker både terrænet og alle "
|
||
"enheder på en lokation. Når først området er afdækket vil du dog altid kunne "
|
||
"se lokationen. Krigståge skjuler kun enheder og ejerskab af landsbyer (andre "
|
||
"end dine og dine allieredes). Krigståge afdækkes midlertidigt, når du har "
|
||
"enheder i området, men returnerer når du forlader området. Både sløring og "
|
||
"krigståge afdækkes af enhedr. Hver enhed afdækker felter der er inden for en "
|
||
"rundes bevægelesmulighed (ignorerer kontrolzoner og fjendtlige enheder).\n"
|
||
"\n"
|
||
"Normalt kan du fortryde en enheds bevægelse, så længe at en begivenhed med "
|
||
"et tilfældigt resultat ikke er foregået, så som en kamp eller en "
|
||
"rekruttering. Opdagelsen af skjult terræn fra sløring og krigståge vil også "
|
||
"forhindre fortrydmuligheden. Du kan slå »forsink sløring opdatering« i "
|
||
"menuen. Dette vil forhindre enheder fra at afdække sløring eller krigståge "
|
||
"indtil den næste tilfældige begivenhed eller en manuel opdatering via "
|
||
"»opdater sløring nu« (eller afslutningen af din runde) og dermed bevare din "
|
||
"mulighed for at fortryde et ryk."
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:287
|
||
msgid "Save-loading"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:288
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"One of the challenges of the game is to work out how to protect your heroes. "
|
||
"Small risks quickly build up: if you have five important units, and they "
|
||
"each have just a 1% chance of death each turn, you can "
|
||
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
|
||
"you’ll rarely make it through a scenario without having it happen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:288
|
||
msgid ""
|
||
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
|
||
"to bad luck. This is an expected part of the game, and one of the aims of "
|
||
"the game is that a sufficiently skilled player should be able to complete "
|
||
"all of the mainline campaigns, on hard, without needing to save-load. Going "
|
||
"back to a previous turn to try a different strategy is a part of learning "
|
||
"the game, but we recommend against reloading merely to try the same strategy "
|
||
"again while hoping for better luck."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:290
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The following points are under discussion on the forums. At least for the "
|
||
"1.15.x series before 1.16.0 please assume that the forum threads are more "
|
||
"authoritative than the text on this page."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:292
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In the mainline campaigns, on hard:\n"
|
||
"• A sufficiently skilled player will have a good chance to win each scenario "
|
||
"on the first time that they see that scenario, without foreknowledge of what "
|
||
"will happen.\n"
|
||
"• This assumes that the player picks up all of the clues given in the "
|
||
"dialogue.\n"
|
||
"• There are more experience points available than on easy, and the player "
|
||
"will be able to train enough troops to cope with losing some L2 or L3 units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:297
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"That said, it’s a game; the best way to play it is whichever way gives you "
|
||
"the most enjoyment."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:306
|
||
msgid "Learning from Losses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:307
|
||
msgid ""
|
||
"<italic>text='Why did I lose that scenario?'</italic>\n"
|
||
"\n"
|
||
"One of the most difficult parts of Wesnoth is understanding why a scenario "
|
||
"was lost."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:309
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you first start playing, you will probably lose some scenarios. That is "
|
||
"normal, and is part of learning the game. When that happens, try to learn "
|
||
"from your mistakes: watch the replay, try to understand what you did wrong, "
|
||
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:311
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:313
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
|
||
"level'</ref>. Try restarting the scenario at an easier difficulty."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:315
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
|
||
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
|
||
"taking advantage of terrain features or units’ special abilities, and so on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:317
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:319
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. At all but the easiest "
|
||
"difficulties, campaigns assume that you will have some "
|
||
"<italic>text='carryover gold'</italic> and some advanced units on your "
|
||
"<italic>text='recall list.'</italic> (These concepts are explained in the "
|
||
"tutorial.) If you win a scenario but lose most of your advanced units and "
|
||
"much of your gold, the following scenario may be very difficult to beat, "
|
||
"even for a more experienced player. If you find yourself in this situation, "
|
||
"you may try to go back a scenario or two and win them more convincingly, or "
|
||
"change to an easier difficulty. (However, remember that <italic>text='some'</"
|
||
"italic> losses are expected, particularly at higher difficulties.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Poor gold management. At higher difficulties, managing gold — capturing "
|
||
"villages to increase the income, and using low-level units and fresh "
|
||
"recruits to reduce the spending — becomes important. If you use many high-"
|
||
"level units, you might win a scenario easily but have not enough gold "
|
||
"carryover for the next scenario. (This would be an example of “barely "
|
||
"scraping a victory”.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In addition to the common reasons, listed above, there are a few other "
|
||
"reasons which are unlikely, though not impossible. They are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:327
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have played a strategy that the campaign developer did not "
|
||
"anticipate, and ended up with a set of high-level units not suitable for the "
|
||
"next scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:329
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have found a scenario that can only be won on the second or third "
|
||
"time through, whether by requiring above-average luck or by expecting the "
|
||
"players to have foreknowledge — to know what surprises are coming up before "
|
||
"they happen. (It is under discussion whether foreknowledge is expected at "
|
||
"the highest difficulties. Requiring above-average luck, however, would "
|
||
"qualify as a bug.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:331
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
|
||
"could happen that the enemy was very lucky and had many hits, while you were "
|
||
"very unlucky and had many misses. However, this is a very rare occurrence, "
|
||
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
|
||
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
|
||
"strategy despite having <italic>text='above-average'</italic> luck, than by "
|
||
"playing a <italic>text='good'</italic> strategy but having "
|
||
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
|
||
"average” luck does not excuse a loss; having below-average luck is perfectly "
|
||
"normal, and scenarios are designed to be winnable even with below-average "
|
||
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
|
||
"here."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:333
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Be wary of attributing a loss to any of these reasons. If you are not a "
|
||
"veteran player, it is far more likely that your loss was caused by one of "
|
||
"the <italic>text='common'</italic> errors, listed above, and is not "
|
||
"indicative of a bug in the campaign. However, if you still think you found a "
|
||
"bug, then by all means, report it!"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:335
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The “Damage Calculations” dialog shows some statistics that can help "
|
||
"determine whether a match was very lucky or very unlucky. However, reading "
|
||
"the statistics is no substitute to watching the replay and looking for "
|
||
"strategic mistakes, or small bits of luck at critical points in the "
|
||
"engagement."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:344
|
||
msgid "Combat"
|
||
msgstr "Kamp"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:345
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Rækkefølge og antal slag'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:345
|
||
#, fuzzy
|
||
msgid ""
|
||
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
|
||
"between units in adjacent hexes. Click on your unit, and click on the enemy "
|
||
"you want to attack: your unit will move towards the enemy unit, and when "
|
||
"they are next to each other, combat will begin. The attacker and defender "
|
||
"alternate strikes until each has used their allotted number of strikes. The "
|
||
"attacker chooses one of its weapons to attack with, and the defender "
|
||
"retaliates with one of its attacks of the same type. There are two types of "
|
||
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
|
||
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
|
||
"involves weapons such as bows, spears and fireballs."
|
||
msgstr ""
|
||
"Slag i Kampen om Wesnoth foregår altid mellem enheder, i felter der har "
|
||
"forbindelse med hinanden. Klik på din enhed og og klik på den fjende du "
|
||
"ønsker at angribe; din enhed vil flytte henimod den fjendtlige enhed og når "
|
||
"de er op ad hinanden vil slaget begynde. Angriberen og forsvareren "
|
||
"fortsætter deres angreb, indtil de har forbrugt det antal de har mulighed "
|
||
"for at forbruge. Angriberen vælger et af sine våben til at angribe med og "
|
||
"forsvareren svarer igen med et våben af samme slags. Der er to typer angreb; "
|
||
"nærkamp som normalt inkluderer våben som sværd, økse eller hugtand; eller "
|
||
"afstandskamp som normalt inkluderer våben som bue, spyd og ildkugler."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:347
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The attacker gets the first strike, then the defender retaliates. Each "
|
||
"strike either hits, doing a given amount of damage, or misses, doing no "
|
||
"damage at all. Strikes alternate until each unit has used up all of its "
|
||
"strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
|
||
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
|
||
"at 9 damage for each hit)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Angriberen får initiativet, herefter slå forsvareren tilbage. Hvert angreb "
|
||
"enten rammmer, og giver skade, eller fejler, og gør ingen skade overhovedet. "
|
||
"Angrebene skifter mellem angriber og forsvarer indtil de er brugt op. "
|
||
"Antallet af angreb varierer fra enhed til enhed; for eksempel har en "
|
||
"elverkæmper med et 5-4 angreb 4 angreb som hvis de alle er succesfulde giver "
|
||
"5 skade per angreb i alt 20, mens en orkergrunt med et 9-2 angreb kun kan "
|
||
"angribe 2 gange (men med 9 skade for hver succesfuldt angreb i alt 18)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:349
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:351
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
|
||
"italic> it is in. This is shown in the status pane, and may also be found by "
|
||
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
|
||
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
|
||
"elves have a defense rating of 70% in forest, so a unit attacking them has "
|
||
"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
|
||
"attacker in return depends on what terrain the attacker is in."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hver enhed har en risiko for at blive ramt baseret på det terræn enheden "
|
||
"befinder sig på. Dette vises i statuspanelet, og kan også ses ved at "
|
||
"højreklikke på en enhed, vælge enhedsbeskrivelse og derefter kigge på "
|
||
"<italic>text='Terrænreguleringer'</italic>. For eksempel har mange elver en "
|
||
"forsvarsevne på 70 % i en skov, så en enhed som angriber elven har kun 30 % "
|
||
"sandsynlighed for at ramme. På samme måde er elvens sandsynlighed for at "
|
||
"ramme angriberen afhængig af hvilket terræn angriberen befinder sig i."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:353
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
|
||
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
|
||
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
|
||
"regardless of terrain, and, when used offensively, marksmen always have at "
|
||
"least a 60% chance to hit, regardless of terrain."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Der er to undtagelser til denne regel: <ref>dst=weaponspecial_magical "
|
||
"text='Magiske angreb'</ref> og <ref>dst=weaponspecial_marksman "
|
||
"text='Skarpskytter'</ref>. Magiske angreb har altid en træfsikkerhed på 70% "
|
||
"uanset terræn, og, ved offensiv brug, har skarpskytter altid en "
|
||
"træfsikkerhed på mindst 60% uanset terræn."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Skade</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:357
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
|
||
"modified by the circumstances, select <bold>text='Damage Calculations'</"
|
||
"bold> in the attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hvert angreb som rammer medfører en skade som afhænger af angrebstypen. For "
|
||
"eksempel: En elverkæmper med et 5-4 angreb medfører 5 baseskade. Dette tal "
|
||
"modificeres normalt af to ting: <ref>dst=damage_types_and_resistance "
|
||
"text=Resistance</ref> og <ref>dst=time_of_day text='Tid på dagen'</ref>. For "
|
||
"at se hvor hvordan baseskadener modificeret af omstændighederne så vælg "
|
||
"<italic>text='Skadeberegninger'</italic> i angrebsmenuen."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref> which affect damage dealt in combat. The most common of these is "
|
||
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
|
||
"damage dealt by both attacker and defender when the unit with charge attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Nogle få enheder har specielle <ref>dst=abilities text=abilities</ref> som "
|
||
"påvirker deres skadevirkning i kamp. Den udbredste af disse er "
|
||
"<ref>dst=weaponspecial_charge text=Storm</ref>, som fordobler skaden "
|
||
"forvoldt af både angriber og forsvarer når enheden med charge angriber."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:367
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Skadestyper og Modstand"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:368
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resistances work very simply: if a unit has 40% resistance against a damage "
|
||
"type, then it will suffer 40% less damage when hit with that damage type. It "
|
||
"is also possible for a unit to be vulnerable against some damage types. If a "
|
||
"unit has −100% resistance against a damage type, it will suffer 100% more "
|
||
"damage when hit by that type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Modstandskraft virker meget simpelt: Hvis en enhed har 40 % modstandskraft "
|
||
"mod en skadestype, så modtager den 40 % mindre skade når den rammes af en "
|
||
"sådan skadestype. Det er også muligt for en enhed at være sårbar over for "
|
||
"bestemte skadestyper. Hvis en enhed har -100 % modstandskraft mod en "
|
||
"skadestype, så vil den modtage 100 % mere skade når den rammes af denne type."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:368
|
||
#, fuzzy
|
||
msgid ""
|
||
"In Wesnoth, there are three types of damage usually associated with physical "
|
||
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
|
||
"Additionally, there are three further types of damage usually associated "
|
||
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
|
||
"italic>. Different units may have resistances which alter the damage which "
|
||
"they take from certain damage types."
|
||
msgstr ""
|
||
"I Wesnoth er der tre skadestyper, der forbindes med fysiske angreb: Klinge, "
|
||
"stik og slag. Derudover er der tre skadestyper der forbindes med magiske "
|
||
"angreb: Ild, kulde og hellige angreb. Forskellige enheder kan have "
|
||
"modstandskraft som ændrer den skade som de ellers modtager fra specifikke "
|
||
"skadestyper."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:370
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, skeletons are highly resistant to blade and pierce damage, but "
|
||
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
|
||
"damage."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"For eksempel er skeleter meget resistente overfor klinge- og stikvåben, men "
|
||
"sårbare overfor slag- og ildvåben og ekstremt sårbare over for magisk skade."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:372
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a strike is determined to hit, it will always do at least 1 point of "
|
||
"damage. This applies even if the defender has 100% resistance to the damage "
|
||
"type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hvis et slag rammer, giver det altid mindst 1 point skade. Dette gælder selv "
|
||
"hvis den forsvarende enhed har 100% resistens mod skadestypen."
|
||
|
||
# > kugle, sfære, klode.. sfære!
|
||
# Nah... Jeg ved nu ikke... Der er nok ikke ret mange der ved hvad en sfære er. (Jeg kender i hvert fald mange der ikke gør.)
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:380
|
||
msgid "Orbs"
|
||
msgstr "Sfærer"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:381
|
||
msgid ""
|
||
"On top of the energy bar shown next to each unit of yours is an orb. For "
|
||
"units you control, this orb is:"
|
||
msgstr ""
|
||
"Ovenpå energibaren, der er vist ved siden af hver enhed, er der en sfære. "
|
||
"For enheder du kontrolerer, er denne sfære:"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:383
|
||
#, fuzzy
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr "grøn, hvis den ikke er blevet flyttet i indeværende tur,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:384
|
||
#, fuzzy
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr ""
|
||
"gul, hvis den er blevet flyttet, men stadig kan flytte yderligere eller "
|
||
"angribe, eller"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:385
|
||
msgid ""
|
||
" red if it can no longer move or attack, or the user ended the unit’s turn."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:386
|
||
#, fuzzy
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr "Sfæren er blå hvis det er en enhed du ikke kontrollerer."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:387
|
||
#, fuzzy
|
||
msgid " Enemy units have no orb on top of their energy bar."
|
||
msgstr "Fjendtlige enheder har ingen sfære over deres energibar."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:394
|
||
msgid "Time of Day"
|
||
msgstr "Tid på døgnet"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:395
|
||
#, fuzzy
|
||
msgid ""
|
||
"The time of day affects the damage of certain units as follows:\n"
|
||
"\n"
|
||
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
"damage at night.\n"
|
||
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
"daytime.\n"
|
||
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
"• <bold>text='Liminal'</bold> units get −25% damage during both night and "
|
||
"daytime."
|
||
msgstr ""
|
||
"Tidspunktet på døgnet påvirker hvor meget skade visse enheder kan forvolde:\n"
|
||
" Hæderlige enheder forvolder +25 % skade om dagen og -25 % om natten.\n"
|
||
" Lyssky enheder forvolder +25 % skade om natten og -25 % om dagen.\n"
|
||
" Neutrale enheder er uberørt af tidspunkt på dagen."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:400
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The current time of day can be observed under the minimap in the status "
|
||
"pane. For the usual day/night cycle, morning and afternoon count as day, "
|
||
"first and second watch count as night:\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Tid kan aflæses under minikortet i statuspanelet. For den sædvanlige dag/nat-"
|
||
"cyklus gælder morgen og eftermiddag som dag og Første og Anden vagt som "
|
||
"nat:\n"
|
||
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:404 data/core/macros/schedules.cfg:14
|
||
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
|
||
msgid "Dawn"
|
||
msgstr "Morgengry"
|
||
|
||
#. [time]: id=morning
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:405 data/core/macros/schedules.cfg:26
|
||
#: data/test/maps/pathfind_1.cfg:75
|
||
msgid "Morning"
|
||
msgstr "Morgen"
|
||
|
||
#. [time]: id=afternoon
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:406 data/core/macros/schedules.cfg:44
|
||
#: data/test/maps/pathfind_1.cfg:86
|
||
msgid "Afternoon"
|
||
msgstr "Eftermiddag"
|
||
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:407 data/core/macros/schedules.cfg:53
|
||
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
|
||
msgid "Dusk"
|
||
msgstr "Skumring"
|
||
|
||
#. [time]: id=first_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:408 data/core/macros/schedules.cfg:65
|
||
#: data/test/maps/pathfind_1.cfg:108
|
||
msgid "First Watch"
|
||
msgstr "Første vagt"
|
||
|
||
#. [time]: id=second_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:409 data/core/macros/schedules.cfg:89
|
||
#: data/test/maps/pathfind_1.cfg:119
|
||
msgid "Second Watch"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:411
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Keep in mind that some scenarios take place underground, where it is "
|
||
#| "perpetually night!"
|
||
msgid ""
|
||
"Keep in mind that some scenarios take place underground, where it is "
|
||
"perpetually night!\n"
|
||
msgstr "Husk at nogle scenarier foregår under jorden hvor det altid er nat!"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:413
|
||
msgid ""
|
||
"Some underground locations are illuminated. They are perpetually "
|
||
"intermediate between day and night.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:415
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:417
|
||
msgid ""
|
||
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
|
||
"text='illuminates'</ref> ability and terrain features such as "
|
||
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
|
||
"around them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:424
|
||
msgid "Healing"
|
||
msgstr "Helbredelse"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:425
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
|
||
"attacked will heal 2 HP in its next turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hvile: En enhed der hverken bevæger sig, angriber eller bliver angrebet får "
|
||
"helbredt 2 HP i starten af sin næste tur."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:425
|
||
msgid ""
|
||
"In combat, your units will inevitably take damage. There are several ways to "
|
||
"heal your units. However, with the exception of resting, these do not stack; "
|
||
"only one can occur per turn."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:427
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
|
||
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
|
||
"poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"Landsbyer: En enhed der starter sin tur i en landsby får helbredt 8 HP."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:428
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
|
||
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
|
||
"the unit is poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"<ref>dst=ability_regenerates text=Regeneration</ref>: Visse enheder (som for "
|
||
"eksempel trolde) får automatisk helbredt 8 liv i starten af hver runde."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:429
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Healing units'</bold>: Units with the "
|
||
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
|
||
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
|
||
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
|
||
"prevent Poison from causing that unit damage."
|
||
msgstr ""
|
||
"\n"
|
||
"Helbredende enheder: Enheder med evnen <ref>dst=ability_heals text=Heals</"
|
||
"ref>, kan helbrede alle allierede nærvedstående enheder. de yder 4 eller 8 "
|
||
"liv per runde, eller forhindrer gift i at gøre skade på en enhed."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:430
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Curing units'</bold>: Units with the "
|
||
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
|
||
"in all allied adjacent units (in preference to healing, if it has that "
|
||
"ability as well)."
|
||
msgstr ""
|
||
"\n"
|
||
"Gifthelbredende enheder: Enheder med evnen: <ref>dst=ability_cures "
|
||
"text=Cures</ref> vil forhindre giftsygdom i alle allierede nærvedstående "
|
||
"enheder (udover effekten ved helbredelse hvis enheder også har den evne)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:431
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
|
||
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
|
||
"unit gains enough experience, whether it is your turn or not."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:432
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resting can be combined with other forms of healing, but villages, "
|
||
"regeneration, healing and curing cannot combine with each other: the best "
|
||
"option will be used. Finally, units heal fully between scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hvile kan kombineres med andre former for helbredelse, men landsbyer, "
|
||
"regenerering, helbredelse og gifthelbredelse kan ikke kombineres: Det bedste "
|
||
"valg vil blive brugt. Endelig vil enheder blive fuldt ud helbredt mellem "
|
||
"scenarier."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:434
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:436
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Unlike other forms of healing, the heals ability will not take effect on the "
|
||
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
|
||
"surrounded by several healers on the same side will only receive healing "
|
||
"from one healer per turn, a unit surrounded by healers from several allied "
|
||
"sides will be healed once on each of said allied sides’ turns."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:444
|
||
msgid "Wrap Up"
|
||
msgstr "Opsummering"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:445
|
||
#, fuzzy
|
||
msgid ""
|
||
"This concludes the fundamentals of Wesnoth. You might want to read up on "
|
||
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
|
||
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref>, but you now know everything you need to know to play the "
|
||
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
|
||
msgstr ""
|
||
"Dette afslutter det fundamentale i Wesnoth. Du har mulighed for at læse "
|
||
"videre i Basisstrategi eller gøre dit bekendt med <ref>dst=traits "
|
||
"text=Karaktertræk</ref> og <ref>dst=abilities text=Evner</ref>, men du ved "
|
||
"nu alt du har behov forat kunne spille kampagnen Tronarvingen. Husk at have "
|
||
"det sjovt og held og lykke!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:450
|
||
msgid "License"
|
||
msgstr "Licens"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:459
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Most units have two traits. However, goblins have only one trait, undead "
|
||
"units are always assigned the single trait <italic>text='undead'</italic> "
|
||
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
|
||
"any traits. "
|
||
msgstr ""
|
||
"De fleste enheder har to karaktertræk. Udøde enheder har dog kun et "
|
||
"karaktertræk 'udød', og træsjæle har ingen karaktertræk. Karaktertræk er "
|
||
"modifikationer som ændrer en enheds attributer en smule. De tildeles normalt "
|
||
"tilfældigt når en enhed rekrutteres."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:459
|
||
msgid ""
|
||
"Traits are modifications that change a unit’s attributes slightly. They are "
|
||
"usually randomly assigned to a unit when it is recruited. The traits "
|
||
"available to a unit are largely determined by its <italic>text='race'</"
|
||
"italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:461
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The traits that are available to most non‐undead units are "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
|
||
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Karaktertrækkene der er tilgængelige for alle enheder, der ikke er udøde, er "
|
||
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
|
||
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, og "
|
||
"<ref>dst=traits_strong text=Strong</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:463
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
|
||
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
|
||
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
|
||
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
|
||
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
|
||
"<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Andre karaktertræk som gives til enheder er <ref>dst=traits_dextrous "
|
||
"text=Dextrous</ref>, <ref>dst=traits_loyal text=Loyal</ref>, og "
|
||
"<ref>dst=traits_undead text=Undead</ref>.\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:473
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <italic>text='basic'</italic> and "
|
||
"<italic>text='mixed'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:473
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Game maps feature a variety of terrains that affect both unit movement "
|
||
#| "and a unit’s defensive capability in combat.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"Spilkortet har en række terræntyper som påvirker både enhedernes bevægelse "
|
||
"og enhedernes forsvarsevne i kamp.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:477
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
|
||
"There are many more besides these — a list of the terrain types you have "
|
||
"discovered can be found at the end of this page.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:481
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a defense rating and a movement cost for each of the basic "
|
||
"terrain types, and these values are listed in the unit’s help page. Basic "
|
||
"terrain types may have unique properties like illumination effects as well."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:483
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:485
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mixed terrain types share the properties of multiple basic terrain types — "
|
||
"units generally receive the <italic>text='best defense'</italic> and "
|
||
"<italic>text='worst movement'</italic> of the underlying basic types when "
|
||
"they move onto a mixed type. For example, this is the case with "
|
||
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
|
||
"and <italic>text='cave hills'</italic>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:489
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"One notable exception is bridge terrains, such as <italic>text='bridges over "
|
||
"shallow water'</italic>, <italic>text='fords'</italic>, and "
|
||
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
|
||
"both merfolk and humans — all units moving on a ford enjoy the best defense "
|
||
"and best movement out of flat and shallow water, rather than the worse "
|
||
"movement of the two. Similarly, bridges over chasms are passable to "
|
||
"nonfliers (unsurprisingly).\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:493
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Land-based villages generally give the best defense and movement as well. "
|
||
"These villages are mixed terrains, based on the village terrain type, "
|
||
"together with hill, swamp, and cave, respectively.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:497
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Finally, water villages are generally inhospitable to land units, and do not "
|
||
"give defense or movement benefits associated with the village terrain type. "
|
||
"Instead, they count only as water tiles.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:501
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what basic types a mixed terrain is comprised of by mousing over "
|
||
"its hex and checking the terrain type icons displayed in the upper right "
|
||
"(under the default theme)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:503
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what type of behavior the mixed terrain gives by mousing over "
|
||
"its hex and viewing the <italic>text='terrain description'</italic> by "
|
||
"either pressing the hotkey, or right clicking and selecting from the context "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:505
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:507
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some units have <italic>text='defense caps'</italic> for a particular basic "
|
||
"terrain type. These units suffer a penalty on mixed terrains with that type "
|
||
"— their defense cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:509
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
|
||
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
|
||
"on forested hills, he has a defense rating of 30% rather than 40%, because "
|
||
"the mixed rating cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:511
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a unit has a defense cap for some terrain, it is always the same as its "
|
||
"defense rating on that terrain (it cannot be larger)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:513
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:526
|
||
msgid ""
|
||
"The degree of customization offered by the Wesnoth engine allows players to "
|
||
"create their own game content, including new scenarios, campaigns, and much "
|
||
"more beyond what is offered in the official content bundled with the game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:536
|
||
msgid "Using Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:537
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text=Damage</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Skade</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:537
|
||
msgid ""
|
||
"The game supports different types of add-on content, which are not all "
|
||
"available in every gameplay mode."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:539
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Single-player campaigns are collections of scenarios that fit together to "
|
||
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
|
||
"and regular campaigns are available from the <italic>text='Campaigns'</"
|
||
"italic> menu at the title screen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:541
|
||
#, fuzzy
|
||
#| msgid "<header>text='Units having this special attack'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgstr "<header>text=»Enheder der har dette specialangreb«</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:543
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
|
||
"scripted scenarios or even specially designed campaigns. There are also "
|
||
"packs providing sets of individual multiplayer scenarios."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:545
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Rækkefølge og antal slag'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:547
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For gameplay purposes, various races of creatures in the world cooperate "
|
||
"with each other in factions. Factions are grouped in balanced sets with a "
|
||
"common theme; for example, the main factions of Wesnoth can be found in the "
|
||
"included Default Era.\n"
|
||
"\n"
|
||
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
|
||
"creating a new game, and players can pick from the available factions for "
|
||
"that era when setting up their sides and teams."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:551
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
|
||
"eras_section'</ref> of the help."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:553
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Rækkefølge og antal slag'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts that can "
|
||
"alter the default ruleset in various ways. You can choose and configure "
|
||
"modifications when creating a new game."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:557
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:559
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
|
||
"all the content in Wesnoth: when a different core is loaded, the regular "
|
||
"units, terrains and the like do not exist.\n"
|
||
"\n"
|
||
"Cores allow a significantly different game experience: for example, a World "
|
||
"War II campaign, or even a different game altogether, as long as it can be "
|
||
"represented as a hexagonal map with ’units’ in some way."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:563
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Træfsikkerhed'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:565
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Content authors can use resource packs available on the add-ons server to "
|
||
"enrich their own content with existing assets such as images, music, and "
|
||
"code. These are not generally intended for direct use in-game; however, "
|
||
"other playable add-ons may depend on them and suggest or require their "
|
||
"installation during download."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:574
|
||
msgid "Installing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:575
|
||
msgid ""
|
||
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
|
||
"ons'</italic> option in the main menu. After connecting to the add-ons "
|
||
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
|
||
"presented with a list of add-ons available on the server for downloading.\n"
|
||
"\n"
|
||
"The installation status for each add-on is shown below each entry. For add-"
|
||
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
|
||
"italic> on the server, their installed and published versions will be shown "
|
||
"in the <italic>text='Version'</italic> column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the search box, separated by spaces. You can also sort the add-on list by "
|
||
"clicking the column headers. It is also possible to choose to only display "
|
||
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
|
||
"dropdown.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click the <bold>text='+'</"
|
||
"bold> icon, or simply double-click on the add-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Addon Details'</bold> button "
|
||
"provides you with additional details about the add-on, such as its full "
|
||
"description, installation status, and available translations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:588
|
||
msgid "Removing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:589
|
||
msgid ""
|
||
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
|
||
"server connection dialog. You will be presented with options to remove any "
|
||
"number of add-ons you currently have installed.\n"
|
||
"\n"
|
||
"It is not possible to remove add-ons for which there is publishing "
|
||
"information (<italic>text='.pbl'</italic> files) attached, in order to "
|
||
"prevent its accidental loss. If necessary, you must manually delete the "
|
||
"information files or the add-ons themselves using a file manager provided by "
|
||
"your platform."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:604
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Generelle kommandoer"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:606 data/core/help.cfg:649 data/core/help.cfg:687
|
||
msgid ""
|
||
"These commands can either be issued via the command line by prefixing them "
|
||
"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
|
||
"'m' first to open the chat line).\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:608
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Slet snakkebeskeder.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:611
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Switch debug mode on (does not work in multiplayer). See "
|
||
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
|
||
"Debug mode is turned off by quitting the game or :nodebug.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Slå fejlsøgning til (virker ikke i flerspiller). Se <ref>dst=debug_commands "
|
||
"text='Fejlsøgningskommandoer'</ref>.\n"
|
||
"Fejlsøgning slukkes når spillet forlades eller ved :nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:615
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Set or toggle player on side between human and AI player. The player/"
|
||
#| "client who controls that side needs to issue this command. If no second "
|
||
#| "parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an "
|
||
#| "AI controller. If it is ‘off’ set a human controller. Defaults to the "
|
||
#| "currently active side if no parameter is supplied.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Set or toggle player on side between human and AI player. The player/client "
|
||
"who controls that side needs to issue this command. If no second parameter "
|
||
"is supplied, toggle between human and AI. If it is ‘on’, set an AI "
|
||
"controller. If it is ‘off’ set a human controller. Defaults to the currently "
|
||
"active side if no parameter is supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Skift spilleren mellem menneske og computer. Spilleren/klienten som "
|
||
"kontrollerer denne side må give denne kommando. Hvis ingen anden parameter "
|
||
"angives, skift mellem menneske og computer. Hvis den er »tænd«, sæt en "
|
||
"computer. Hvis den er »sluk« sæt et menneske. Standard er den nuværende "
|
||
"aktive side, hvis der ikke angives en parameter.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:618
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:621
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Skifter det nuværende antal billeder per sekund.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:624
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Skift et logdomæne til et andet logniveau..\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:630
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Hent temaudvælgelsesmenuen.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:633
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Forlad scenariet (uden prompt).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:636
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Gem spillet (uden prompt).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:639
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Gem spillet og forlad scenariet (uden prompt)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:648
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Flerspiller kommandoer"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:651
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Ban a user in a multiplayer game by the IP address used by that username and "
|
||
"kick him. Can be used on users not in the game but on the server. (Of course "
|
||
"they won’t be kicked then.)\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Smid en spiller i flerspiller ud og bandlys denne og dennes IP-adresse.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:654
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Change the controller for side (write here the number of the side) to "
|
||
"username (write here the nickname of the player or observer). You can check "
|
||
"what side belongs to which player in the <bold>text='Scenario Settings'</"
|
||
"bold> dialog (Press the <bold>text='More'</bold> button in the "
|
||
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
|
||
"can change control of any side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ændr spiller for siden (skriv her nummeret på siden) til brugernavn (skriv "
|
||
"her kaldenavnet på spiller eller observatør). Du kan undersøge hvilken side "
|
||
"hver spiller tilhører i »scenarieindstillingsinduet« (Tast på »mere«-knappen "
|
||
"i statustabellen (alt+s som standard) for at gå dertil.).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:657
|
||
msgid ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:660
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:663
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
|
||
"just want to change control of their side(s) use the :control command "
|
||
"instead.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Spark en bruger i flerspiller ud. De vil være i stand til at tilslutte sig "
|
||
"spillet igen. Er generelt en venlig måde at fjerne nogen som har "
|
||
"forbindelses- eller andre problemer.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:666
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Send a private message to a user. When in a game, it is not possible to send "
|
||
"private messages to players who are currently controlling a side in the same "
|
||
"game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Sender en privat besked. Du kan ikke sende beskeder til spillere som "
|
||
"kontrollerer en side i spillet."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:669
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Slå stilhed til for en specifik observatør. Hvis et brugernavn ikke angives "
|
||
"bliver brugernavne med stilhed slået til vist.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:672
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Slå stilhed til/fra for alle observatører."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:675
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Unban a user in a multiplayer game by the IP address used by that username. "
|
||
"Can be used on users not in the game but on the server.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Smid en spiller i flerspiller ud og bandlys denne og dennes IP-adresse.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:678
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"Slå stilhed til for en specifik observatør. Hvis et brugernavn ikke angives "
|
||
"bliver brugernavne med stilhed slået til vist.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:686
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Fejlfindingskommandoer"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Indsæt en enhed af den angivne slags på det valgte felt.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:695
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Skift mellem tåge/sløring for den nuværende side.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:698
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Tilfører det angivet beløb til den nuværende sides guldbeholdning.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:701
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
# A GameState is used to encapsulate a certain state of a game
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:704
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Manuelt indstille en spiltidspunktvariabel til værdi.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:707
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Vis en spiltidspunktvaribel.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:710
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Manuelt opildne den angivne begivenhed.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:713
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ændrer det angivne karaktertræk på den valgte enhed. Eksempel: :enhedsliv=100"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:716
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:12
|
||
#, fuzzy
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Helbreder +4:\n"
|
||
"Tillader enheden at helbrede enheder ved dens side i starten af hver runde.\n"
|
||
"\n"
|
||
"En enhed som bliver behandlet af denne naturlæge opnår op til 4 liv per "
|
||
"runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n"
|
||
"En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må "
|
||
"søge behandling i en landsby, eller fra en enhed som har denne evne."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:30
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +8:\n"
|
||
#| "This unit combines herbal remedies with magic to heal units more quickly "
|
||
#| "than is normally possible on the battlefield.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "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."
|
||
msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
|
||
"than is normally possible on the battlefield.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Helbreder +8:\n"
|
||
"Denne enhed bruger magisk naturmedicin til at helbrede enheder hurtigere end "
|
||
"det ellers normalt er muligt på slagmarken.\n"
|
||
"\n"
|
||
"En enhed som bliver behandlet af denne naturlæge opnår op til 8 liv per "
|
||
"runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n"
|
||
"En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må "
|
||
"søge behandling i en landsby eller fra en enhed som har denne evne."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "kurerer"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
#, fuzzy
|
||
msgid "female^cures"
|
||
msgstr "frygtløs"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cures:\n"
|
||
#| "A curer can cure a unit of poison, although that unit will receive no "
|
||
#| "additional healing on the turn it is cured of the poison."
|
||
msgid ""
|
||
"A curer can cure a unit of poison, although that unit will receive no "
|
||
"additional healing on the turn it is cured of the poison."
|
||
msgstr ""
|
||
"Kurerer:\n"
|
||
"En kurer kan kurere en enhed for gift. Bemærk dog at enheden ikke vil "
|
||
"modtage nogen form for ekstra helbredelse, i den runde den bliver kureret "
|
||
"for giften."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "regenererer"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
#, fuzzy
|
||
msgid "female^regenerates"
|
||
msgstr "regenererer"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:72
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Regenerates:\n"
|
||
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
|
||
#| "remove the poison instead of healing."
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Regenerer:\n"
|
||
"Enheden vil helbrede 8 liv per runde hos sig selv. Hvis enheden forgiftes, "
|
||
"vil den i steden for helbredelsen af 8 liv kurere sig selv for giften."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "fasthed"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
#, fuzzy
|
||
msgid "female^steadfast"
|
||
msgstr "fasthed"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:93
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Steadfast:\n"
|
||
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
|
||
#| "defending. Vulnerabilities are not affected."
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Fasthed:\n"
|
||
"Denne enheds modstandskraft fordobles, op til et maksimum af 50 %, når den "
|
||
"forsvarer. Sårbarheder påvirkes ikke."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "lederskab"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
#, fuzzy
|
||
msgid "female^leadership"
|
||
msgstr "lederskab"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
msgid ""
|
||
"This unit can lead your own units that are next to it, making them fight "
|
||
"better.\n"
|
||
"\n"
|
||
"Adjacent own 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 ""
|
||
"Lederskab:\n"
|
||
"Denne enhed kan lede venlige enheder som er tæt på, hvilket får dem til at "
|
||
"kæmpe bedre.\n"
|
||
"\n"
|
||
"Nærstående enheder af lavere rang vil gøre større skade i kamp. Når en enhed "
|
||
"nærved, af lavere rang, og på samme side som en enhed med lederskab indgår i "
|
||
"kamp, gør enhedens angreb 25 % mere skade ganget med forskelleni deres rang."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "stifinder"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
#, fuzzy
|
||
msgid "female^skirmisher"
|
||
msgstr "stifinder"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:127
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Skirmisher:\n"
|
||
#| "This unit is skilled in moving past enemies quickly, and ignores all "
|
||
#| "enemy Zones of Control."
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"Stifinder:\n"
|
||
"Denne enhed er uddannet i at bevæge sig forbi fjender hurtigt, og den "
|
||
"ignorerer alle fjenders kontrolzoner."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "oplyser"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
#, fuzzy
|
||
msgid "female^illuminates"
|
||
msgstr "oplyser"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:142
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Illuminates:\n"
|
||
#| "This unit illuminates the surrounding area, making lawful units fight "
|
||
#| "better, and chaotic units fight worse.\n"
|
||
#| "\n"
|
||
#| "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."
|
||
msgid ""
|
||
"This unit illuminates the surrounding area, making lawful units fight "
|
||
"better, and chaotic units fight worse.\n"
|
||
"\n"
|
||
"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 ""
|
||
"Oplyser:\n"
|
||
"Denne enhed oplyser det omkringliggende område, hvilket gør at hæderlige "
|
||
"enheder kæmper bedre og lyssky enheder kæmper dårligere.\n"
|
||
"\n"
|
||
"Alle enheder tæt på denne enhed vil kæmpe som om, at det er tusmørke, når "
|
||
"det er mørkt, og som om, at det er dag, når det er tusmørke."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "teleport"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
#, fuzzy
|
||
msgid "female^teleport"
|
||
msgstr "intelligent"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:156
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Teleport:\n"
|
||
#| "This unit may teleport between any two empty villages owned by its side "
|
||
#| "using one of its moves."
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Teleport:\n"
|
||
"Denne enhed kan teleportere mellem to tomme venligsindede landsbyer hvis den "
|
||
"bruger en af dens runder."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "baghold"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
#, fuzzy
|
||
msgid "female^ambush"
|
||
msgstr "loyal"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:187
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Ambush:\n"
|
||
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "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."
|
||
msgid ""
|
||
"This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"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 ""
|
||
"Baghold:\n"
|
||
"Denne enhed kan gemme sig i skoven og forblive uset af fjender.\n"
|
||
"\n"
|
||
"Fjendtlige enheder kan ikke se eller angribe denne enhed, så længe den "
|
||
"opholder sig i skoven, med mindre de har en enhed ved siden af den. En "
|
||
"fjendtlig enhed som opdager denne enhed mister med det samme alle sine "
|
||
"tilbageværende bevægelsespoint."
|
||
|
||
# Har ikke kunnet finde et dansk ord for denne evne. Camouflage er ikke helt
|
||
# godt for det er jo også tilfældet om dagen! (måske natcamouflage)
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "natsløring"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:206
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Nightstalk:\n"
|
||
#| "The unit becomes invisible during night.\n"
|
||
#| "\n"
|
||
#| "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."
|
||
msgid ""
|
||
"The unit becomes invisible during night.\n"
|
||
"\n"
|
||
"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 ""
|
||
"Natsløring:\n"
|
||
"Denne enhed bliver usynlig om natten.\n"
|
||
"\n"
|
||
"Fjendtlige enheder kan ikke se denne enhed om natten, med mindre de har "
|
||
"enheder ved siden af. Enhver fjendtlig enhed som opdager denne enhed mister "
|
||
"straks alle tilbageværende bevægelsespoint."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
msgid "concealment"
|
||
msgstr "skjul"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
#, fuzzy
|
||
msgid "female^concealment"
|
||
msgstr "skjul"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:225
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Concealment:\n"
|
||
#| "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.\n"
|
||
#| "\n"
|
||
#| "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."
|
||
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.\n"
|
||
"\n"
|
||
"Enemy units cannot 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 ""
|
||
"Skjul:\n"
|
||
"Denne enhed kan gemme sig i landsbyer (med undtagelse af havlandsbyer) og "
|
||
"forblive uset af dens fjender, med undtagelse af dem som står nærved.\n"
|
||
"\n"
|
||
"Fjendtlige enheder kan ikke se denne enhed så længe den opholder sig i en "
|
||
"landsby, med mindre de står ved siden af enheden. Enhver fjendtlig enhed som "
|
||
"opdager denne enhed mister straks alle tilbageværende bevægelsespoint."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "dykke"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
#, fuzzy
|
||
msgid "female^submerge"
|
||
msgstr "stærk"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:244
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Submerge:\n"
|
||
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "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."
|
||
msgid ""
|
||
"This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"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 ""
|
||
"Dykke:\n"
|
||
"Denne enhed kan gemme sig i dybt vand og forblive uset af fjender.\n"
|
||
"\n"
|
||
"Fjendtlige enheder kan ikke se denne enhed så længe den opholder sig dybt "
|
||
"under overfladen, med mindre de står ved siden af enheden. Enhver fjendtlig "
|
||
"enhed som opdager denne enhed mister straks alle tilbageværende "
|
||
"bevægelsespoint."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr "fodring"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
#, fuzzy
|
||
msgid "female^feeding"
|
||
msgstr "frygtløs"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:263
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#| "living unit."
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr ""
|
||
" Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en levende "
|
||
"enhed."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/abilities.cfg:274
|
||
msgid "berserk"
|
||
msgstr "bersærk"
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/abilities.cfg:275
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Berserk:\n"
|
||
#| "Whether used offensively or defensively, this attack presses the "
|
||
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#| "have occurred."
|
||
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 ""
|
||
"Bersærk:\n"
|
||
"Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til en "
|
||
"af parterne dør, eller 30 runder af angreb er foretaget."
|
||
|
||
# Der må være noget bedre end "stikke i ryggen"... Hvad med "dolke"?
|
||
# snigangreb eller bagholdsangreb er vist bedre som abilities. Joe 18.feb 2007.
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "backstab"
|
||
msgstr "snigangreb"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:286
|
||
#, fuzzy
|
||
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 (turned to stone or otherwise paralyzed)."
|
||
msgstr ""
|
||
"Snigangreb:\n"
|
||
"Dette angreb yder dobbelt skade, hvis der er en fjende på den modsatte side "
|
||
"af enheden, der bliver angrebet med denne evne, og denne enhed ikke er "
|
||
"paralyseret (det vil sige gjort til sten)."
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315
|
||
msgid "plague"
|
||
msgstr "pest"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/abilities.cfg:305
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Plague:\n"
|
||
#| "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."
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
|
||
"on the same side as the unit with the Plague attack. This doesn’t work on "
|
||
"Undead or units in villages."
|
||
msgstr ""
|
||
"Pest:\n"
|
||
"Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af et "
|
||
"gående lig på den samme side som enheden, der har pestangrebet. Dette gælder "
|
||
"ikke for udøde eller enheder i landsbyer."
|
||
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:316
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Plague:\n"
|
||
#| "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."
|
||
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 ""
|
||
"Pest:\n"
|
||
"Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af et "
|
||
"gående lig på den samme side som enheden, der har pestangrebet. Dette gælder "
|
||
"ikke for udøde eller enheder i landsbyer."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "langsom"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:327
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Slow:\n"
|
||
#| "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."
|
||
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 ""
|
||
"Langsom:\n"
|
||
"Dette angreb gør ofret langsomt indtil det afslutter en runde. Langsom "
|
||
"halverer den skade der medfølger af et angreb og et offers "
|
||
"bevægelsesomkostningfordobles. En enhed, som er gjort langsom, vil have en "
|
||
"lille ikon på dens informationssidepanel, når den vælges."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
#, fuzzy
|
||
msgid "petrifies"
|
||
msgstr "Slag"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:337
|
||
#, fuzzy
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Sten:\n"
|
||
"Dette angreb gør målet til sten. Enheder, der er gjort til sten, kan ikke "
|
||
"bevæge sig eller angribe."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "skarpskytte"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:347
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Marksman:\n"
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"Skarpskytte:\n"
|
||
"Hvis anvendt offensivt, har dette angreb en træfsikkerhed på mindst 60 %."
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/abilities.cfg:359
|
||
msgid "magical"
|
||
msgstr "magisk"
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/abilities.cfg:360
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Magical:\n"
|
||
#| "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#| "ability of the unit being attacked."
|
||
msgid ""
|
||
"This attack always has a 70% chance to hit regardless of the defensive "
|
||
"ability of the unit being attacked."
|
||
msgstr ""
|
||
"Magisk:\n"
|
||
"Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos den "
|
||
"enhed som bliver angrebet."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "sværm"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:372
|
||
#, fuzzy
|
||
msgid ""
|
||
"The number of strikes of this attack decreases when the unit is wounded. The "
|
||
"number of strikes is proportional to the percentage of its of 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 ""
|
||
"Antallet af denne slags angreb falder når enheden er såret. Antallet af "
|
||
"angreb er proportionalt med % af liv/maksimal liv enheden har. For eksempel "
|
||
"vil en enhed, der har 3/4 af sit maksimale liv have 3/4 af sine normale "
|
||
"angreb."
|
||
|
||
# kan også være angrib
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "storm"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:382
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Charge:\n"
|
||
#| "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."
|
||
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 ""
|
||
"Storm:\n"
|
||
"Når anvendt offensivt giver dette angreb dobbelt skade til modstanderen. Det "
|
||
"gør også, at enheden selv modtager dobbelt skade fra modstanderens modangreb."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "dræn"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:395
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drain:\n"
|
||
#| "This unit drains health from living units, healing itself for half the "
|
||
#| "amount of damage it deals (rounded down)."
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Dræn:\n"
|
||
"Denne enhed dræner livsenergi fra levende enheder - den helbreder sig selv "
|
||
"med halvdelen af det drænede (nedrundet)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/abilities.cfg:404
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "first strike"
|
||
msgstr "initiativ"
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/abilities.cfg:405
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "First Strike:\n"
|
||
#| "This unit always strikes first with this attack, even if they are "
|
||
#| "defending."
|
||
msgid ""
|
||
"This unit always strikes first with this attack, even if they are defending."
|
||
msgstr ""
|
||
"Initiativ:\n"
|
||
"Denne enhed angriber først - har initiativet - med dette angreb, også selv "
|
||
"om den forsvarer sig."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "gift"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Poison:\n"
|
||
#| "This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
#| "until they are cured or are reduced to 1 HP. Poison can not, of itself, "
|
||
#| "kill a unit."
|
||
msgid ""
|
||
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
|
||
"a unit."
|
||
msgstr ""
|
||
"Gift:\n"
|
||
"Dette angreb forgifter ofret. Forgiftede enheder taber 8 liv per runde, "
|
||
"indtil de bliver kureret eller når ned på 1 liv. Gift kan ikke, af sig selv, "
|
||
"dræbe en enhed."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Maks livbonus +3, maks EP +20 %"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr ""
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr ""
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:287
|
||
msgid "Morning — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:299
|
||
msgid "Morning — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:311
|
||
msgid "Morning — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:320
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:338
|
||
msgid "Afternoon — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:347
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:356
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:365
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:374
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:385
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:408
|
||
msgid "First Watch — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:420
|
||
msgid "First Watch — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:432
|
||
msgid "First Watch — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:444
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:498
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Dawn"
|
||
msgstr "Første vagt"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dawn"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "First Morning"
|
||
msgstr "Morgen"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "Second Morning"
|
||
msgstr "Morgen"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Midday"
|
||
msgstr "Første vagt"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Midday"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "First Afternoon"
|
||
msgstr "Eftermiddag"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "Second Afternoon"
|
||
msgstr "Eftermiddag"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "First Dusk"
|
||
msgstr "initiativ"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dusk"
|
||
msgstr "Anden vagt"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:614
|
||
msgid "The Short Dark"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:626
|
||
msgid "The Long Dark (1)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:638
|
||
msgid "The Long Dark (2)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:650
|
||
msgid "The Long Dark (3)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:664
|
||
msgid "The Long Dark (4)"
|
||
msgstr ""
|
||
|
||
#: data/core/macros/special-notes.cfg:3
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Specielle bemærkninger:"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Ånder har stor modstandskraft til skade, og flytter sig hurtigt over åben "
|
||
"vand."
|
||
|
||
#: data/core/macros/special-notes.cfg:11
|
||
msgid ""
|
||
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
" Denne enheds magiske angreb gør umådelig skade til magiske skabninger, og "
|
||
"også til nogle levende skabninger."
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr " Denne enhed kan udføre grundlæggende helbredelse."
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr " Denne enhed kan udføre grundlæggende helbredelse."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr " Denne enhed kan helbrede enheder omkring den, og rense dem for gift."
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
" Denne enhed er i stand til at neutralisre effekten af gift i enheder "
|
||
"omkring den."
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" Denne enhed helbreder sig selv hvilket gør at den opnår liv som om den "
|
||
"altid er placeret i en landsby."
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
" Styrken hos denne enhed reducerer skade fra nogle angreb, men kun mens den "
|
||
"forsvarer sig."
|
||
|
||
#: data/core/macros/special-notes.cfg:32
|
||
#, fuzzy
|
||
msgid ""
|
||
" The leadership of this unit enables adjacent units of the same side to deal "
|
||
"more damage in combat, though this only applies to units of lower level."
|
||
msgstr ""
|
||
" Lederskabet hos denne enhed gør, at venlige enheder tæt på den giver mere "
|
||
"skade i kamp. Det gælder dog kun for lavererangerende enheder."
|
||
|
||
#: data/core/macros/special-notes.cfg:35
|
||
msgid ""
|
||
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" Denne enheds evner som stifinder tillader den at ignorere fjendtlige "
|
||
"kontrolzoner og dermed bevæge sig uhindret omkring dem."
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr " Oplysning øger lysniveauet i nærvedliggende arealer."
|
||
|
||
#: data/core/macros/special-notes.cfg:41
|
||
msgid ""
|
||
" This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" Denne enhed kan teleportere mellem to tomme venligsindede landsbyer hvis "
|
||
"den bruger en af dens runder."
|
||
|
||
#: data/core/macros/special-notes.cfg:44
|
||
msgid ""
|
||
" In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgstr ""
|
||
" I skove, gør denne enheds bagholdsevne den usynlig for fjendtlige enheder "
|
||
"med mindre de står lige op ad enheden eller har afsløret sig selv ved at "
|
||
"angribe."
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" Denne enhed kan skjule sig om natten uden at vise tegn på dens "
|
||
"tilstedeværelse."
|
||
|
||
#: data/core/macros/special-notes.cfg:50
|
||
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."
|
||
msgstr ""
|
||
" Denne enhed kan gemme sig i landsbyer (med undtagelsen af vandlandsbyer), "
|
||
"og forblive uopdaget af sine fjender, undtagen dem der står nær ved den."
|
||
|
||
#: data/core/macros/special-notes.cfg:53
|
||
msgid ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Denne enhed kan flytte uset i dybt vand. Den kræver ikke luft fra "
|
||
"overfladen."
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
msgid ""
|
||
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
" Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en levende "
|
||
"enhed."
|
||
|
||
#: data/core/macros/special-notes.cfg:59
|
||
msgid ""
|
||
" Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
" Når dens raseriangreb anvendes fortsætter denne enhed med at angribe indtil "
|
||
"enten den eller dens fjende er død."
|
||
|
||
#: data/core/macros/special-notes.cfg:62
|
||
msgid ""
|
||
" If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit may backstab, inflicting double damage by creeping "
|
||
"around behind that enemy."
|
||
msgstr ""
|
||
" Hvis der er en fjende på den modsatte side af målet, kan denne enhed "
|
||
"foretage et bagholdsangreb som giver dobbelt skade ved at flytte sig rundt "
|
||
"om fjenden."
|
||
|
||
#: data/core/macros/special-notes.cfg:65
|
||
#, fuzzy
|
||
msgid ""
|
||
" Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" Fjender som mister deres liv til pesten vil genopstå i livet efter døden."
|
||
|
||
#: data/core/macros/special-notes.cfg:68
|
||
msgid ""
|
||
" This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" Denne enhed kan gøre sine modstandere langsomme, bevægelsen bliver halveret "
|
||
"og det samme gør angrebsskaden indtil de afslutter en runde."
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" Evnen til at forvandle de levende til sten gør denne enhed ekstrem farlig."
|
||
|
||
#: data/core/macros/special-notes.cfg:74
|
||
msgid ""
|
||
" This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
"enemies, but only on the attack."
|
||
msgstr ""
|
||
" Denne enheds skydefærdighed giver den en høj chance for at ramme udvalgte "
|
||
"fjender, men kun under angreb."
|
||
|
||
#: data/core/macros/special-notes.cfg:77
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The unit has magical attacks, which always have a high chance of hitting "
|
||
#| "an opponent."
|
||
msgid ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
" Enheden har magisk angreb, som altid har en høj chance for at ramme en "
|
||
"modstander."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" Sværmangrebet hos denne enhed bliver mindre dødeligt når dets medlemmer er "
|
||
"sårede."
|
||
|
||
#: data/core/macros/special-notes.cfg:83
|
||
msgid ""
|
||
" Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
" Brugen af et stormangreb fordobler både den skade som bliver forvoldt og "
|
||
"den skade som modtages; dette gælder ikke forsvarsmæssig gengældelse."
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" Under kamp kan denne enhed suge liv fra sine ofre og gendanne sit eget liv "
|
||
"med dette liv."
|
||
|
||
#: data/core/macros/special-notes.cfg:89
|
||
msgid ""
|
||
" The length of this unit’s weapon allows it to strike first in melee, even "
|
||
"in defense."
|
||
msgstr ""
|
||
" Længden af denne enheds våben tillader enhede at slå først i nærkamp, selv "
|
||
"i forsvar."
|
||
|
||
#: data/core/macros/special-notes.cfg:92
|
||
msgid ""
|
||
" The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
msgstr ""
|
||
" Ofrene til denne enheds gift vil fortsætte med at modtage skade indtil de "
|
||
"kan helbredes i en by eller af en enhed som kurerer sygdomme."
|
||
|
||
#: data/core/macros/special-notes.cfg:95
|
||
msgid ""
|
||
" This unit has a defense cap on certain terrain types — it cannot achieve a "
|
||
"higher defense rating on mixed terrains with such terrain types."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:8
|
||
msgid "loyal"
|
||
msgstr "loyal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "loyal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "Ingen vedligeholdelse"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"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 ""
|
||
"\n"
|
||
"\n"
|
||
"I kampagner kan udvalgte enheder finde på at tilslutte sig dine styrker af "
|
||
"egen fri vilje. Disse enheder er markeret med loyal karakteregenskaben. "
|
||
"Selvom de kan kræve penge for at blive tilkaldt, har de ingen "
|
||
"vedligeholdelsesomkostning. Dette kan gøre dem uvurderlige i en lang "
|
||
"kampagne, hvor der ikke er adgang til store mængder guld. Denne egenskab "
|
||
"gives aldrig til rekrutterede enheder, så det er uklogt at fjerne sådanne "
|
||
"enheder eller at sende dem ud i en tåbelig død."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Loyal'</italic> 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."
|
||
msgstr ""
|
||
"Loyale enheder koster ikke vedligeholdelse. De fleste enheder koster "
|
||
"vedligeholdelse ved afslutning af hver runde, som svarer til deres niveau. "
|
||
"Loyale enheder har ikke denne omkostning."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "udød"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "udød"
|
||
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
|
||
#: data/core/macros/traits.cfg:79
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "Immun overfor bloddræning, gift og pest"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"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 ""
|
||
"\n"
|
||
"\n"
|
||
"Udøde kroppe har normalt »udød« som deres eneste karaktertræk. Da udøde "
|
||
"enheder er kroppe af døde, der er tilbagekaldt for at kæmpe igen, har gift "
|
||
"ingen effekt på dem. Det kan gøre dem uvurderlige, når der skal håndteres "
|
||
"fjender som bruger gift i forbindelse med deres angreb."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"Udøde enheder er immune overfor gift, bloddræning og pest virker heller ikke "
|
||
"på dem."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "mekaniske"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "mekaniske"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mechanical units generally have mechanical as their only trait. Since "
|
||
"mechanical units don’t really have life, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Mekaniske enheder har normalt »Mekaniske« som deres eneste karaktertræk. Da "
|
||
"mekaniske enheder normalt ikke har liv har bloddræning, gift og pest ingen "
|
||
"effekt på dem."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Mekaniske enheder er immune overfor gift, bloddræning og pest virker heller "
|
||
"ikke på dem."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
#, fuzzy
|
||
msgid "elemental"
|
||
msgstr "skjul"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
#, fuzzy
|
||
msgid "female^elemental"
|
||
msgstr "loyal"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elemental units generally have elemental as their only trait. Since "
|
||
"elemental units are energy-based beings, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Mekaniske enheder har normalt »Mekaniske« som deres eneste karaktertræk. Da "
|
||
"mekaniske enheder normalt ikke har liv har bloddræning, gift og pest ingen "
|
||
"effekt på dem."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Mekaniske enheder er immune overfor gift, bloddræning og pest virker heller "
|
||
"ikke på dem."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "stærk"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "stærk"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"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 ""
|
||
"\n"
|
||
"\n"
|
||
"Selv om dette karaktertræk er brugbart for alle nærkampsenheder, så er stærk "
|
||
"mest effektiv for enheder som har mange angreb så som en elverkæmper. Stærke "
|
||
"enheder kan være meget brugbare når en ekstra styrke er alt der skal bruges "
|
||
"for at gøre et angreb dødeligt."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"Stærke enheder gør 1 mere skade for hvert vellykket slag i nærkamp og har 1 "
|
||
"liv mere."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "behændig"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "behændig"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"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 ""
|
||
"\n"
|
||
"\n"
|
||
"Behændighed er et karaktertræk som kun indehaves af elvere. Elverne er kendt "
|
||
"for deres overnaturlige elegance og store færdighed med buen. Nogle er dog, "
|
||
"begavet ned et naturtalent, der overgår deres brødre. Disse elvere giver et "
|
||
"ekstra skadespoint med hver pil."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr ""
|
||
"Behændige enheder giver 1 mere i skade for hvert succesfuldt skud med en bue."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "hurtig"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "hurtig"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"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 ""
|
||
"\n"
|
||
"\n"
|
||
"Hurtig er det mest iøjnefaldende karaktertræk, specielt hos langsommere "
|
||
"enheder så som trolde og tungt infanteri. Enheder med hurtig karaktertrækket "
|
||
"har ofte stærkt forøget mobilitet i svært fremkommeligt terræn, hvilket kan "
|
||
"være vigtigt at overveje når du placerer dine tropper. Hurtige enheder er "
|
||
"ikke nær så modstandsdygtige som enheder uden dette karaktertræk, og er "
|
||
"derfor ikke nær så gode til at holde stillinger."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"Hurtige enheder har 1 ekstra bevægelsespoint, men 5 % mindre liv end normalt."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Intelligent'</italic> 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 <italic>text='After "
|
||
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
|
||
"advancing a level. If you have many ‘maximum level’ units you may wish to "
|
||
"recall units with more desirable traits."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Intelligente enheder kan være meget brugbare i begyndelsen af en kampagne da "
|
||
"de avancerer hurtigere til højere niveauer. Senere i en kampagne er "
|
||
"Intelligens ikke nær så brugbart da MNF ikke er en så væsentlig ændring som "
|
||
"at øges med et niveau. Hvis du har mange enheder på maksimalt niveau kan du "
|
||
"eventuelt tilbagekalde enheder med mere egnede karaktertræk."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Intelligente enheder skal bruge 20 % mindre erfaring end sædvanligt for at "
|
||
"blive forfremmet."
|
||
|
||
# > spændstig, elastisk, ukuelig..
|
||
# Robust!
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "robust"
|
||
|
||
# > spændstig, elastisk, ukuelig..
|
||
# Robust!
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "robust"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"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 ""
|
||
"\n"
|
||
"\n"
|
||
"Ukuelige enheder er brugbare på alle tidspunkter i en kampagne, og det er et "
|
||
"nyttig karaktertræk for alle enheder. Ukuelig er ofte mest egnet som et "
|
||
"karaktertræk, når den indgår hos en enhed, som har en kombination af få liv, "
|
||
"godt forsvar, eller høj modstandskraft. Ukuelige enheder er specielt egnede "
|
||
"til at holde strategiske positioner over for modstanderne."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr "Ukuelige enheder har 4 liv og 1 liv ekstra per niveau end normalt."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "sund"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "sund"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
|
||
"more per level. They will also heal 2 hitpoints each turn, regardless of "
|
||
"whether they engaged in combat the turn before."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Renowned for their vitality, some dwarves are sturdier than others and "
|
||
#| "can rest even when travelling."
|
||
msgid ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when traveling."
|
||
msgstr ""
|
||
"Kendt for deres vitalitet, nogle dværge er mere solidt bygget end andre og "
|
||
"kan hvile selv når de er på farten."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "frygløs"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "frygtløs"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr "Kæmper normalt under ikkefavorable tider af døgnet"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr ""
|
||
"Aversion mod lys eller mørke betyder ikke noget for disse modige individer."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
#, fuzzy
|
||
msgid "feral"
|
||
msgstr "I alt"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
#, fuzzy
|
||
msgid "female^feral"
|
||
msgstr "udød"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:257
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:258
|
||
msgid ""
|
||
"Dwellings of sentient beings are not easily used for cover by feral "
|
||
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
|
||
"units receive a maximum of 50% defense in any land-based village regardless "
|
||
"of base terrain."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:274
|
||
msgid "weak"
|
||
msgstr "svag"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
msgid "female^weak"
|
||
msgstr "svag"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:276
|
||
#, fuzzy
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"Udøde enheder er immune overfor gift, bloddræning og pest virker heller ikke "
|
||
"på dem."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
msgid "slow"
|
||
msgstr "langsom"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
msgid "female^slow"
|
||
msgstr "langsom"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
|
||
"a movement penalty but are compensated for it with a slight increase in "
|
||
"endurance."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"Hurtige enheder har 1 ekstra bevægelsespoint, men 5 % mindre liv end normalt."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
#, fuzzy
|
||
msgid "dim"
|
||
msgstr "Middel"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
#, fuzzy
|
||
msgid "female^dim"
|
||
msgstr "frygtløs"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:315
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dim is a trait all too common in goblins and other lesser species. There are "
|
||
"reasons these species are lesser, and this is one of them."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:315
|
||
msgid ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:329
|
||
#, fuzzy
|
||
msgid "aged"
|
||
msgstr "afstands"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
#, fuzzy
|
||
msgid "female^aged"
|
||
msgstr "frygtløs"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:331
|
||
msgid ""
|
||
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
|
||
"suffer from a 1 point decrease in movement and melee damage."
|
||
msgstr ""
|
||
|
||
#: data/core/units.cfg:11
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a “true orc”, a few who "
|
||
"are born slightly smaller and weaker, and the rest, often a full half of any "
|
||
"litter, are much weaker and destined to be goblins. Almost as newborns the "
|
||
"class system of orcish society is visible, with the weak put in their place "
|
||
"by their stronger siblings. The stronger ones will routinely grab most of "
|
||
"the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:46
|
||
msgid "race^Bat"
|
||
msgstr "Flagermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:47
|
||
msgid "race+female^Bat"
|
||
msgstr "Flagermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:48
|
||
msgid "race^Bats"
|
||
msgstr "Flagermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:49
|
||
msgid ""
|
||
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
|
||
"insects and other small animals. The larger and more vicious breeds are "
|
||
"known to pose a threat to humans and other races as well as their livestock, "
|
||
"especially when encountered in groups. Typically nocturnal, they are often "
|
||
"kept (and occasionally tamed) by those who share their love of the night."
|
||
msgstr ""
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:58
|
||
msgid "race^Drake"
|
||
msgstr "Hestedrage"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:59
|
||
msgid "race+female^Drake"
|
||
msgstr "Hestedrage"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:60
|
||
msgid "race^Drakes"
|
||
msgstr "Hestedrager"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:61
|
||
msgid ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three meters tall and "
|
||
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
||
"hard scales, resistant to most physical strikes except piercing and cold "
|
||
"damage. Most drakes are capable of true flight and can travel long distances "
|
||
"quickly. However, their sheer weight and bulk limits their flight ability "
|
||
"somewhat, making them ungainly in the air. Where possible, they make use of "
|
||
"terrain features such as hills, mountains and trees as launch points in "
|
||
"order to gain greater height and speed. Fortunately for their enemies, they "
|
||
"are still quite clumsy creatures and surprisingly slow in combat. This, "
|
||
"combined with their large size, renders them easy targets for those who dare "
|
||
"attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains in to ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
|
||
"weapon-smithing, but neither know nor need other science and culture besides "
|
||
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
|
||
"in quality, only matched by those produced in the finest Dwarvish "
|
||
"foundries.\n"
|
||
"\n"
|
||
"Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
|
||
"Death in battle is the most preferred way for a drake to leave this world. "
|
||
"Unlike the elder members of other races, drakes naturally grow more "
|
||
"aggressive and reckless towards the ends of their natural lives, perhaps to "
|
||
"help ensure their place in the heroic legends of their kind.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Drakes originated from an archipelago of volcanic islands called "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
"subsidence of many of their home islands has caused colonies of drakes to "
|
||
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
"Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
"protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
"warmth, their internal fire is more than capable of sustaining them even in "
|
||
"a relatively cold climate, a feature which has allowed them to populate even "
|
||
"some of the mountains of the far north of the Great Continent."
|
||
msgstr ""
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:94
|
||
msgid "race^Dwarf"
|
||
msgstr "Dværg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:95
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Dværg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:96
|
||
msgid "race^Dwarves"
|
||
msgstr "Dværge"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid ""
|
||
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
|
||
"warriors. Considered as the third oldest race on the great continent after "
|
||
"the elves and trolls, their early history is shrouded in mystery. Legends "
|
||
"tell of a time long forgotten when their people began emerging from their "
|
||
"underground world through caves. Nothing is known about their life prior to "
|
||
"their arrival, or their reasons for entering the surface world, but they "
|
||
"have been an integral part of the history of the continent since. Soon after "
|
||
"their emergence from the underground, the dwarves entered into conflict with "
|
||
"the original inhabitants of the land, the elves. The original reason for "
|
||
"their dispute has been lost to history, but the two races have since fought "
|
||
"three long wars, interrupted by a few decades of peace. During these wars "
|
||
"the dwarves could not dislodge the elves from the deep forests in the south, "
|
||
"but managed to consolidate their position in hills and the mountains in the "
|
||
"north of the continent, known now as the Northlands. Since then they have "
|
||
"constructed fantastic fortifications and settlements deep within the "
|
||
"mountains and crags of their territory.\n"
|
||
"\n"
|
||
"Possibly due to their isolation, the dwarves are generally distrustful or "
|
||
"hostile towards most other races, particularly the elves. The single "
|
||
"exception to this temperament is towards humans. This could be traced back "
|
||
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
|
||
"At this point the dwarves began allowing some humans, mostly dissidents and "
|
||
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
|
||
"Northlands. Their motivation was unsurprising. The plight of these "
|
||
"individuals reminded the dwarves of their early history of persecution, "
|
||
"eliciting a sense of solidarity. The dwarves also had much to gain in "
|
||
"forming a bond with these outcasts. They would settle in areas where dwarves "
|
||
"disliked living themselves; plains, forests, and swamps, freeing them from "
|
||
"defending these areas.\n"
|
||
"\n"
|
||
"Dwarves are of small stature by human measure, but they are by no means "
|
||
"fragile. Their warriors, tough and powerful are both feared and respected "
|
||
"throughout the continent for their prowess in battle. In addition, dwarves "
|
||
"are known for their calculating intellects and superb craftsmanship. Dwarven "
|
||
"smiths are renowned for their deadly weapons and heavy armor. These "
|
||
"accouterments are unrivaled in quality, possibly only matched by those "
|
||
"produced by drake armorers. Their intelligence and natural inquisitiveness "
|
||
"has also made them the most technically advanced race on the continent. One "
|
||
"of their most famous, and feared, discoveries was a mysterious powder that "
|
||
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
|
||
"warriors use this powder to hurl small objects at tremendous speeds. Given "
|
||
"their technological inclinations, many dwarves tend to distrust magic users. "
|
||
"However, some practice a form of magic based on the engraving of runes. "
|
||
"Called runesmiths, they use these carvings to enchant items in order to "
|
||
"augment certain aspects of their natures."
|
||
msgstr ""
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:114
|
||
msgid "race^Elf"
|
||
msgstr "Elv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:115
|
||
msgid "race+female^Elf"
|
||
msgstr "Elv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:116
|
||
msgid "race^Elves"
|
||
msgstr "Elver"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
msgid ""
|
||
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
|
||
"They have slightly pointy ears, pale skin and usually blond hair. Few "
|
||
"differences between humans and elves are more pronounced than the Elves’ "
|
||
"unusually long life — most, unless claimed by illness, accident or war, live "
|
||
"a full two and a half centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live an additional full century, most elves "
|
||
"begin to grow physically frail at some point between 250 and 300 years of "
|
||
"age and pass away rapidly (generally within a year or two) thereafter.\n"
|
||
"\n"
|
||
"Elves are naturally imbued with magic to a small degree. Though most are "
|
||
"unable to channel it directly, its latent presence gives them their keen "
|
||
"senses and long life. Many elves have magic-driven talents such as "
|
||
"marksmanship or stealth, allowing them to achieve tasks that most normal "
|
||
"beings would find astonishing. Those elves that learn to wield this power in "
|
||
"more general ways can become truly formidable in its use. Many choose to use "
|
||
"their gift to heal others.\n"
|
||
"\n"
|
||
"A few elves, venturing far down the paths of magic and mysticism, become "
|
||
"sensitive to the presence of cold iron and can even be burned by it. Elvish "
|
||
"legend hints that this was more common in the far past.\n"
|
||
"\n"
|
||
"Elves spend much of their time honing their talents and skills. Those not "
|
||
"adept at the magical arts typically devote their time honing their physical "
|
||
"skills. As a result, elves excel at archery, which is perhaps their most "
|
||
"important method of warfare. Most elvish troops carry a bow and no other "
|
||
"race can rival their archers in speed and accuracy. All elves also share an "
|
||
"intense affection for unspoiled nature. They often feel uncomfortable in "
|
||
"open, unvegetated spaces. They live primarily in the forests of the Great "
|
||
"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
|
||
"the great northern woods of which the Lintanir Forest is the southernmost "
|
||
"edge.\n"
|
||
"\n"
|
||
"Elves are the eldest race of the continent, with the possible exception of "
|
||
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
|
||
"having existed for over a millennium."
|
||
msgstr ""
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:135
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Falcon"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:136
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Falcon"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:137
|
||
#, fuzzy
|
||
#| msgid "race^Humans"
|
||
msgid "race^Falcons"
|
||
msgstr "Mennesker"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:138
|
||
msgid ""
|
||
"Falcons are birds of prey, noted for their exceptional speed and agility. "
|
||
"Lighter and with less powerful talons than other raptors, falcons instead "
|
||
"favor the use of their beak to kill their targets. Their keen eye and "
|
||
"capacity for domestication makes them a populous and well-known creature, "
|
||
"used both by nobles in sport, and by nomads or tribes who find them useful "
|
||
"in hunting for food. Falcons occasionally find a role on the field of war as "
|
||
"well, with certain falconers training their birds to distinguish between "
|
||
"friend and foe, making them a useful asset to aid in an army’s charge."
|
||
msgstr ""
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:148
|
||
msgid "race^Goblin"
|
||
msgstr "Goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:149
|
||
msgid "race+female^Goblin"
|
||
msgstr "Goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:150
|
||
msgid "race^Goblins"
|
||
msgstr "Gobliner"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:151
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Goblins are puny and quite frail, rarely growing past the size and stature "
|
||
"of a human child.\n"
|
||
"\n"
|
||
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
|
||
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
|
||
"in part because they are so very numerous, and also because their brother "
|
||
"orcs are well aware how dependent they are on the goblins. They perform the "
|
||
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
|
||
"that require the brute strength of true orcs. Those the orcs revel in as "
|
||
"proof of their prowess."
|
||
msgstr ""
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:168
|
||
msgid "race^Gryphon"
|
||
msgstr "Grif"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:169
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Grif"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:170
|
||
msgid "race^Gryphons"
|
||
msgstr "Griffer"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:171
|
||
msgid ""
|
||
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
|
||
"predators and birds of prey. While occasionally tamed and ridden by the "
|
||
"daring, gryphons are very territorial and aggressive, particularly regarding "
|
||
"their nests.\n"
|
||
"\n"
|
||
"The means by which gryphons are able to fly despite their great weight has "
|
||
"been a source of debate for centuries, but it remains as mysterious as their "
|
||
"origins."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:189
|
||
msgid "race^Human"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:190
|
||
msgid "race+female^Human"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Humans"
|
||
msgstr "Mennesker"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:192
|
||
msgid ""
|
||
"The race of men is an extremely diverse one. Although they originally came "
|
||
"from the Old Continent, men have spread all over the world and split into "
|
||
"many different cultures and races. Although they are not imbued with magic "
|
||
"like other creatures, humans can learn to wield it and are able to learn "
|
||
"more types than most others. They have no extra special abilities or "
|
||
"aptitudes except their versatility and drive. While often at odds with other "
|
||
"races, they can occasionally form alliances with the less aggressive races "
|
||
"such as elves and dwarves. The less scrupulous among them do not shrink back "
|
||
"from hiring orcish mercenaries, either. They have no natural enemies, "
|
||
"although the majority of men, like most people of all races, have an "
|
||
"instinctive dislike of the undead. Men are shorter than the elves, but "
|
||
"taller still than dwarves. Their skin color can vary, from almost white to "
|
||
"dark brown.\n"
|
||
"\n"
|
||
"<header>text='Subjects of the Crown'</header>\n"
|
||
"Many different groups of men exist, but the majority of them on the Great "
|
||
"Continent live under the rule of the Crown of Wesnoth. The humans first "
|
||
"appeared on the Great Continent from a land far across the ocean to the "
|
||
"West, the Green Isle, and soon established their capital at the inland city "
|
||
"of Weldyn. Over the following centuries they have built up a number cities "
|
||
"across the continent. The soldiers from the Crown of Wesnoth protect the "
|
||
"country, forming the most organized military force in the known world. Its "
|
||
"warriors come from the main provinces, where all men are conscripted at an "
|
||
"early age.\n"
|
||
"\n"
|
||
"<header>text='The Clansmen'</header>\n"
|
||
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
|
||
"geography consisting of more open plains and rolling hills than the western, "
|
||
"more civilized provinces. They are home to the Horse Clans, who are allied "
|
||
"with the Crown of Wesnoth but operate independently and maintain their own "
|
||
"identity. Some consider them to be a tributary state, which sends food and "
|
||
"soldiers to Crown in exchange for protection. Others say they are on equal "
|
||
"footing with the western half of Wesnoth. In any case, the eastern provinces "
|
||
"do not have a conscript army the way Western Wesnoth does. Training for "
|
||
"fighting is part of the way of life of the Clans; the parents teach the "
|
||
"children to ride horses, fight and shoot a bow from an early age. In "
|
||
"general, the Clan warriors are less organized than the civilized fighters, "
|
||
"and the strengths and weaknesses of these groups complement each other."
|
||
msgstr ""
|
||
|
||
#. [race]: id=dunefolk
|
||
#. [race]: id=khalifate # wmllint: noconvert
|
||
#: data/core/units.cfg:208 data/core/units.cfg:233
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=dunefolk
|
||
#. [race]: id=khalifate # wmllint: noconvert
|
||
#: data/core/units.cfg:209 data/core/units.cfg:234
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=dunefolk
|
||
#. [race]: id=khalifate # wmllint: noconvert
|
||
#: data/core/units.cfg:210 data/core/units.cfg:235
|
||
#, fuzzy
|
||
#| msgid "race+plural^Undead"
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Udøde"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:211
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay "
|
||
"claim to the river valleys and oases of the Sandy Wastes. How they came to "
|
||
"inhabit this far corner of the Great Continent is unknown. Their legends "
|
||
"tell of many long and perilous travels through far-flung lands, but the true "
|
||
"origin of their people is a topic of endless and heated debate among even "
|
||
"the most erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#. [race]: id=khalifate # wmllint: noconvert
|
||
#: data/core/units.cfg:236
|
||
msgid "This race does not have a description yet."
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:247
|
||
msgid "race^Saurian"
|
||
msgstr "Øgle"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:248
|
||
msgid "race+female^Saurian"
|
||
msgstr "Øgle"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:249
|
||
msgid "race^Saurians"
|
||
msgstr "Øgler"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:250
|
||
msgid ""
|
||
"Saurians are lizard-like creatures. Smaller and more slender than humans, "
|
||
"they rarely stand taller than a ten year old child, though from tip of snout "
|
||
"to end of tail a Saurian can be as long as the average man is tall. Light "
|
||
"and nimble, the warriors prefer to fight as they hunt — slipping through "
|
||
"enemy lines to target the weak and the injured while evading their "
|
||
"attackers.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Saurians are very mysterious creatures due to their tendency to live in "
|
||
"areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
|
||
"Saurians believe all the events in a life can be predicted by the use of a "
|
||
"complex form of astrology.\n"
|
||
"\n"
|
||
"Saurian culture is sharply segregated between the genders. Within each "
|
||
"gender the members compete, and through skill, determination, and reputation "
|
||
"establish a clear pecking order, with a chief at the top. On those occasions "
|
||
"when the two genders interact they do not contest for dominance; instead, "
|
||
"the situation determines the dominant gender. The chief of the males is "
|
||
"alpha within the clan's village or encampment while the chief of females is "
|
||
"dominant anywhere else. This continues down the rank structure with each "
|
||
"male or female being dominant over any member of the opposite gender with "
|
||
"lower rank and submitting to members of the opposite gender with higher "
|
||
"rank.\n"
|
||
"\n"
|
||
"The segregation and alternating gender-dominance of Saurian society is an "
|
||
"outgrowth of their clearly defined gender roles. It is the responsibility of "
|
||
"the female to hunt and find food, skills which ultimately train them to be "
|
||
"warriors: the skirmishers, flankers, and ambushers other races so fear. "
|
||
"Males, meanwhile, are responsible for guarding the clutch — the eggs left by "
|
||
"the females. While this leaves time for the males to develop and hone the "
|
||
"arts of astrology, healing, and magic, it also exposes them to significant "
|
||
"danger, as they are stationary targets for a Saurian clan's number one enemy "
|
||
"— other Saurian clans.\n"
|
||
"\n"
|
||
"New Saurian clans are started when the proper astrological signs are read. "
|
||
"Called a “hatching,” each female indicated by the conjunction selects a "
|
||
"group of individuals with lower rank and leave their source clan. Frequently "
|
||
"all females with a specific trait will be indicated, causing multiple clans "
|
||
"to “hatch” at the same time. Selection is a simple process: no group leaving "
|
||
"can be larger than any other, all the groups together cannot be larger than "
|
||
"the group being left, and higher ranking allows a female to overrule another "
|
||
"female's choice of who they take.\n"
|
||
"\n"
|
||
"Because of their rapid population growth, frequent splits in clans, and the "
|
||
"fact that cannibalism is not taboo, violence is one of the defining features "
|
||
"of Saurian life. This limits the growth of the Saurian culture to fits and "
|
||
"starts, as much of their knowledge is passed by oral tradition and their "
|
||
"possessions must be mobile.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Saurians can live in many different areas, though swamps are by far their "
|
||
"most common habitat.\n"
|
||
"\n"
|
||
"<header>text='Biology'</header>\n"
|
||
"Saurians live spectacularly short lives by comparison to most of the other "
|
||
"races of Wesnoth, reaching full adulthood within three years and often dying "
|
||
"by the time they are 10 to 15 years old. By far, the most common cause of "
|
||
"death is violence. Saurian females produce clutches of about 20 eggs roughly "
|
||
"once a year, which creates constant population pressure and would stress "
|
||
"most carnivores' food supply. Hunters and scavengers, Saurians have "
|
||
"extremely strong jaws and have a very powerful digestive system with highly "
|
||
"acidic fluids, making them capable of eating and digesting all of their prey "
|
||
"including skin, teeth, horns and bones. Further, they have no aversion to "
|
||
"eating carrion and even committing cannibalism, which are both regular "
|
||
"occurrences."
|
||
msgstr ""
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:276
|
||
msgid "race^Mechanical"
|
||
msgstr "Mekanisk"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:277
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mekaniske"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:278
|
||
msgid ""
|
||
"Animated neither by natural life nor by necromancy, the term "
|
||
"<italic>text='mechanical'</italic> describes a created artifact of an "
|
||
"intelligent being. Most mechanical things neither move nor think on their "
|
||
"own, but some do so as a result of magical enchantment."
|
||
msgstr ""
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:287
|
||
msgid "race^Merman"
|
||
msgstr "Havmand"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:288
|
||
msgid "race^Mermaid"
|
||
msgstr "Havfrue"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:289
|
||
#, fuzzy
|
||
#| msgid "race^Troll"
|
||
msgid "race^Merfolk"
|
||
msgstr "Trold"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:291
|
||
msgid ""
|
||
"Something like a fusion between humans and fish, the merfolk are an "
|
||
"enigmatic race with both piscine and humanoid attributes. They have strong "
|
||
"tails that lend themselves to quick movement in any watery environment while "
|
||
"their dextrous hands and intelligent minds allow fine craftsmanship and "
|
||
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
|
||
"without difficulty. Despite being able to survive on land, they are much "
|
||
"quicker and more agile in the water and will rarely be found far from the "
|
||
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
|
||
"there and they struggle greatly to move over rough or forested terrain."
|
||
msgstr ""
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:299
|
||
msgid "race^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:300
|
||
#, fuzzy
|
||
#| msgid "race^Monster"
|
||
msgid "race+female^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:301
|
||
msgid "race^Monsters"
|
||
msgstr "Monstre"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:302
|
||
msgid ""
|
||
"The term “monster” incorporates many hideous beasts that haunt the caves, "
|
||
"wilderness, ocean depths, and other climes of the world. They figure largely "
|
||
"in the tales and nightmares of its denizens, as well."
|
||
msgstr ""
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:309
|
||
msgid "race^Naga"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:310
|
||
#, fuzzy
|
||
#| msgid "race^Nagani"
|
||
msgid "race^Nagini"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:311
|
||
msgid "race^Nagas"
|
||
msgstr "Nagaer"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:312
|
||
msgid ""
|
||
"The serpentine nagas are one of the least understood races of the Great "
|
||
"Continent. Part of this is due to their xenophobic nature and part is due to "
|
||
"their alien environment. Nagas are one of the few races capable of any "
|
||
"meaningful mobility in water, giving them access to a whole world "
|
||
"effectively forbidden to land dwellers and further separating them from the "
|
||
"terrestrial beings that they shun. Still, they are not true creatures of the "
|
||
"sea, and their inability to breathe water leaves them in trepidation of the "
|
||
"abyss. Living in coastal areas gives them an escape route on land against "
|
||
"denizens of the deep while keeping them out of reach of those who travel by "
|
||
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
|
||
"often faster and more nimble than their opponents. They sometimes find "
|
||
"themselves at odds with merfolk when their territories overlap, but overall "
|
||
"nagas tend to favor swamps and rivers as much as open water."
|
||
msgstr ""
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:320
|
||
msgid "race^Ogre"
|
||
msgstr "Ogretrold"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:321
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ogretrold"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:322
|
||
msgid "race^Ogres"
|
||
msgstr "Ogretrolde"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:323
|
||
msgid ""
|
||
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
|
||
"the Great Continent. Physically, they resemble humans and orcs but are "
|
||
"larger and stronger. Even their adolescents are more than a match for most "
|
||
"men. Ogres are distrusted in many populated areas and usually either avoid "
|
||
"them or are driven out by force. Instead, they lurk the mountainous areas on "
|
||
"the edges of civilization, where hungry ogre bandits provide a constant "
|
||
"threat to travelers and caravans. While ogres are not particularly "
|
||
"intelligent or quick, their toughness and physical strength make them a "
|
||
"valuable asset in the armies of other races. They are especially valued by "
|
||
"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
|
||
"known about their biology or society, if they can truly be said to have one, "
|
||
"but they are said to attack alongside wolves and other beasts. Whether this "
|
||
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
|
||
"known."
|
||
msgstr ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:331
|
||
msgid "race^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:332
|
||
msgid "race+female^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:333
|
||
msgid "race^Orcs"
|
||
msgstr "Orker"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:334
|
||
msgid ""
|
||
"In appearance, orcs resemble humans but with some bestial features. They are "
|
||
"taller, sturdier and stronger than humans. They are warlike, savage, and "
|
||
"cruel by nature. Their blood is darker and thicker than that of humans, and "
|
||
"they have little care for personal hygiene or their personal appearance. "
|
||
"Although Orcs are violent even among themselves, they are pack-oriented; an "
|
||
"orc never travels alone or lives in groups smaller than half a dozen.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Almost every orc is a member of a tribe or a clan. Relations between "
|
||
"neighboring tribes are usually violent, except in cases of a mutual enemy "
|
||
"threatens their existence or prospects of great plunder override mutual "
|
||
"animosity. Occasionally, a single strong chieftain may emerge to lead "
|
||
"multiple tribes from time to time, usually through intimidation of "
|
||
"followers. An orc tribe in times of peace tends to focus almost solely on "
|
||
"strengthening itself in preparation for the next armed conflict. Orcs are "
|
||
"known to possess a crude system of writing — usually in blood — although "
|
||
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
|
||
"\n"
|
||
"Orc societies are based on little else but strength; might makes right, and "
|
||
"a leader leads and survives only as long as no one manages to wrest the "
|
||
"title from him. A constant struggle for power simmers among potential tribal "
|
||
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
|
||
"his absolute authority before being killed for his position — although "
|
||
"history knows some notable exceptions. Orcs hold no particular honor code "
|
||
"and while indisputable raw strength is usually the preferred method of "
|
||
"displaying power, assassination, poisoning and backstabbing are completely "
|
||
"viable means to further one’s own goals.\n"
|
||
"\n"
|
||
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
|
||
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
|
||
"hunters as a result of their physical stature and brutality. Due to their "
|
||
"large numbers they are capable of hunting an area virtually clean of "
|
||
"anything larger than rodents in relatively short period of time. Due to this "
|
||
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
|
||
"lifestyle, never settling in one region for too long. The larger tribes may "
|
||
"establish themselves firmly in an area for years or even decades and build "
|
||
"large encampments almost resembling cities, but even these are easily "
|
||
"dismantled and abandoned if there is a need to relocate the horde.\n"
|
||
"\n"
|
||
"The oldest known orcs have been around 50 to 60 years of age, but very few "
|
||
"individuals ever live to see over two or three decades before meeting their "
|
||
"end either in war or by the hand of one of their kin. The oldest orcs are "
|
||
"often shamans, which are perhaps the only ones most of their kind sees as "
|
||
"being trustworthy and neutral. The origins of this custom are unknown, as "
|
||
"the shamans do not directly contribute much to orcish societies but only act "
|
||
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
|
||
"many ways the opposite of most other orcs: they are often physically "
|
||
"withered and frail in comparison and lack skill in battle.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:354
|
||
msgid "race^Troll"
|
||
msgstr "Trold"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:355
|
||
msgid "race+female^Troll"
|
||
msgstr "Trold"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:356
|
||
msgid "race^Trolls"
|
||
msgstr "Trolde"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:357
|
||
msgid ""
|
||
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
|
||
"the Great Continent. They are large, slow, simple-minded, and live extremely "
|
||
"long lives inside deep caves or atop high mountains. The most unique "
|
||
"characteristic of trolls is an internal vitality that sustains and heals "
|
||
"them from within. As a result they live very different lives from almost any "
|
||
"known creature. Trolls have few real needs: they require little food or "
|
||
"water, and thus they have little incentive to pursue much besides protection "
|
||
"from those who are hostile towards them. This in turn means they rarely have "
|
||
"to worry about anything and can spend much of their time sleeping or in "
|
||
"contemplation. Trolls have a curious affinity with nature. They do not "
|
||
"relate with living things like elves do, but instead with earth and stone. "
|
||
"They are also somewhat curious of their surroundings and many younger whelps "
|
||
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
|
||
"become increasingly passive, gradually losing interest in their environment "
|
||
"and spending more of their time sleeping in a quiet, familiar corner of "
|
||
"their home cave. This is until they finally pass away as their bodies "
|
||
"themselves slowly turn into lifeless statues of stone.\n"
|
||
"\n"
|
||
"Trolls are seen by many as being little more than yet another race of savage "
|
||
"monsters. This common misconception is in part perpetuated by orcish "
|
||
"successes in persuading trolls to join their armies. Because they are rather "
|
||
"simple and do not understand the ways of other races or sometimes cannot "
|
||
"even tell them apart, it is usually easy for an orcish band to convince a "
|
||
"group of trolls that by joining them they get to exact revenge on those that "
|
||
"have before hunted them. These new recruits are then directed to attack "
|
||
"whoever the orcs themselves are currently in conflict with, whether "
|
||
"previously a foe of the trolls or not, accumulating even more enemies for "
|
||
"the misled trolls. The most common enemy of trolls are dwarves, and the "
|
||
"animosity between these two races is ancient.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Trolls have inhabited the mountains of the Great Continent longer than the "
|
||
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
|
||
"north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgstr ""
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Undead"
|
||
msgstr "Udød"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:378
|
||
msgid "race+female^Undead"
|
||
msgstr "Udød"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:379
|
||
msgid "race+plural^Undead"
|
||
msgstr "Udøde"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:380
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
|
||
"be reanimated and rise again in undeath. Undead are for the most part "
|
||
"unnatural but mindless constructs, obeying whoever created them without "
|
||
"question nor thought. A greater mystery of necromancy is in how constructs "
|
||
"are sustained without continuous effort from the necromancer. An undead "
|
||
"creature does not require the constant attention of the necromancer to "
|
||
"command and sustain, but can work autonomously according to the commands of "
|
||
"its master. Only rarely, perhaps once every few months, does the necromancer "
|
||
"need to maintain his creation.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"While undead lords arrived on the Great Continent in considerable numbers "
|
||
"only in the wake of Haldric I, they were not completely unheard of by elves "
|
||
"and dwarves before that."
|
||
msgstr ""
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:393
|
||
msgid "race^Wolf"
|
||
msgstr "Ulv"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:394
|
||
#, fuzzy
|
||
#| msgid "race+female^Elf"
|
||
msgid "race+female^Wolf"
|
||
msgstr "Elv"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:395
|
||
msgid "race^Wolves"
|
||
msgstr "Ulve"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:396
|
||
msgid ""
|
||
"Wolves are predatory canines encountered frequently in the wilderness. "
|
||
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
|
||
"civilians and untrained soldiers with ease, but it is their tendency to "
|
||
"travel in packs and attack in an organized manner that makes them "
|
||
"particularly fearsome to travelers. They tend to stay away from "
|
||
"civilization, though, only occasionally venturing close to prey upon "
|
||
"livestock."
|
||
msgstr ""
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:405
|
||
msgid "race^Wose"
|
||
msgstr "Træsjæl"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:406
|
||
msgid "race^Woses"
|
||
msgstr "Træsjæle"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:407
|
||
msgid ""
|
||
"The mighty wose resides within the deepest forests of the known world. To "
|
||
"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
|
||
"yet noble, tree. As guardians of the forest, the woses share a connection to "
|
||
"the woodlands deeper than even the elves’. While the woses are a peaceful "
|
||
"race, disturbance of the ancient forests, which they tend, will incite the "
|
||
"wrath of nature itself. Woses are slow moving creatures that may spend "
|
||
"centuries standing in one location undisturbed by the ebb and flow of time.\n"
|
||
"\n"
|
||
"Although they practice no magic of their own, the woses share a deep "
|
||
"connection to faerie. What little is known of this ancient race comes from "
|
||
"elvish scholars who believe that this mystical power, which the mightiest "
|
||
"elves have dedicated their lives to master, is inherent to the wose. Though "
|
||
"woses resemble them, they share no ancestry with trees. Woses are believed "
|
||
"to be some of the oldest creatures in the world, perhaps even more ancient "
|
||
"than the forests in which they dwell, and it is thought that the power of "
|
||
"faerie has given these beings the eternal task of serving as wardens of the "
|
||
"forest.\n"
|
||
"\n"
|
||
"Woses are not warlike in the least and are ill-accustomed to combat. They "
|
||
"will however respond with indiscriminate violence in defense of their "
|
||
"forested territory. Woses are slow moving and are vulnerable away from the "
|
||
"woodlands. Due to their close connection with faerie, woses are particularly "
|
||
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
|
||
"physical assault has left it grievously vulnerable to flame. Their thick "
|
||
"bark and ability to harness the power of faerie to regenerate quickly when "
|
||
"injured allows the wose to survive an enemy onslaught long enough to respond "
|
||
"with a crushing might belied by its peaceful, plodding nature. Within its "
|
||
"forest home, the wose can disappear amongst the trees and ambush even the "
|
||
"best-trained elvish scout.\n"
|
||
"\n"
|
||
"The life span of the wose is unknown, although the most ancient members of "
|
||
"this race have lived many hundreds of years and have grown to massive "
|
||
"heights. It is thought that unless a wose falls in battle, it will find no "
|
||
"natural end. Content to pass the centuries standing like a sentry, "
|
||
"uninterested in the goings-on of the civilized world, the wose will stir "
|
||
"only to march to the defense of the natural world and the forests it calls "
|
||
"home."
|
||
msgstr ""
|
||
|
||
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
|
||
msgid "+1 max HP"
|
||
msgstr "+1 maks liv"
|
||
|
||
#: src/help/help.cpp:181
|
||
msgid "Close"
|
||
msgstr "Luk"
|
||
|
||
#: src/help/help.cpp:184
|
||
msgid "The Battle for Wesnoth Help"
|
||
msgstr "Hjælp til Kampen om Wesnoth"
|
||
|
||
#: src/help/help.cpp:241
|
||
msgid "Parse error when parsing help text: "
|
||
msgstr "Fortolk fejl når der fortolkes hjælpetekst: "
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Træfsikkerhed'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Træfsikkerhed'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Træfsikkerhed'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Berserk:\n"
|
||
#~| "Whether used offensively or defensively, this attack presses the "
|
||
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~| "have occurred."
|
||
#~ msgid ""
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
#~ msgstr ""
|
||
#~ "Bersærk:\n"
|
||
#~ "Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til "
|
||
#~ "en af parterne dør, eller 30 runder af angreb er foretaget."
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "initiativ"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Magical:\n"
|
||
#~| "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~| "ability of the unit being attacked."
|
||
#~ msgid ""
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the champion being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisk:\n"
|
||
#~ "Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos "
|
||
#~ "den enhed som bliver angrebet."
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "Havmænd"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Bidragydere"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Human"
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Menneske"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Human"
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Menneske"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+plural^Mechanical"
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Mekaniske"
|
||
|
||
# Har ikke kunnet finde et dansk ord for denne evne. Camouflage er ikke helt
|
||
# godt for det er jo også tilfældet om dagen! (måske natcamouflage)
|
||
#, fuzzy
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "natsløring"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Plague:\n"
|
||
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~| "unit identical to and on the same side as the unit with the Plague "
|
||
#~| "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgid ""
|
||
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~ "unit identical to and on the same side as the unit with the Plague "
|
||
#~ "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgstr ""
|
||
#~ "Pest:\n"
|
||
#~ "Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af "
|
||
#~ "en enhed der er identisk med og på den samme side som enheden der har "
|
||
#~ "pestangrebet. Dette gælder ikke for udøde eller enheder i landsbyer."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligens"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Hurtig"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Ukuelig"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Stærk"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Frygløs"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Feral"
|
||
#~ msgstr "I alt"
|
||
|
||
# kan også være trofast
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Loyal"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Udød"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mekaniske"
|
||
|
||
#, fuzzy
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "skjul"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Behændig"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Sund"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Middel"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Gjort langsom"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Weak"
|
||
#~ msgstr "svag"
|
||
|
||
#, fuzzy
|
||
#~| msgid "trait^Undead"
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Udød"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "In combat, your units will inevitably take damage. When a unit "
|
||
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
|
||
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
|
||
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
|
||
#~ "which take place at the beginning of your turn, before you take action."
|
||
#~ msgstr ""
|
||
#~ "I kamp vil dine enheder uundgåeligt tage skade. Når en enhed "
|
||
#~ "<ref>dst=experience_and_advancement text=forfremmes</ref>, vil den blive "
|
||
#~ "fuldstændig helbredt. Dette kan ske når du har nedkæmpet en fjendtlig "
|
||
#~ "enhed og uanset om det er din tur eller ej. Wesnoth giver dig masser af "
|
||
#~ "andre muligheder for at helbrede dine enheder, alle foregår i starten af "
|
||
#~ "din tur."
|
||
|
||
#, fuzzy
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Deling"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Overblik"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Grundlæggende spilide"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "To begin with, it’s best to click the <bold>text='Tutorial'</bold> button "
|
||
#~ "at the main menu. This will take you to the interactive tutorial, which "
|
||
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
|
||
#~ "you play the Heir to the Throne campaign first — click "
|
||
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
|
||
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
|
||
#~ "challenging, you may wish to start on easy."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Til at starte med er det bedst at klikke på knappen: "
|
||
#~ "<italic>text=Vejledning</italic> i hovedmenuen. Det vil starte den "
|
||
#~ "interaktive vejledning, som lærer dig de mest grundlæggende ting om "
|
||
#~ "Wesnoth. Derefter kan det anbefales at spille kampagnen: Tronarvingen. "
|
||
#~ "Tryk på <italic>text=Kampagne</italic> og vælg: "
|
||
#~ "<italic>text=Tronarvingen</italic>. Da Kampen om Wesnoth kan være et "
|
||
#~ "meget udfordrende spil, kan det anbefales at du starter på niveauet: "
|
||
#~ "<italic>text=Let</italic>."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "These pages outline all you need to know to play <italic>text='Battle for "
|
||
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
|
||
#~ "the game. As you play the game, new information is added to these pages "
|
||
#~ "as you come across new aspects of the game. For more detailed information "
|
||
#~ "on special situations and exceptions, please follow the links included."
|
||
#~ msgstr ""
|
||
#~ "Disse sider skitserer alt hvad du behøver at vide for at spille Kampen om "
|
||
#~ "Wesnoth. De dækker hvordan man spiller og hvordan spillet hænger sammen. "
|
||
#~ "Efterhånden som du spiller, vil der blive tilføjet yderligere information "
|
||
#~ "her. Ønsker du mere detaljeret information om specielle situationer og "
|
||
#~ "undtagelser, så følg de inkluderede links."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
|
||
#~ "follow on from each other, telling a story. In a campaign, you often need "
|
||
#~ "to play more carefully, preserving your best troops so that they can be "
|
||
#~ "used again in later scenarios in the campaign."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Kampagner består af flere scenarier, der er kædet sammen og som fortæller "
|
||
#~ "en historie. I en kampagne skal du ofte være påpasselig og sørge for at "
|
||
#~ "dine bedste enheder overlever, så du kan bruge dem senere i kampagnen."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The game takes place over a series of battles, called "
|
||
#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
|
||
#~ "the troops of one or more adversaries. You can play against the computer, "
|
||
#~ "or with friends who each take turns sitting at the computer (hotseat "
|
||
#~ "play). If your computer is connected to a computer network, you can also "
|
||
#~ "play against other people connected to that network. If your computer has "
|
||
#~ "a connection to the Internet, you can play against other people across "
|
||
#~ "the Internet."
|
||
#~ msgstr ""
|
||
#~ "Spillet foregår over en række slag, kaldet scenarier. I hvert scenarie "
|
||
#~ "skal din hær kæmpe mod en eller flere modstanderes hær. Du kan enten "
|
||
#~ "spille mod computeren eller mod venner, hvor i skiftes om at bruge den "
|
||
#~ "samme computer (hotseat). Hvis din computer er tilsluttet et "
|
||
#~ "lokalnetværk, kan du spille mod andre på det samme netværk og hvis "
|
||
#~ "computeren er forbundet til internettet kan du spille med andre over "
|
||
#~ "internettet."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Erfaring og forfremmelse"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
|
||
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
|
||
#~ "fight. They also suffer a quarter less damage from poison."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Sunde enheder har 2 flere liv end normalt, og får 2 ekstra liv efter hver "
|
||
#~ "runde de ikke kæmper."
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Hjælp"
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text=»Enheder der har dette specialangreb«</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text=»Enheder der har denne evne«</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Leder: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Rekrutteringer: "
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Æra:"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Deling"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Terrain"
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "Terræn"
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "level"
|
||
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "Forfremmes fra: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "Deling"
|
||
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "Diverse"
|
||
|
||
#~ msgid "Race: "
|
||
#~ msgstr "Race: "
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "Evner: "
|
||
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "Evneopgraderinger: "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "L: "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "Bevægelser: "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "Pris: "
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "Sindelag: "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "Nødvendig EP: "
|
||
|
||
#~ msgid "unit help^Attacks"
|
||
#~ msgstr "Angreb"
|
||
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "Navn"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "Type"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "Slag"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "Afstand"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "Speciel"
|
||
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Modstandskræfter"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "Angrebstype"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "Modstandskraft"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "Terræn"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "Forsvar"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "Bevægelsespris"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Tilbage"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Fremad >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Reference til ukendt emne: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "korrupt original fil"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Borg"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "fodring"
|
||
|
||
#, fuzzy
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Det Store Træ"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Helbredelse"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Helbredelse"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Intelligens"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "sværm"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "sværm"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
|
||
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
|
||
#~ "is both very easy to move across, but is also difficult to defend oneself "
|
||
#~ "in. Typically, those units that perform best on grassland are either "
|
||
#~ "cavalry, or very agile units which take advantage of the open space.\n"
|
||
#~ "\n"
|
||
#~ "Most units have defense of 30 to 40% on grassland."
|
||
#~ msgstr ""
|
||
#~ "En græseng repræsenter åbne stepper, enten de er kultiverede, gjort til "
|
||
#~ "græsningsarealer eller er naturlige. Da det er et åbent landskab, er "
|
||
#~ "græsenge meget nemme at forcere, men det er også svært at forsvare sig i "
|
||
#~ "dette terræn. Typisk er de bedste enheder på græseng enten kavaleri eller "
|
||
#~ "meget hurtige enheder som har fordel af det åbne terræn.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har på græseng et forsvar på 30-40 %."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Vej"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
|
||
#~ "travelers passing over them. As far as gameplay is concerned, roads "
|
||
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Veje er stampede jordstier, gået til af de mange rejsende der har vandret "
|
||
#~ "på dem. Hvad angår gameplay, så er veje identiske med "
|
||
#~ "<ref>dst='terrain_flat' text='Flat'</ref>."
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "Skov"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defense to most units than open ground. "
|
||
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
|
||
#~ "gained by stealth is negated. Elves are an exception to this general rule "
|
||
#~ "for forests. Not only do they possess full movement in forests, but they "
|
||
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
|
||
#~ "to this rule; though they are able to plow through the forests without "
|
||
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
|
||
#~ "them to receive no defensive bonus.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Skove repræsenterer alle slags skovområder med tilpas megen bevoksning "
|
||
#~ "ved jorden som forhindrer en fri passage. Selv om alle har mindre "
|
||
#~ "bevægelighed i skoven, så yder den også bedre forsvar end den enheder har "
|
||
#~ "i det åbne. Kavaleri har så store problemer i en skov at enhver stealth "
|
||
#~ "evne ikke gør sig gældende. Elvere er en undtagelse til denne regel. De "
|
||
#~ "har ikke alene fuld bevægelighed i skoven, men opnår også en betydelig "
|
||
#~ "forsvarsbonus. Dværge er en anden undtagelse, selv om de er i stand til "
|
||
#~ "at trænge igennem skoven uden væsentlig nedsættelse af hastigheden, så "
|
||
#~ "opnår de ingen forsvarsbonus.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har en 50 % forsvarsbonus i skoven, men kavaleri er "
|
||
#~ "begrænset til 40 %. Elver har 60 % eller 70 %, selv når de er til hest. "
|
||
#~ "Dværge har kun 30 % i skove.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "Bakker"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
|
||
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
|
||
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
|
||
#~ "enough familiarity with the terrain that they can pass through it without "
|
||
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
|
||
#~ "that any defensive aid lent by cover is negated.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Bakker repræsenterer et noget hårdt terræn med nok forskydninger til at "
|
||
#~ "det er muligt at finde skjul. Bakker er svære at finde rundt i for de "
|
||
#~ "fleste tropper. Dværge, trolde og orker er så bekendte med dette terræn "
|
||
#~ "at de kan gå igennem det uden nedsættelse af hastigheden. Kavaleri har "
|
||
#~ "problemer i terrænet og enhver defensiv bonus ud fra skjul bliver "
|
||
#~ "ignoreret.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har omkring 50 % forsvar i bakker, mens kavaleri er "
|
||
#~ "begrænset til 40 %. Dværge har 60 % forsvar i bakker."
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Bjerge"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
|
||
#~ "to climb over obstacles to move. By this nature, they provide a "
|
||
#~ "considerable defensive bonus for most troops, but they also severely "
|
||
#~ "impede any passage through them. Most cavalry simply cannot enter "
|
||
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
|
||
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
|
||
#~ "mountainous terrain, and have a very easy time getting around.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
|
||
#~ "70%."
|
||
#~ msgstr ""
|
||
#~ "Bjerge er så stejle at enheder ofte må kravle over objekter for at kunne "
|
||
#~ "bevæge sig frem. Denne natur giver en naturlig forsvarsbonus for de "
|
||
#~ "fleste tropper, men de forhindrer også enhver passage igennem dem. De "
|
||
#~ "fleste kavaleri enheder kan ikke flytte igennem bjergterræn; dog er "
|
||
#~ "elverkavaleri en undtagelse til denne regel og det er goblin ulveryttere "
|
||
#~ "også. Både dværge og trolde er vant til bjergrigt terræn og kan nemt "
|
||
#~ "flytte sig rundt i dette terræn.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har en 60 % forsvarsbonus i bjerge, mens dværge har 70 "
|
||
#~ "%."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "Sump"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
|
||
#~ "slow down nearly everyone, and inhibit their ability to defend "
|
||
#~ "themselves. An exception to this is any race bodily skilled in navigating "
|
||
#~ "water; these receive both full movement and a defensive bonus. Those that "
|
||
#~ "make their living in the wetlands are also adept at using this terrain "
|
||
#~ "for cover.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "Sumpe repræsenterer alle vådområder. Sumpe sinker næsten alle enheder og "
|
||
#~ "deres evne til at forsvare sig. En undtagelse for dette er alle racer der "
|
||
#~ "har evner i at navigere igennem vand; disse modtager både fuld bevægelse "
|
||
#~ "og en forsvarsbonus. Racer som lever i vådområder er også gode til at "
|
||
#~ "bruge terrænet som dækning.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder må nøjes med 30 % forsvar i sumpe. Havænd, nagaer og "
|
||
#~ "øgler har alle normalt 60 %."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Lavt vand"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
|
||
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
|
||
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
|
||
#~ "water reaches up almost to their heads, have an extremely hard time of "
|
||
#~ "this. The exception is any race whose bodies naturally lend themselves to "
|
||
#~ "swimming, for which they receive a considerable defensive bonus and full "
|
||
#~ "movement.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
|
||
#~ "naga and mermen enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "Lavt vand dækker over alle vanddybder som når op til en mands talje. "
|
||
#~ "Dette er nok til at gøre næsten alle langsommere og åben for angreb. "
|
||
#~ "Dværge hvor vandet når næsten op til deres hovede, har det specielt svært "
|
||
#~ "i dette terræn. Undtagelsen er racer hvis kroppe naturligt kan svømme. "
|
||
#~ "Dette giver dem en betydelig forsvarsbonus og fuld bevægelse.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har 20 til 30 % forsvar i lavt vand, mens nagaer og "
|
||
#~ "havmænd har 60 %."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Dybt vand"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
|
||
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
|
||
#~ "the domain of units which can either fly, or are exceptionally strong "
|
||
#~ "swimmers.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and naga both receive 50% defense in deep water, with full "
|
||
#~ "movement."
|
||
#~ msgstr ""
|
||
#~ "Dybt vand repræsenterer al slags vand, som er dybt nok til at dække en "
|
||
#~ "mands hoved. De fleste enheder kan ikke gå ud i dybt vand: Det er for "
|
||
#~ "enheder som enten kan flyve eller er specielt stærke svømmere.\n"
|
||
#~ "\n"
|
||
#~ "Havmænd og nagaer har begge en 50 % forsvarsbonus i dybt vand og fuld "
|
||
#~ "bevægelse."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
|
||
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
|
||
#~ "harder time defending themselves. Note that swimming units, even those "
|
||
#~ "who can breathe underwater, cannot swim underneath ice.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 20 to 40% defense in frozen terrain."
|
||
#~ msgstr ""
|
||
#~ "Sne repræsenter ethvert fladt område som er frossent, enten permanent "
|
||
#~ "(som tundra), eller midlertidigt (som sneklædt græsland). De fleste "
|
||
#~ "enheders hastighed bliver mindre når der er sne, og har sværere ved at "
|
||
#~ "forsvare sig.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har 20 til 40 % forsvar i sne."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "Borg"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~ "Nearly all units receive a considerable bonus to their defense by being "
|
||
#~ "stationed in a castle, and most units receive full movement in a castle. "
|
||
#~ "Stationing units in a castle represents its defensive capability. Without "
|
||
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
|
||
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 60% defense in a castle.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Borge er alle slags permanente fæstningsværker. Næsten alle enheder har "
|
||
#~ "en væsentlig forsvarsbonus når de er placeret i en borg. Alle enheder har "
|
||
#~ "fuld bevægelse i en borg. Placering af enheder i en borg repræsenterer "
|
||
#~ "dets forsvarsmuligheder. Uden en enhed i hvert felt kan en fjende nemt "
|
||
#~ "snige sig ind i borgen og opnå den samme forsvarsbonus som øvrige enheder "
|
||
#~ "i borgen har.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har en 60 % forsvarsbonus i en borg.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "Sand"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
|
||
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
|
||
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
|
||
#~ "easier for them to navigate.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in sand."
|
||
#~ msgstr ""
|
||
#~ "Sands ustabilitet gør det sværere for enheder at forcere dem og gør dem "
|
||
#~ "sårbare over for angreb. De brede fødder og slangeagtige kroppe gør "
|
||
#~ "enheder fra øglernes race i stand til at navigere i dette terræn.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har 20-40 % forsvar i sand."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Ørken"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
|
||
#~ "than small sand pits or beaches, however for gameplay purposes they are "
|
||
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Ørken har en noget andet sammensætning end sand eller strande, men i "
|
||
#~ "spillet er de identiske. Se <ref>dst=terrain_sand text=Sand</ref>."
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "Hule"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
|
||
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
|
||
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
|
||
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
|
||
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
|
||
#~ "their small size can navigate many obstacles that other races cannot. "
|
||
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='illuminated'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
|
||
#~ msgstr ""
|
||
#~ "Huleterræn repræsenterer en underjordisk hule med tilpas plads til at en "
|
||
#~ "enhed kan passere. De fleste enheder er ikke tilpasset denne slags "
|
||
#~ "terræn, og de bliver derfor både langsommere og har et dårligere forsvar "
|
||
#~ "i dette terræn. Dværge og trolde som har deres hjem i huler, kan nemt "
|
||
#~ "navigere i dette terræn, specielt dværge som i kraft af deres mindre "
|
||
#~ "størrelse nemt kan omgå forhåndringer som andre racer ikke kan komme "
|
||
#~ "forbi. Undertiden er huler <ref>dst=terrain_illuminated_cave "
|
||
#~ "text=oplyste</ref>.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har en 20-40 % forsvarsbonus i huler, mens dværge har "
|
||
#~ "50 %."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Stenhule"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
|
||
#~ "water and wind, carrying erosive particles that carve the rock. It "
|
||
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
|
||
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
|
||
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
|
||
#~ "who by dint of their small size have the full advantage of navigation in "
|
||
#~ "such topography. Occasionally caves are "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
|
||
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
|
||
#~ msgstr ""
|
||
#~ "Stenhuleterrænet er skabt af vand og vind der har bragt partikler hen "
|
||
#~ "over stenene og skabt dem igennem en nedbrydningsproces. Det ligner et "
|
||
#~ "arret området og stenhuleterræn reducerer derfor effektiviteten for de "
|
||
#~ "fleste enheder, men øger forsvarsevnen. Dværge og trolde som er de "
|
||
#~ "væsentligste indbyggere i hulerne kan nemt navigere igennem terrænet. "
|
||
#~ "Dværge som har fordel af deres lave højde i dette terræn har fulde "
|
||
#~ "navigationsmuligheder. Undertiden er hulerne "
|
||
#~ "<ref>dst=terrain_illuminated_cave text=Oplyst</ref>\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har cirka 50 % forsvar i stenhuleterræn, mens kavaleri "
|
||
#~ "er begrænset til 40 %. Dværge har 60 %."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Oplyst hule"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "Rare patches of the underground world are illuminated by light from the "
|
||
#~ "surface shining down into the gloomy darkness. This provides an attack "
|
||
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
|
||
#~ "In all other regards this terrain is functionally identical to normal "
|
||
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Sjældne stier i den underjordiske verden er oplyst af lys fra overfladen "
|
||
#~ "der skinner ned i mørket. Dette giver en angrebsbonus for hæderlige "
|
||
#~ "enheder og fjerner angrebsbonussen fra kaotiske enheder. I alle andre "
|
||
#~ "henseender opfører dette terræn sig på samme måde som normalt huleterræn."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "Champignonskov"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
|
||
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
|
||
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
|
||
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
|
||
#~ "completely mired and lack proper freedom of movement in combat. Undead "
|
||
#~ "units have a natural affinity for decay and function quite well in "
|
||
#~ "mushroom forests.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
|
||
#~ "receive only 20%."
|
||
#~ msgstr ""
|
||
#~ "Champignonskove er store underjordiske skove af kæmpe store champignoner, "
|
||
#~ "som trives i det fugtige mørke. De fleste enheder har svært ved at "
|
||
#~ "navigere i dette svampemiljø, men har til gengæld stor nytte af skjulet "
|
||
#~ "bag de store champignoner. Beredne enheder har stor ulempe i dette terren "
|
||
#~ "og mangler den frie bevægelse i kamp. Udøde enheder har en naturlig "
|
||
#~ "præference for denne slags terræn og fungerer ganske godt i "
|
||
#~ "champignonskove.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har 50-60 % forsvar i champignonskove, mens kavaleri "
|
||
#~ "kun har 20 %."
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Landsby"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
|
||
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
|
||
#~ "navigating villages, and most units gain a defensive bonus from being "
|
||
#~ "stationed in a village. Villages allow units the resources to clean and "
|
||
#~ "tend to their wounds, which allows any unit stationed therein to heal "
|
||
#~ "eight hitpoints each turn, or to be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Landsbyer repræsenterer en gruppe af bygninger under kontrol af mennesker "
|
||
#~ "eller andre. Næsten alle enheder, selv kavaleri kan nemt navigere i "
|
||
#~ "landsbyer og de fleste enheder opnår en forsvarsbonus når de er placeret "
|
||
#~ "i en landsby. Landsbyer gør det muligt for enheder at se til deres sår, "
|
||
#~ "og de kan derfor få helbredt 8 liv hver runde de er i en landsby, eller "
|
||
#~ "blive helbredt for gift.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheder har 50-60 % forsvarsbonus i landsbyer, mens kavaleri "
|
||
#~ "kun har 40 %.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Undervandslandsby"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
|
||
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
|
||
#~ "have a hard time navigating and defending these villages. However, like "
|
||
#~ "any village, the facilites are available to all creatures which allow "
|
||
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
|
||
#~ "eight hitpoints each turn, or be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
|
||
#~ "based units usually have a low defense."
|
||
#~ msgstr ""
|
||
#~ "Undervandslandsbyer er hjem for havmænd og nagaer. Vandlevende skabninger "
|
||
#~ "føler sig hjemme her, mens landbaserede skabninger har det svært med "
|
||
#~ "navigation og forsvar af landsbyer i dette terræn. Som andre landsbyer er "
|
||
#~ "faciliteterne til stede så enheder kan få passet deres sår. Enhver enhed "
|
||
#~ "som er placeret i en landsby får 8 liv helbredt hver runde, eller kureres "
|
||
#~ "for gift.\n"
|
||
#~ "\n"
|
||
#~ "Havmænd og nagaer har 60 % forsvar i undervandslandsbyer, mens "
|
||
#~ "landbaserede enheder normalt har en lav forsvarsevne."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
|
||
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
|
||
#~ "are noted for sheer walls which would take days to traverse. As far as "
|
||
#~ "gameplay is concerned, only units capable of flying can cross this "
|
||
#~ "terrain."
|
||
#~ msgstr ""
|
||
#~ "En kløft er en revne i jorden som fører til undergrunden nedenfor. "
|
||
#~ "Kløfter er kendt for stejle vægge som det tager dage at forcere. I "
|
||
#~ "spillet kan kun enheder som er i stand til at flyve forcere denne "
|
||
#~ "terræntype."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lava"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
|
||
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
|
||
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
|
||
#~ "only be crossed by those units capable of flying a considerable distance "
|
||
#~ "above it. The molten magma also produces a substantial glow, illuminating "
|
||
#~ "the area immediately above it. This provides an attack bonus for lawful "
|
||
#~ "units and removes the attack bonus from chaotic units."
|
||
#~ msgstr ""
|
||
#~ "Faren ved at forsøge at gå på lave er indlysende. Dette terræn kan kun "
|
||
#~ "krydses af enheder der er i stand til at flyve højt over lavaen. Den "
|
||
#~ "smeltede magma producerer også en glød, som oplyser området over den. "
|
||
#~ "Dette giver en angrebsbonus til hæderlige enheder og fjerne "
|
||
#~ "angrebsbonusen fra kaotiske enhder."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Vadested"
|
||
|
||
#~ msgid ""
|
||
#~ "When a river happens to be extremely shallow, passing over it is a "
|
||
#~ "trivial matter for land based units. Moreover, any creature best adapted "
|
||
#~ "to swimming has full mobility even at such places in the river. As far as "
|
||
#~ "gameplay is concerned, a river ford is treated as either grassland or "
|
||
#~ "shallow water, choosing whichever one offers the best defensive and "
|
||
#~ "movement bonuses for the unit on it."
|
||
#~ msgstr ""
|
||
#~ "Når en flod er ekstremt lavvandet er det nemt for landbaserede enheder at "
|
||
#~ "krydse den. Enhver skabning som er i stand til at svømme har fuld "
|
||
#~ "bevægelse selv på steder som i floden. I spillet håndteres et vadested "
|
||
#~ "som enten græsland eller lavvandet vand alt efter hvad der giver enheden "
|
||
#~ "dens bedste defensive- og bevægelsesbonus."
|
||
|
||
#, fuzzy
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Borg"
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Bro"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "To those capable of building one, the ability to lay a "
|
||
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
|
||
#~ "of waterways, whose fords come and go with the rise and fall of the "
|
||
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
|
||
#~ "which is no laughing matter in the cold months of the year.\n"
|
||
#~ "\n"
|
||
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
|
||
#~ "for gameplay purposes, it is treated either as grassland or the "
|
||
#~ "underlying water, whichever offers the best movement and defensive "
|
||
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
|
||
#~ "and a land unit are not capable of occupying a bridge hex at the same "
|
||
#~ "time."
|
||
#~ msgstr ""
|
||
#~ "For dem i stand til at bygge en bro udgør muligheden en befrielse fra "
|
||
#~ "afhængigheden af naturens luner, hvor vadesteder kommer og går med "
|
||
#~ "stigningen og faldet i vandstanden. For ikke at tale om luksusen ved "
|
||
#~ "tørre fødder, specielt i de kolde måneder af året.\n"
|
||
#~ "\n"
|
||
#~ "For enheder som rejser over land eller hav er broen det bedste fra hvert "
|
||
#~ "sted - i spillet, håndteres en bro som enten græsland eller det "
|
||
#~ "underliggende vand, enheden får den bedst mulige bevægelses- og "
|
||
#~ "forsvarsbonus af disse to muligheder. Bemærk at en svømmende enhed og en "
|
||
#~ "landenhed ikke kan være på et brofelt på samme tid."
|
||
|
||
#, fuzzy
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Ufremkommelig bjerg"
|
||
|
||
#~ msgid ""
|
||
#~ "Berserk:\n"
|
||
#~ "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 ""
|
||
#~ "Bersærk:\n"
|
||
#~ "Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til "
|
||
#~ "en af parterne dør, eller 30 runder af angreb er foretaget."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisk:\n"
|
||
#~ "Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos "
|
||
#~ "den enhed som bliver angrebet."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "initiativ"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Initiativ:\n"
|
||
#~ "Denne enhed angriber først - har initiativet - med dette angreb, også "
|
||
#~ "selv om den forsvarer sig."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Fodring:\n"
|
||
#~ "Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en "
|
||
#~ "levende enhed."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Nogle våben er specielle og de kan derfor øge deres effektivitet når du "
|
||
#~ "angriber med dem.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Træfsikkerhed'</header>"
|