10267 lines
388 KiB
Text
10267 lines
388 KiB
Text
# Estonian translation of the 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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# Version 1.4+ translated by:
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# UncleOwl (Kaido Kikkas) <kakk AT kakupesa DOT net>
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# Based on former translations by:
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# Mart Tõnso <tm AT rinjin DOT pri DOT ee>
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# Priit Laes <amd AT store20 DOT com>, 2007
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth 1.4 Estonian translation\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2024-09-17 21:18-0500\n"
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"PO-Revision-Date: 2012-04-02 21:52+0300\n"
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"Last-Translator: Kaido Kikkas <kakk@kakupesa.net>\n"
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"Language-Team: Kaido Kikkas <kakk@kakupesa.net>\n"
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"Language: \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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"X-Poedit-Language: Estonian\n"
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"X-Poedit-Country: ESTONIA\n"
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"X-Poedit-SourceCharset: utf-8\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:500
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#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
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msgid "Underground"
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msgstr "Maa all"
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#. [label]
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#. [trait]: id=undead
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183
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#: data/core/macros/traits.cfg:55
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msgid "undead"
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msgstr "kooljas"
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#. [label]
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#. [chance]
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#. [trait]: id=fearless
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196
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#: data/campaigns/World_Conquest/resources/data/training.cfg:285
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#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
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msgid "fearless"
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msgstr "kartmatu"
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#. [label]
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague({TYPE}), type={TYPE}
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48
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#: data/core/macros/weapon_specials.cfg:41
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#: data/core/macros/weapon_specials.cfg:52
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msgid "plague"
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msgstr "nakatav"
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7
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#: data/core/macros/weapon_specials.cfg:53
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#, fuzzy
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#| msgid ""
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#| "Plague:\n"
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#| "When a unit is killed by a Plague attack, that unit is replaced with a "
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#| "Walking Corpse on the same side as the unit with the Plague attack. This "
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#| "doesn’t work on Undead or units in villages."
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msgid ""
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"When a unit is killed by a Plague attack, that unit is replaced with a "
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"Walking Corpse on the same side as the unit with the Plague attack. This "
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"doesn’t work on Undead or units in villages."
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msgstr ""
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"Nakatav:\n"
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"Selle üksuse poolt tapetud vastane asendub nakatajaga samale osapoolele "
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"kuuluva kõndiva laibaga. See ei toimi kooljate või külas asuva üksuse puhul."
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703
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#: data/core/macros/abilities.cfg:130
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msgid "steadfast"
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msgstr "vankumatu"
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704
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#: data/core/macros/abilities.cfg:131
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msgid "female^steadfast"
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msgstr "vankumatu"
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#. [illuminates]: id=illumination_song_verse
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#. [illuminates]: id=illumination
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344
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#: data/core/macros/abilities.cfg:238
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msgid "female^illuminates"
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msgstr "valgustav"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
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#: data/core/macros/abilities.cfg:9
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msgid "heals +4"
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msgstr "ravitsev +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675
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#: data/core/macros/abilities.cfg:10
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msgid "female^heals +4"
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msgstr "ravitsev +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676
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#, fuzzy
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#| msgid ""
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#| "Heals +4:\n"
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#| "Allows the unit to heal adjacent allied units at the beginning of our "
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#| "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 "
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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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"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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"Ravitsev +4:\n"
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"Võimaldab üksusel iga käigu alguses ravida kõrvalasuvaid sõbralikke üksusi.\n"
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"\n"
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"Abistataval üksusel taastub kuni 4 elupunkti või peatub selleks käiguks "
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"mürgi mõju.\n"
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"Mürgitatud üksust nõnda mürgitusest vabastada ei saa, vaid ta peab otsima "
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"abi kas külast või tervendusvõimega üksuselt."
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#. [heals]: id=healing
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749
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#, fuzzy
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#| msgid " This unit is capable of basic healing."
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msgid "This unit is capable of basic healing and slowing dehydration."
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msgstr "See üksus suudab anda lihtsamat ravi."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
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#: data/core/macros/abilities.cfg:35
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msgid "heals +8"
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msgstr "ravitsev +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699
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#: data/core/macros/abilities.cfg:36
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msgid "female^heals +8"
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msgstr "ravitsev +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700
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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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"Ravitsev +8:\n"
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"See üksus suudab lisaks ravimtaimedele kasutada ka võlukunsti ning seega "
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"ravida teisi kiiremini kui tavaliselt.\n"
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"\n"
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"Abistataval üksusel taastub kuni 8 elupunkti või peatub selleks käiguks "
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"mürgi mõju.\n"
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"Mürgitatud üksust nõnda mürgitusest vabastada ei saa, vaid ta peab otsima "
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"abi kas külast või tervendusvõimega üksuselt."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
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#, fuzzy
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#| msgid "heals +4"
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msgid "heals +12"
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msgstr "ravitsev +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
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#, fuzzy
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#| msgid "female^heals +4"
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msgid "female^heals +12"
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msgstr "ravitsev +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730
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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 12 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 the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Ravitsev +8:\n"
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"See üksus suudab lisaks ravimtaimedele kasutada ka võlukunsti ning seega "
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"ravida teisi kiiremini kui tavaliselt.\n"
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"\n"
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"Abistataval üksusel taastub kuni 8 elupunkti või peatub selleks käiguks "
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"mürgi mõju.\n"
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"Mürgitatud üksust nõnda mürgitusest vabastada ei saa, vaid ta peab otsima "
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"abi kas külast või tervendusvõimega üksuselt."
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755
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#, fuzzy
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#| msgid ""
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#| " This unit is capable of healing those around it, and curing them of "
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#| "poison."
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msgid ""
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"This unit is capable of healing those around it, slowing dehydration, and "
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"curing them of poison."
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msgstr "See üksus suudab ravida teisi ja tervendada neid mürgist."
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#. [artifact]
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#. [chance]
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#. [teleport]: id=teleport
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#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699
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#: data/campaigns/World_Conquest/resources/data/training.cfg:785
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#: data/core/macros/abilities.cfg:253
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msgid "teleport"
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msgstr "ruumirändur"
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#. [artifact]
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#. [regenerate]: id=regenerates
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#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54
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#: data/core/macros/abilities.cfg:94
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msgid "regenerates"
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msgstr "taastuv"
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#. [chance]
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#. [trait]: id=healthy
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#: data/campaigns/World_Conquest/resources/data/training.cfg:257
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#: data/core/macros/traits.cfg:229
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msgid "Always rest heals"
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msgstr "Puhkamine ravib alati"
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#. [chance]
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#. [damage]: id=backstab
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#: data/campaigns/World_Conquest/resources/data/training.cfg:438
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#: data/core/macros/weapon_specials.cfg:21
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msgid "backstab"
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msgstr "pussitav"
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#. [chance]
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#. [dummy]: id=feeding
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#: data/campaigns/World_Conquest/resources/data/training.cfg:500
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#: data/core/macros/abilities.cfg:389
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msgid "feeding"
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msgstr "kasvav"
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#. [chance]
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#. [leadership]: id=leadership
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#: data/campaigns/World_Conquest/resources/data/training.cfg:527
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#: data/core/macros/abilities.cfg:199
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msgid "leadership"
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msgstr "väejuht"
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#. [hides]: id=ambush
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
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#: data/core/macros/abilities.cfg:285
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msgid "ambush"
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msgstr "varitsev"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
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msgid "Castle"
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msgstr "Loss"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
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msgid "Cave"
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msgstr "Koobas"
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#. [hides]: id=concealment
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21
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#: data/core/macros/abilities.cfg:348
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msgid "concealment"
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msgstr "peituv"
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#. [drains]: id=drains
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
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#: data/core/macros/weapon_specials.cfg:166
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msgid "drains"
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msgstr "kurnav"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
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msgid "firststrike"
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msgstr "alustav"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
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msgid "Forest"
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msgstr "Mets"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
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msgid "Frozen"
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msgstr "Lumi"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
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msgid "Hills"
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msgstr "Künkad"
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#. [chance_to_hit]: id=marksman
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39
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#: data/core/macros/weapon_specials.cfg:86
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msgid "marksman"
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msgstr "täpsuskütt"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42
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msgid "Mushroom Grove"
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msgstr "Seenesalu"
|
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|
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#. [hides]: id=nightstalk
|
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45
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#: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329
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msgid "nightstalk"
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msgstr "kummitav"
|
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#. [poison]: id=poison
|
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
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#: data/core/macros/weapon_specials.cfg:188
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msgid "poison"
|
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msgstr "mürgitav"
|
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|
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
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msgid "Sand"
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msgstr "Liiv"
|
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|
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#. [skirmisher]: id=skirmisher
|
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60
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#: data/core/macros/abilities.cfg:219
|
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msgid "skirmisher"
|
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msgstr "tabamatu"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
|
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#: data/core/macros/weapon_specials.cfg:64
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msgid "slows"
|
||
msgstr "aeglustav"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
|
||
msgid "Swamp"
|
||
msgstr "Soo"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
|
||
#: data/core/macros/abilities.cfg:61
|
||
msgid "cures"
|
||
msgstr "tervendav"
|
||
|
||
#. [section]: id=editor
|
||
#: data/core/editor/help.cfg:5
|
||
msgid "Map and Scenario Editor"
|
||
msgstr ""
|
||
|
||
#. [section]: id=editor_mode_terrain
|
||
#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Editor"
|
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msgstr "Maastiku mõju"
|
||
|
||
#. [section]: id=editor_mode_scenario
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Scenario Editor"
|
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msgstr "Maastiku mõju"
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:28
|
||
msgid "Paint Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:29
|
||
msgid ""
|
||
"Paint terrain tiles on the map.\n"
|
||
"\n"
|
||
"The paint tool utilizes the brush sizes and the terrain palette.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
||
"changing the overlay. If an overlay is selected, change the overlay without "
|
||
"changing the base.\n"
|
||
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
||
"had been selected on the terrain palette (picks up both base and overlay).\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
||
"\n"
|
||
"The selected brush changes the size of the tool:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:41
|
||
msgid "Paint single hexes."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:42
|
||
msgid "Paint seven hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:43
|
||
msgid "Paint nineteen hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
|
||
msgid "Paint three hexes in a line."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:52
|
||
msgid "Fill Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:53
|
||
msgid ""
|
||
"Fill continuous regions of terrain with a different one.\n"
|
||
"\n"
|
||
"The fill tool utilizes the terrain palette.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
||
"changing the overlay. If an overlay is selected, change the overlay without "
|
||
"changing the base.\n"
|
||
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
||
"had been selected on the terrain palette (picks up both base and overlay)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:67
|
||
msgid "Select Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:68
|
||
msgid ""
|
||
"Selects a set of hex fields, for use with with the cut, copy and fill-"
|
||
"selection buttons below the menu bar.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
|
||
"cursor, and adjoining hexes of the same terrain type.\n"
|
||
"• Control+mouse click: Unselect hexes.\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
||
"\n"
|
||
"The selected brush changes the size of the tool:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:78
|
||
msgid "Select single hexes."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:79
|
||
msgid "Select seven hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:80
|
||
msgid "Select nineteen hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
|
||
msgid "Select three hexes in a line."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:89
|
||
msgid "Clipboard and Paste Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:90
|
||
msgid ""
|
||
"Rotate, flip and paste the terrain in the clipboard\n"
|
||
"\n"
|
||
"Hexes can be cut or copied to the clipboard using the "
|
||
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
|
||
"\n"
|
||
"The paste tool shows an outline of the clipboard, which can be pasted with a "
|
||
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
|
||
"the undo function, which is bound to both Control+Z and to the same key as "
|
||
"the in-game undo function.\n"
|
||
"\n"
|
||
"The paste tool also has some clipboard-manipulation functions:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:97
|
||
msgid "Rotate clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:98
|
||
msgid "Rotate counter-clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:99
|
||
msgid "Flip horizontally"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:100
|
||
msgid "Flip vertically"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:107
|
||
msgid "Starting Locations Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:110
|
||
msgid ""
|
||
"Defines the side leader starting position.\n"
|
||
"\n"
|
||
"This tool sets the side leaders’ default starting locations, and named "
|
||
"special locations. Both types of location are enabled in both <ref>dst='.."
|
||
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
|
||
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
|
||
"are shown as a list in the editor palette, clicking on the map will place "
|
||
"that name on a hex, each location can only be placed on a single hex, and "
|
||
"the editor will only allow one location per hex.\n"
|
||
"\n"
|
||
"To add named special locations, click “Add” at the bottom of the editor "
|
||
"palette, and enter the name. These names must start with a letter and may "
|
||
"contain numbers and underscores.\n"
|
||
"\n"
|
||
"More than nine teams can be added to a map, by clicking “Add” and entering a "
|
||
"number, for example “10”. The UI will automatically show this as “Player "
|
||
"10”.\n"
|
||
"\n"
|
||
"Named locations can be accessed from WML using the Standard Location "
|
||
"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
|
||
"accessed from WML using <italic>text='location_id=1'</italic>, "
|
||
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
|
||
"adding “Player ” in front of the number.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Control+mouse click on a hex that already has a location: select that "
|
||
"location for placing with a subsequent mouse click, as if it was selected in "
|
||
"the editor palette."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:129
|
||
msgid ""
|
||
"editor^Maps generally look similar in the editor to their appearance in the "
|
||
"game. There are a few exceptions, where different graphics are used in the "
|
||
"editor; all the overlays described here are found in the terrain palette’s "
|
||
"“special” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English the text is “IO” for impassable and “UO” for unwalkable.
|
||
#: data/core/editor/help.cfg:134
|
||
msgid ""
|
||
"editor^<bold>text='Movement Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
|
||
"Impassable and Unwalkable\n"
|
||
"\n"
|
||
"While easily noticeable in the editor, these are invisible in the game, so "
|
||
"the mixed terrains created by them look like the base terrain. They create a "
|
||
"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
|
||
"respectively."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
|
||
#: data/core/editor/help.cfg:143
|
||
msgid ""
|
||
"editor^<bold>text='Castle Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
|
||
"img>\n"
|
||
"\n"
|
||
"Adding either of these overlays to a passable hex allows units to be "
|
||
"recruited onto a hex. The keep also allows a leader to recruit from there.\n"
|
||
"\n"
|
||
"These can be added to an impassable hex to connect a castle to a visually-"
|
||
"separate keep through an impassable wall. It’s also possible to create a "
|
||
"castle that seems to have grassland between the keep and towers, however "
|
||
"this requires the connecting hexes to be occupied or blocked to prevent "
|
||
"units being recruited onto them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image here has text, while it could be translated I assume editor-only images won’t be.
|
||
#. In English this image is the literal text “Village overlay”.
|
||
#: data/core/editor/help.cfg:154
|
||
msgid ""
|
||
"editor^<bold>text='Village Overlay'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
|
||
"editor.png~O(0.5))' align=here box=yes</img>\n"
|
||
"\n"
|
||
"This turns any base terrain into a village, providing income and healing."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image is an “S” on a solid black background.
|
||
#: data/core/editor/help.cfg:162
|
||
msgid ""
|
||
"editor^<bold>text='Fake Shroud'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Fake Shroud looks like an unexplored area, even in scenarios that have "
|
||
"shroud disabled and even when the player’s units can see the hex."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "Maastiku mõju"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:173
|
||
msgid ""
|
||
"A cosmetic elevation effect that looks a little different in the editor than "
|
||
"in the game due to visual aids in the editor; all the overlays described "
|
||
"here are found in the terrain palette’s “elevation” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:178
|
||
msgid ""
|
||
"Bluffs and Gulch\n"
|
||
"\n"
|
||
"The bluffs, gulches, and similar variations are much like a standard terrain "
|
||
"overlay, and can simply be used that way. However, for larger areas of the "
|
||
"map, where you will want to allow the use of other overlay terrains, you "
|
||
"will want to combine these with the “markers” described in the next section."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:186
|
||
msgid ""
|
||
"Raised elevation editor palette icon\n"
|
||
"\n"
|
||
"To make a patch of terrain higher or lower, and still be able to use other "
|
||
"overlay terrains such as trees, you will need to use these markers. Placing "
|
||
"one of these arrows on the map will flood-fill the map with a color-coded "
|
||
"haze; neither the haze nor the arrow will be visible in game. The hazed area "
|
||
"will have a border ledge, making it look higher or lower than the adjacent "
|
||
"tiles.\n"
|
||
"\n"
|
||
"There are two high markers and two low markers, so it is possible to make "
|
||
"terraces of up to five levels (lowest, lower, normal, higher, highest). "
|
||
"Placing a high region next to a low region does not result in larger "
|
||
"cliffs.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:193
|
||
msgid ""
|
||
"editor^<bold>text='How to Use'</bold>\n"
|
||
"\n"
|
||
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
|
||
"type terrains can be used to contain the floodfilled area.\n"
|
||
"\n"
|
||
"An example use case would be:\n"
|
||
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
|
||
"paint tool to outline a big blob over an empty, all-grass map.\n"
|
||
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
|
||
"Bluffs border).\n"
|
||
"3. The blob should all be raised now, and as long as you don't overwrite "
|
||
"the Marker or Bluffs overlays, you can add other terrain overlays as "
|
||
"needed.\n"
|
||
"\n"
|
||
"The graphics used to represent the ledge borders are determined by the base "
|
||
"terrain.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:204
|
||
msgid ""
|
||
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
|
||
"have their terrain codes changed, or any other properties affected, so "
|
||
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Deprecated Terrain"
|
||
msgstr "Maastik"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated.
|
||
#. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it.
|
||
#: data/core/editor/help.cfg:213
|
||
msgid ""
|
||
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
|
||
"png)' align=left box=yes</img>The magenta ‘D’ (for “Deprecated”).\n"
|
||
"\n"
|
||
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
|
||
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
|
||
"ref>,\n"
|
||
"• the “Xol” Lit Stone Wall, which is deprecated because several wall "
|
||
"terrains now support the “^Efs” Sconce embellishment.\n"
|
||
"\n"
|
||
"The help pages for these terrains may have additional text that’s only shown "
|
||
"in the editor, describing the deprecation and the recommended replacements."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:227
|
||
msgid ""
|
||
"Put text labels on the map.\n"
|
||
"\n"
|
||
"• Left-click will open a dialog box to create a new label or edit an "
|
||
"existing one.\n"
|
||
"• Right-click deletes.\n"
|
||
"• Drag-and-drop with the left mouse button moves labels.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are "
|
||
"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
"monoliths. Multiple items can be placed on the same hex.\n"
|
||
"\n"
|
||
"• Left-click will place a decoration on the clicked hex.\n"
|
||
"• Right-click will remove the decoration.\n"
|
||
"\n"
|
||
"<bold>text='Note:'</bold> the tool doesn’t support undo.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are not part "
|
||
"of the terrain and are implemented in the scenario using WML’s "
|
||
"<italic>text='[item]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:260
|
||
msgid ""
|
||
"This tool assigns ownership of villages at the start of a scenario. The "
|
||
"villages must first be placed on the terrain with the "
|
||
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
|
||
"\n"
|
||
"• Left-click will assign the village to the currently-selected side.\n"
|
||
"• Right-click will set the village back to unowned.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; ownership information is "
|
||
"stored by adding WML <italic>text='[village]'</italic> tags to the "
|
||
"appropriate <italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:274
|
||
msgid "Unit Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:275
|
||
msgid ""
|
||
"Place units belonging to the currently-selected side.\n"
|
||
"\n"
|
||
"• Left-click will place a unit.\n"
|
||
"• Left drag-and-drop will move an already-placed unit.\n"
|
||
"• Various operations are added to the right-click menu when the hex contains "
|
||
"a unit.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[unit]'</italic> tags to the appropriate "
|
||
"<italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
msgid ""
|
||
"This tool creates sets of tiles that can be used in WML scripts’ Standard "
|
||
"Location Filters (a concept explained in detail on the Wiki), by using the "
|
||
"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
|
||
"example:\n"
|
||
"\n"
|
||
"• assigning a local time zone to this set of hexes\n"
|
||
"• filtering the set of hexes which trigger an event when a unit moves on to "
|
||
"them\n"
|
||
"\n"
|
||
"To use the tool:\n"
|
||
"\n"
|
||
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
|
||
"ref>\n"
|
||
"• in the Areas menu, select Add New Area\n"
|
||
"• then in the Areas menu, select Save Selection to Area\n"
|
||
"• then in the Areas menu, select Rename Selected Area and choose a name for "
|
||
"the area\n"
|
||
"\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 "
|
||
"without needing to change the time-of-day schedule in the area."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:313
|
||
msgid ""
|
||
"Shows a list of music tracks known to the editor, with toggle-boxes to "
|
||
"enable them.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[music]'</italic> tags to the scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
msgid "Change Add-on ID"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:325
|
||
msgid ""
|
||
"Allows changing the ID of an add-on, which is the name of the folder it’s "
|
||
"in. This will only rename that folder and update any references to it in the "
|
||
"_main.cfg file. Any other place will need to be updated manually."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:335
|
||
msgid ""
|
||
"Allows setting up an add-on’s _server.pbl file, which is required for "
|
||
"publishing an add-on to the add-ons server for other players to download. "
|
||
"The Validate button will check whether all required fields have valid values."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:344
|
||
msgid ""
|
||
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario as well as initializing an add-"
|
||
"on which can be used to distribute the scenarios you create.\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."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:356
|
||
msgid ""
|
||
"In either mode, you will be prompted to choose an add-on to use for the "
|
||
"scenarios you create. This can be an existing add-on or a brand new add-on. "
|
||
"If you choose to use a brand new add-on, then the add-on will have all the "
|
||
"required files and folders automatically created as well as a default ID "
|
||
"assigned. Unless you are editing an already existing map file, using "
|
||
"scenario mode is required in order for your maps to be selectable during "
|
||
"game creation."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:358
|
||
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:378
|
||
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:390
|
||
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:392
|
||
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:399
|
||
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:407
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves one file when in terrain mode (a .map) or two files "
|
||
"when in scenario mode (both a .map and a .cfg).\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 cannot be "
|
||
"opened by the scenario editor, the editor will attempt to find the "
|
||
"scenario's map data and open the corresponding .map file in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector. It is recommended "
|
||
"in those cases to simply load the .map file directly instead."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:420
|
||
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"
|
||
"One option 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='Example'</header>\n"
|
||
"If your add-on will only be used on 1.18 and later, it is instead "
|
||
"recommended to use the new include_file attribute to load a .cfg file "
|
||
"containing additional WML into the scenario.\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"
|
||
"• maps/first.map\n"
|
||
" ◦ this is the .map file created by the scenario editor when saving in "
|
||
"scenario mode\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ this is the .cfg file containing everything that the scenario editor "
|
||
"doesn't understand\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
|
||
"map file\n"
|
||
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
|
||
"the additional cfg file"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:444
|
||
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:452
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "ToD and Schedule Editor"
|
||
msgstr "Päevaaeg"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:453
|
||
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:464
|
||
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:466
|
||
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:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:488
|
||
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:501
|
||
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:509
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
|
||
"map data as a separate .map file. The scenario then references the .map file "
|
||
"via map_file. 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 ""
|
||
|
||
#. [editor_times]: id=deep_underground
|
||
#. [time]: id=deep_underground
|
||
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
|
||
msgid "Deep Underground"
|
||
msgstr "Sügaval maa all"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr "Siseruumides"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Tarkuseraamat"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
#, fuzzy
|
||
#| msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgid ""
|
||
"<ref>dst='..calendar' text='Calendar'</ref>\n"
|
||
"<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Maateadus'</ref>"
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:14
|
||
msgid ""
|
||
"Each year in the Wesnothian calendar is composed of 12 months. These are, in "
|
||
"order:\n"
|
||
"\n"
|
||
"Whitefire\n"
|
||
"Bleeding Moon\n"
|
||
"Scatterseed\n"
|
||
"Deeproot\n"
|
||
"Scryer’s Bloom\n"
|
||
"Thorntress\n"
|
||
"Summit Star\n"
|
||
"Kindlefire\n"
|
||
"Stillseed\n"
|
||
"Reaper’s Moon\n"
|
||
"Verglas Bloom\n"
|
||
"Blackfire\n"
|
||
"\n"
|
||
"The Wesnothian calendar begins with the founding of Wesnoth in the year 1 YW "
|
||
"(Year of Wesnoth). Years before that are counted based on the number of "
|
||
"years before the founding of Wesnoth using BW (Before Wesnoth). After the "
|
||
"Fall of Wesnoth dates use AF (After the Fall)."
|
||
msgstr ""
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Maateaduss"
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr "Arkan-thoria"
|
||
|
||
#. [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 ""
|
||
"Jõgi, mis saab alguse <ref>dst='heart_mountains' text='Südamägedest'</ref> "
|
||
"ja voolab itta Listra suunas."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
#, fuzzy
|
||
#| msgid "Great Ocean"
|
||
msgid "Great River"
|
||
msgstr "Suur Meri"
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
#, fuzzy
|
||
#| 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>."
|
||
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 ""
|
||
"Maismaa, kus asub <ref>dst='kingdom_wesnoth' text='Wesnothi kuningriik'</"
|
||
"ref>. Selle läänerannikut uhub <ref>dst='great_ocean' text='Suur Meri'</ref>."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:35
|
||
msgid ""
|
||
"The Ford of Abez is a crossing between Wesnoth and the Northlands, and is "
|
||
"the westernmost point where the Great River can be crossed without ships."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:40
|
||
msgid "Great Ocean"
|
||
msgstr "Suur Meri"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:41
|
||
#, fuzzy
|
||
#| 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 the Great "
|
||
#| "Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</"
|
||
#| "ref>."
|
||
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 ""
|
||
"Asub <ref>dst='great_continent' text='maismaast'</ref> läänes ning kõik jõed "
|
||
"voolavad lõpuks sinna. Kaugel läänes asub meres tohutu <ref>dst='morogor' "
|
||
"text='Morogori'</ref> saarestik."
|
||
|
||
#. [topic]: id=great_ocean
|
||
#. Great Ocean
|
||
#: data/core/encyclopedia/geography.cfg:45
|
||
msgid ""
|
||
"The Drakes once called this ocean the World Ocean. They believe it to extend "
|
||
"in every direction from Morogor until eventually flowing into the abyss as "
|
||
"an immense waterfall at the edge of the world."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:50
|
||
msgid "Morogor"
|
||
msgstr "Morogor"
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:51
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
|
||
#| "Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> "
|
||
#| "and east of the <ref>dst=old_continent text='Old 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’."
|
||
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 ""
|
||
"Saarestik, mis asub kusagil <ref>dst='great_ocean' text='Suures Meres'</ref> "
|
||
"lääne pool <ref>dst='green_isle' text='Rohelist Saart'</ref> ja ida pool "
|
||
"<ref>dst=old_continent text='Vana Maad'</ref>.\n"
|
||
"Seal elavad põhiliselt <ref>dst='..race_drake' text='lohed'</ref>.\n"
|
||
"Keskse saare nimeks on samuti ‘Morogor’."
|
||
|
||
#. [topic]: id=morogor
|
||
#. Geography of Morogor
|
||
#: data/core/encyclopedia/geography.cfg:57
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Mount Morogor: An active volcanic mountain in the central island of "
|
||
"Morogor."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:63
|
||
msgid "Green Isle"
|
||
msgstr "Roheline Saar"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
|
||
#| "ref>."
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
|
||
"ref>, formerly home to the Islefolk and Wesfolk."
|
||
msgstr ""
|
||
"Suurem saar, mis asub <ref>dst='great_ocean' text='Suures Meres'</ref>."
|
||
|
||
#. [topic]: id=green_isle
|
||
#. Geography of the Green Isle
|
||
#: data/core/encyclopedia/geography.cfg:68
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Southbay: The capital of the largest Islefolk Kingdom.\n"
|
||
" • Clearwater Port: The second largest Islefolk city and the location of "
|
||
"a major port.\n"
|
||
" • Stormvale: A major Islefolk kingdom once ruled by the ancestors of "
|
||
"Haldric I.\n"
|
||
" • Jevyan’s Haven: The Wesfolk capital and home of the famous lich-lord "
|
||
"Jevyan.\n"
|
||
" • Blackmore: A small Wesfolk settlement."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#. Geography of the Green Isle
|
||
#: data/core/encyclopedia/geography.cfg:77
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Broken Mountains: A mighty mountain range that cuts through the Green "
|
||
"Isle.\n"
|
||
" • Oldwood: A mysterious wood inhabited by some woses.\n"
|
||
" • Swamp of Esten: A small swamp located east of the Broken Mountains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:85
|
||
msgid "Old Continent"
|
||
msgstr "Vana Maa"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:86
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> and the "
|
||
"<ref>dst='green_isle' text='Green Isle'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>. It is the original homeland "
|
||
"of both humans and orcs."
|
||
msgstr ""
|
||
"Asub lääne pool <ref>dst='morogor' text='Morogori'</ref>, teisel pool "
|
||
"<ref>dst='great_ocean' text='Suurt Merd'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:91
|
||
msgid "Great Continent"
|
||
msgstr "Suur Maa"
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:92
|
||
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 ""
|
||
"Maismaa, kus asub <ref>dst='kingdom_wesnoth' text='Wesnothi kuningriik'</"
|
||
"ref>. Selle läänerannikut uhub <ref>dst='great_ocean' text='Suur Meri'</ref>."
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:97
|
||
msgid "Irdya"
|
||
msgstr "Irdya"
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:98
|
||
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 ""
|
||
"Maailma nimi, kus <ref>dst='kingdom_wesnoth' text='Wesnoth'</ref> asub, on "
|
||
"‘Irdya’. Seda sõna kasutatakse kõnealusel ajastul siiski harva - inimesed "
|
||
"ütlevad enamasti lihtsalt 'maailm' või luulelisemalt 'lai haljas maailm'."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:103
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Wesnothi kuningriik"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:104
|
||
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."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#. Geography of Wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:110
|
||
msgid ""
|
||
"<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"
|
||
" • Westin: A small yet important town in Kerlath, a province of Southern "
|
||
"Wesnoth. The old Citadel of Westin can be found there."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#. Geography of Wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:123
|
||
#, fuzzy
|
||
#| 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 "
|
||
#| "Great River to the north, the shore of the Great Ocean to the west, the "
|
||
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
|
||
#| "ref>, and the Bitter Swamp to the southeast (lower right corner of the "
|
||
#| "main map).\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"
|
||
#| " • Notable cities:\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"
|
||
#| " • Notable land features:\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\n"
|
||
#| " ◦ Green Swamp: Large swamp in the heart of the wilds of "
|
||
#| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and "
|
||
#| "feeds into the Great River. (Not shown on the main map.)"
|
||
msgid ""
|
||
"<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 Horse "
|
||
"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"
|
||
" • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted.\n"
|
||
" • Isle of Alduin: An important island off the coast of Wesnoth home to "
|
||
"the Great Academy of Magic, where many of Wesnoth’s greatest mages were "
|
||
"trained.\n"
|
||
" • Green Swamp: Large swamp on the banks of the Great River northeast of "
|
||
"the Grey Woods."
|
||
msgstr ""
|
||
"Wesnothi kuningriik asub <ref>dst='great_continent' text='Suure Maa'</ref> "
|
||
"põhja- ja keskosas. Enamik peamisi sõjakäike leiab aset seal. Seda piirab "
|
||
"kaardil põhjast Suur Jõgi, läänest Suure Mere kallas, "
|
||
"<ref>dst='southwest_elven_lands' text='edelas'</ref> Hõbelaas ja kagus "
|
||
"(kaardil all paremal) Kibesoo.\n"
|
||
"\n"
|
||
"Hõbejõe teisele kaldale teispoole Tahni kindlust jääb Wesnothi piirimaa. "
|
||
"Seda piiravad lõunast (kaardilt välja jäävad) suured metsad, mille "
|
||
"põhjatipuks võib pidada Hõbelaant.\n"
|
||
"\n"
|
||
" • Tähtsamad linnad:\n"
|
||
" ◦ Weldyn: Wesnothi pealinn.\n"
|
||
" ◦ Aldril: linn Pärlilahe ääres.\n"
|
||
" ◦ Mustvoo sadam: asub Pärlilahest lõunas.\n"
|
||
" ◦ Carcyn: asub Hallmetsa ja Suure Jõe vahel.\n"
|
||
" ◦ Dan’Tonk: Wesnothi suurim linn, asub maa keskosas Weldynist "
|
||
"loodes.\n"
|
||
" ◦ Soradoc: Wesnothi põhjapoolseim eelpost, valitseb Weldyni jõe "
|
||
"hargnemiskohta Suurest Jõest\n"
|
||
" ◦ Tahni kindlus: lõunapoolseim eelpost, valitseb Hõbejõge ületavat "
|
||
"maanteed.\n"
|
||
" ◦ Tath: tähtis kindluslinn Dan'Tonkist põhjas, valitseb metsikut "
|
||
"maad Pruunidest Küngastest idas ja Abezi koolmest põhjas.\n"
|
||
"\n"
|
||
" • Tähtsaimad paigad:\n"
|
||
" ◦ Greifimägi: kuulsate greifide eluase\n"
|
||
" ◦ Abezi koolmekoht: madal koht Suures Jões, harilikult Wesnothi "
|
||
"vägede käes\n"
|
||
" ◦ Weldyni jõgi: eraldub Suurest Jõest ja jookseb lõunasse\n"
|
||
" ◦ Suur Kesktasandik: tasane ala Weldyni, Dan’Tonki ja Tahni "
|
||
"kindluse vahel, Wesnothi viljaait ja suurema osa inimeste elupaik\n"
|
||
" ◦ Dulatuse künkad: neilt ilusatelt küngastelt Suurest "
|
||
"Kesktasandikust lõunas tuleb suur osa Wesnothi kariloomadest ja "
|
||
"põllusaadustest\n"
|
||
" ◦ Pruunid Künkad: jäätmaa Greifimäe ümbruses, vähe asustatud ja "
|
||
"aeg-ajalt väga ohtlik.\n"
|
||
" ◦ Hobusetasandik: tasane piirkond Suure Jõe lõunakandal, lääne "
|
||
"poolt jääb Glyni metsa ja ida poolt Weldyni jõe vahele, lõuna ühineb Suure "
|
||
"Kesktasandikuga. Vägevate hobusemeeste kodu, siit tulevad Wesnothi parimad "
|
||
"ratsud..\n"
|
||
" ◦ Estmarki künkad: suuremat sorti küngastik Suurest Jõest lõunas "
|
||
"ja Weldyni jõest idas. Põhjapoolne ots vastu Weldyni jõge on eri aegadel "
|
||
"olnud Wesnothi rahva elupaigaks, kuid kuningavõim on siin nõrgavõitu ja "
|
||
"kurikaelu seetõttu palju.\n"
|
||
" ◦ Glyni mets: vahel ka Kuninglikuks metsaks nimetatud; nimi "
|
||
"pärineb Haldric II ühelt pojalt\n"
|
||
" ◦ Hallmets: Suur mets Wesnothi metsikuma ala südames, Carcyni ja "
|
||
"Aldrili vahel. Seda peetakse üldiselt kummituste asupaigaks\n"
|
||
" ◦ Rohesoo: Suur soo keset Wesnothi metsikumat piirkonda Aldrilist "
|
||
"lõunas. Sinna koguneb vesi Pruunidelt Küngastelt, mis siis edasi Suurde "
|
||
"Jõkke voolab (ei jää kaardile)."
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:140
|
||
msgid "Elensefar"
|
||
msgstr "Elensefar"
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:141
|
||
#, fuzzy
|
||
#| 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 Great River 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"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Elensefar: The capital, located on an island in the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref> delta\n"
|
||
#| " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with "
|
||
#| "Wesnoth\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ <ref>dst='great_river' text='Great River'</ref>: It is very "
|
||
#| "wide at this point, and only ships can cross it."
|
||
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."
|
||
msgstr ""
|
||
"Elensefar on vahel <ref>dst='kingdom_wesnoth' text='Wesnothi'</ref> osa,"
|
||
"vahel omaette riik ja vahel kaubandusliidus Wesnothiga. Seda piirab põhjast "
|
||
"Suur Jõgi, idast üsna uduselt paika pandud piir Wesnothiga, lõunast "
|
||
"Pärlilaht ja läänest <ref>dst='great_ocean' text='Suur Meri'</ref>. Edasi "
|
||
"võib lugeda Wesnothi Ajaloost.\n"
|
||
"\n"
|
||
" • Tähtsamad linnad:\n"
|
||
" ◦ Elensefar: pealinn, asub jõesaarel <ref>dst='great_river' "
|
||
"text='Suure Jõe'</ref> alamjooksul\n"
|
||
" ◦ Carcyn: linn Wesnothi ja Elensefari piiril, mille kuuluvuse üle "
|
||
"käivad Wesnothiga vaidlused\n"
|
||
" • Tähtsamad paigad:\n"
|
||
" ◦ <ref>dst='great_river' text='Suur Jõgi'</ref>: siin on see väga "
|
||
"lai ja üle pääseb üksnes laevadega."
|
||
|
||
#. [topic]: id=elensefar
|
||
#. Geography of Elensefar area
|
||
#: data/core/encyclopedia/geography.cfg:145
|
||
msgid ""
|
||
"<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."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:150
|
||
msgid ""
|
||
"<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:156
|
||
msgid "Northlands"
|
||
msgstr "Põhjamaad"
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:157
|
||
msgid ""
|
||
"The Northlands are filled with unstable clans in endless conflict. It is an "
|
||
"unlawful and perilous place plagued by its cold, icy terrain and constant "
|
||
"war. Various groups of orcs, dwarves, men, gryphons, ogres, and even elves "
|
||
"fight over the region. The northern and eastern borders of the Northlands "
|
||
"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"
|
||
"Yet despite the sheer wilderness above the Northlands, the subterranean "
|
||
"Dwarvish Kingdoms of Knalga and Kal Kartha are exceptions to their chaotic "
|
||
"surroundings, providing both heat and protection to their people. While they "
|
||
"may often be in conflict with orcs and trolls, the heart of Dwarvish "
|
||
"territory is considered relatively safe in comparison."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:163
|
||
msgid ""
|
||
"<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."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:170
|
||
#, fuzzy
|
||
#| 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='Great Ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Glamdrol: An Orcish tribal capital\n"
|
||
#| " ◦ Romyr: Another 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 Elensefar, where "
|
||
#| "these villages were located, was named the Annuvin province by men but "
|
||
#| "was known by the elves as Wesmere.\n"
|
||
#| "\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Heart Mountains: 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"
|
||
#| " ◦ Arkan-thoria: The river than 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 the elves. Their capitol, Elensiria, has only seldom been "
|
||
#| "visited by humans.\n"
|
||
#| " ◦ Great River: The origin of this river is somewhere in the "
|
||
#| "east of the northern lands"
|
||
msgid ""
|
||
"<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 ""
|
||
"Põhjamaad ei ole kellegi võimu all. Erinevad orkide, päkapike, metsikute "
|
||
"inimeste ja isegi haldjate rühmad elavad seal. Põhja- ja idapiir pole paika "
|
||
"pandud, lõunapiiriks on <ref>dst='great_river' text='Suur Jõgi'</ref> ja "
|
||
"läänepiiriks <ref>dst='great_ocean' text='Suur Meri'</ref>.\n"
|
||
"\n"
|
||
" • Tähtsamad linnad:\n"
|
||
" ◦ Glamdrol: orkide hõimu pealinn\n"
|
||
" ◦ Romyr: teise orkihõimu pealinn\n"
|
||
" ◦ Wesmere: Ka'liani ehk Haldjate Nõukogu asukoht\n"
|
||
" ◦ Päkapike Värav: inimeste ja päkapike segalinn Knalga piirkonnas "
|
||
"Südamägedes. Tähtis kauplemiskoht. \n"
|
||
" ◦ Dallben ja Delwyn: algselt Wesnothi kuldajal toimunud laienemise "
|
||
"järel inimasunike ehitatud külad, mis nüüdseks on hüljatud. Sealset metsast "
|
||
"ala Elensefarist kirdes hüüdsid inimesed Annuvini maakonnaks, haldjad aga "
|
||
"tundsid seda Wesmere nime all.\n"
|
||
"\n"
|
||
" • Tähtsamad paigad:\n"
|
||
" ◦ Südamäed: peaaegu läbimatu mäestik jõemaade ja Põhjatasandiku "
|
||
"vahel.\n"
|
||
" ◦ Kihvamäed: eriti ohtlik mägine ala Vrugi järvest edelas ja "
|
||
"Wesmere metsast põhjas. Südamägede ohtlikeim ja külalislahkusetuim osa, kus "
|
||
"elavad vaid erakud, hullud ja võlurid.\n"
|
||
" ◦ Õõvasoo: väga suur soo Südamägede ja Suure Jõe vahel. Kurja "
|
||
"kuulsusega koht..\n"
|
||
" ◦ Vrugi järv: suur mägijärv, millest välja voolav jõgi on ainus "
|
||
"tee läbi Põhja mägede.\n"
|
||
" ◦ Arkan-thoria: jõgi, mis voolab Vrugi järvest välja. See on "
|
||
"haldjakeelne nimi, inimesed nimetavad seda Pikkvooks.\n"
|
||
" ◦ Listra jõgi: Suure Jõe lõunasse voolav haru, millesse Arkan-"
|
||
"thoria suubub.\n"
|
||
" ◦ Lintaniri mets: Suure Põhjalaane lõunapoolne ots, tohutu "
|
||
"metsaala, mille ida- ja põhjapiiri teavad üksnes haldjad. Nende pealinna "
|
||
"Elensiriasse on inimesed väga harva pääsenud.\n"
|
||
" ◦ Suur Jõgi: selle lätted asuvad kusagil Põhja maadest idas."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:183
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Edela haldjamaad"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:184
|
||
#, fuzzy
|
||
#| 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 Green Swamp to the northeast, the desert (not shown) to the "
|
||
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
|
||
#| "\n"
|
||
#| " • Notable cities\n"
|
||
#| " ◦ None known\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
|
||
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
|
||
#| "race_elf' text='elves'</ref>."
|
||
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."
|
||
msgstr ""
|
||
"Metsahaldjad eristuvad Põhja haldjatest ja käivad nendega (nagu ka teistega) "
|
||
"vaid vähe läbi. Nende maa piirideks on Suur Soo kirdes, kõrbeala lõunas "
|
||
"(pole kaardil) ja <ref>dst='great_ocean' text='Suur Meri'</ref> läänes.\n"
|
||
"\n"
|
||
" • Tähtsamad linnad\n"
|
||
" ◦ Teadmata\n"
|
||
" • Tähtsamad paigad:\n"
|
||
" ◦ Hõbelaas: suurim lõunapoolne mets, laiub kaugele edelasse ja on "
|
||
"<ref>dst='..race_elf' text='haldjate'</ref> koduks."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#. Geography of the Southwest
|
||
#: data/core/encyclopedia/geography.cfg:188
|
||
#, fuzzy
|
||
#| 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 Green Swamp to the northeast, the desert (not shown) to the "
|
||
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
|
||
#| "\n"
|
||
#| " • Notable cities\n"
|
||
#| " ◦ None known\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
|
||
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
|
||
#| "race_elf' text='elves'</ref>."
|
||
msgid ""
|
||
"<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."
|
||
msgstr ""
|
||
"Metsahaldjad eristuvad Põhja haldjatest ja käivad nendega (nagu ka teistega) "
|
||
"vaid vähe läbi. Nende maa piirideks on Suur Soo kirdes, kõrbeala lõunas "
|
||
"(pole kaardil) ja <ref>dst='great_ocean' text='Suur Meri'</ref> läänes.\n"
|
||
"\n"
|
||
" • Tähtsamad linnad\n"
|
||
" ◦ Teadmata\n"
|
||
" • Tähtsamad paigad:\n"
|
||
" ◦ Hõbelaas: suurim lõunapoolne mets, laiub kaugele edelasse ja on "
|
||
"<ref>dst='..race_elf' text='haldjate'</ref> koduks."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:194
|
||
msgid "Heart Mountains"
|
||
msgstr "Südamäed"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#. The Whitefang Clan’s primary description is in DiD
|
||
#. Wesnoth 1.9.4 added Haggid-Dargor to the encyclopedia, but it has no other mention in mainline
|
||
#: data/core/encyclopedia/geography.cfg:197
|
||
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>. The local orcs call them the Haggid-Dargor. The powerful "
|
||
"Whitefang Clan in the region is named after the eastern edge of the "
|
||
"mountains, which they call the Whitefang Mountains for their distinctive "
|
||
"shape."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:202
|
||
msgid "Far North"
|
||
msgstr "Kaug-Põhi"
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:203
|
||
#, fuzzy
|
||
#| 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"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Barag Gor, a city home to the Orcish Council\n"
|
||
#| " ◦ Bitok\n"
|
||
#| " ◦ Borstep\n"
|
||
#| " ◦ Castelfrang\n"
|
||
#| " ◦ Farzi\n"
|
||
#| " ◦ Festog\n"
|
||
#| " ◦ Grisbi\n"
|
||
#| " ◦ Lmarig\n"
|
||
#| " ◦ Melmog\n"
|
||
#| " ◦ Prestim\n"
|
||
#| " ◦ Tirigaz\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Swamp of Desolation\n"
|
||
#| " ◦ Mountains of Dorth\n"
|
||
#| " ◦ Mountains of Haag\n"
|
||
#| " ◦ Green Forest\n"
|
||
#| " ◦ Silent Forest\n"
|
||
#| " ◦ Forest of Thelien\n"
|
||
#| " ◦ River Oumph\n"
|
||
#| " ◦ River Bork\n"
|
||
#| " ◦ Wild Steppe"
|
||
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."
|
||
msgstr ""
|
||
"Külm, karm ja ligipääsmatu paik, mis on koduks orkide hõimudele. See asub "
|
||
"<ref>dst='heart_mountains' text='Südamägedest'</ref> (mida orkid kutsuvad "
|
||
"Haggid-Dargoriks ja nõuavad alusetult endale) põhjas. Ida poole jäävad "
|
||
"metsikud stepialad, mille asukad jäid orkide võimu alt välja ning pigemini "
|
||
"võitlevad koos metsikute inimestega Põhja kõrghaldjate vastu. Kõrghaldjad "
|
||
"ise elavad kaugemal idas, kus neil on kuulu järgi suur kuningriik.\n"
|
||
"\n"
|
||
" • Tähtsamad linnad:\n"
|
||
" ◦ Barag Gor: Orkide Nõukogu asupaik\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Castelfrang\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Festog\n"
|
||
" ◦ Grisbi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
" • Tähtsamad paigad:\n"
|
||
" ◦ Hüljatuse soo\n"
|
||
" ◦ Dorthi mäed\n"
|
||
" ◦ Haagi mäed\n"
|
||
" ◦ Rohelaas\n"
|
||
" ◦ Vaikne Mets\n"
|
||
" ◦ Thelieni mets\n"
|
||
" ◦ Oumphi jõgi\n"
|
||
" ◦ Borki jõgi\n"
|
||
" ◦ Metsik stepp"
|
||
|
||
#. [topic]: id=far_north
|
||
#. Geography of the Far North
|
||
#: data/core/encyclopedia/geography.cfg:206
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Barag Gor: A city home to the Orcish Council.\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Jotha: A large fortified capital of the local merfolk that lies within "
|
||
"the bay of Jotha.\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz: A coastal orcish town that occasionally raids Jotha.\n"
|
||
" • Dorest: The northernmost human city."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#. Geography of the Far North
|
||
#: data/core/encyclopedia/geography.cfg:219
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Desert of Death: An unusually dry desert in the Far North filled with "
|
||
"venomous Sand Scuttlers. It is extremely hot by day yet chilly by night.\n"
|
||
" • Black Marshes: A perilous swamp north of Tirigaz filled with violent "
|
||
"monsters.\n"
|
||
" • Mountains of Dorth: A set of mountains north of the Heart Mountains. "
|
||
"Though nowhere near as dangerous as its southern neighbour, it is "
|
||
"nonetheless deadly to inexperienced travelers.\n"
|
||
" • Mountains of Haag: A group of high mountains inhabited by groups of "
|
||
"orcs, trolls and dwarves.\n"
|
||
" • Greenwood: An elvish forest located near the Lintanir Forest. Some say "
|
||
"it was once connected to it, until groups of savage orcs burned much of the "
|
||
"forest.\n"
|
||
" • Silent Forest: A dense forest inhabited by a few elves, once known as "
|
||
"Gitamoth.\n"
|
||
" • Forest of Thelien: A dense coniferous forest sometimes inhabited by "
|
||
"elves.\n"
|
||
" • River Oumph: A river flowing from the Mountains of Haag to its delta "
|
||
"just south of Bitok.\n"
|
||
" • River Bork: A river of the Far North flowing from a lake next to the "
|
||
"Mourned Hills.\n"
|
||
" • Frosty Wastes: A cold, snowy desert in the far north inhabited only by "
|
||
"the occasional monster.\n"
|
||
" • Barren Plains: A vast, sparsely populated snowy tundra."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_south
|
||
#: data/core/encyclopedia/geography.cfg:235
|
||
#, fuzzy
|
||
#| msgid "Far North"
|
||
msgid "Far South"
|
||
msgstr "Kaug-Põhi"
|
||
|
||
#. [topic]: id=far_south
|
||
#: data/core/encyclopedia/geography.cfg:236
|
||
msgid ""
|
||
"A vast region south of Kerlath home to the Dunefolk Civilization. It is also "
|
||
"inhabited by many local creatures, including the Jinn and Wyverns."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_south
|
||
#. Geography of the Far South
|
||
#: data/core/encyclopedia/geography.cfg:240
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Sandy Wastes: A hot desert located south of Kerlath home to various "
|
||
"Dunefolk settlements, as well as nomadic tribes in between. The northern "
|
||
"parts of this desert are home to many treacherous monsters.\n"
|
||
" • Mountains of Peril: A tall and deadly mountain range in the far south "
|
||
"inhabited by bands of vicious barbarians and monsters.\n"
|
||
" • Black Forest: An ancient and likely haunted forest of which very "
|
||
"little is known, believed to have been once inhabited by elves. Those who "
|
||
"enter it seldom return."
|
||
msgstr ""
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Päevaaeg"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Tutvustus"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Mängimine"
|
||
|
||
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:539
|
||
#: src/help/help_topic_generators.cpp:492
|
||
#: src/help/help_topic_generators.cpp:515
|
||
msgid "Traits"
|
||
msgstr "Eripärad"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Üksused"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Võimed"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Relvade eripärad"
|
||
|
||
#. [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:554
|
||
msgid "Terrains"
|
||
msgstr "Maastikud"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:607
|
||
msgid "Add-ons"
|
||
msgstr ""
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:680
|
||
msgid "Commands"
|
||
msgstr "Käsud"
|
||
|
||
#. [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 arise a wealth of "
|
||
#| "strategy, making the game easy to learn but a challenge to master."
|
||
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"
|
||
"Wesnothi Lahing on käigupõhine fantaasia-strateegiamäng, mis on kaasaegsete "
|
||
"strateegiamängude hulgas mõneti ebatavaline. Enamik neist mängudest "
|
||
"põhinevad keerukal reeglisüsteemil, Wesnothi Lahingu reeglid ja mängu "
|
||
"ülesehitus on aga küllaltki lihtsad. Samas ei muuda see mängu ennast "
|
||
"lihtsaks - lihtsate reeglitega saab luua küllaltki palju erinevaid "
|
||
"strateegiaid. Seetõttu on mängu aluste õppimine lihtne, selle meisterlik "
|
||
"valdamine aga küllalt raske."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "Mängust endast"
|
||
|
||
#. [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 ""
|
||
"Mõnedel üksustel on erivõimeid, mis otseselt mõjutavad teisi üksuseid või "
|
||
"seda, kuidas üksus suhtleb teiste üksustega. Nende kohta leiad infot selle "
|
||
"teema alt.\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 "Tundmatu üksus"
|
||
|
||
#. [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"
|
||
"See üksus on hetkel tundmatu. Pead selle mängus avastama, et selle "
|
||
"kirjeldust näha."
|
||
|
||
#. [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='Selle rassi üksused'</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 ""
|
||
"Mängides pea meeles, et mitmete mängus olevate objektide kohta saab "
|
||
"lisainfot hiirekursori viimisega objektile. Eriti kasulik on see siis, kui "
|
||
"mängu tulevad uued <ref>dst='..abilities_section' text='võimed'</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Võit ja kaotus"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
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"
|
||
"Peale stsenaariumi võitmist värvub kaart halliks ning nupp 'Lõpeta käik' "
|
||
"asendub nupuga 'Lõpeta stsenaarium'. Enne lõpetamist on sul võimalus muuta "
|
||
"salvestustingimusi või (mitmemängija võrgumängu korral) vestelda "
|
||
"kaasmängijatega."
|
||
|
||
#. [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. Usually you will achieve victory by "
|
||
#| "killing all enemy leaders, and only be defeated by having your leader "
|
||
#| "killed. But scenarios may have other victory objectives — getting your "
|
||
#| "leader to a designated point, say, or rescuing someone, or solving a "
|
||
#| "puzzle, or holding out against a siege until a certain number of turns "
|
||
#| "have elapsed."
|
||
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 ""
|
||
"Pane tähele iga stsenaariumi alguses näidatavat eesmärgiakent. Sageli võidad "
|
||
"stsenaariumi kõigi vastase pealikute surmamisega ning kaotad, kui sinu "
|
||
"pealik sureb. Stsenaariumidel aga võib olla ka muid sihte - näiteks viia "
|
||
"enda pealik kindlasse punkti kaardil, päästa mõni tegelane, lahendada mõni "
|
||
"mõistatus või pidada vastu piiramisele kindla arvu käikude jooksul."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Värbamine ja tagasi kutsumine"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
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"
|
||
"Paremklõps kindluse mõnel väljal ja värbamiskäsk toob soovitud üksuse "
|
||
"sellesse välja, menüüst valides võib see ilmuda mõnda vabasse välja keskse "
|
||
"lossi lähedal. Värvata saad vaid nii mitu üksust, kui palju on kindluses "
|
||
"vabasid välju, samuti peab sul olema iga värvatava üksuse jaoks piisavalt "
|
||
"kulda."
|
||
|
||
#. [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 recruit button to "
|
||
#| "recruit it."
|
||
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 ""
|
||
"Iga osapool alustab stsenaariumi enda kindlusest ühe pealikuga. Lahingu "
|
||
"tarvis on mängijal vaja värvata <ref>dst='..units' text='üksused'</ref>. "
|
||
"Värbamiseks peab sinu pealik (näiteks Konrad Troonipärija sõjakäigus) asuma "
|
||
"<ref>dst='terrain_castle' text='kindluse'</ref> värbamisväljal (lossis). "
|
||
"Seejärel vali käsk Värba kas mängu peamenüüst või tee paremklõps ühel "
|
||
"kindluse väljal ja vali sama käsk ilmuvast menüüst. Avaneb värbamismenüü, "
|
||
"kus on kirjas saadaolevad üksused ja nende värbamiseks vajalik kullakogus. "
|
||
"Üksuse info vaatamiseks klõpsa üksusel, värbamiseks klõpsa vastavat nuppu."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:202
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Värvatud üksustel on kaks juhuslikult valitud <ref>dst='..traits_section' "
|
||
"text='eripära'</ref>, mis mõjutavad nende omadusi."
|
||
|
||
#. [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"
|
||
"Hilisemates stsenaariumides saab ka kutsuda tagasi varasemates lahingutes "
|
||
"ellujäänud üksusi. Tagasikutsumine maksab kõigi üksuste puhul 20 kuldraha ja "
|
||
"toimub sarnaselt värbamisega vastavast nimekirjast."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:206
|
||
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"
|
||
"Lisaks värbamisele ja tagasikutsumisele kulub raha ka üksuste "
|
||
"ülalpidamisele. Lisainfo saamiseks vaata peatükki "
|
||
"<ref>dst='income_and_upkeep' text='Sissetulek ja elatis'</ref>."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Sissetulek ja ülalpidamine"
|
||
|
||
#. [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. (In general "
|
||
#| "this is configurable but in campaigns it is almost always one gold per "
|
||
#| "village.) 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."
|
||
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"
|
||
"Sissetulek on lahendatud lihtsalt. Põhisissetulek on 2 kuldraha käigu kohta. "
|
||
"Iga sulle kuuluva küla eest saad sa igal käigul ühe kuldraha (seda saab "
|
||
"üldiselt muuta, kuid sõjakäikudes on see pea kõikjal nõnda). Kümme küla "
|
||
"annavad seega kaksteist kuldraha. Sellest sissetulekust võetakse aga maha "
|
||
"üksuste elatis, nagu alljärgnevalt kirjeldatud."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
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 ""
|
||
"Wesnothis ei piisa ainult üksuste värbamisest ja võitlemisest. Sa pead "
|
||
"hoidma silma peal ka oma kullavarudel, eriti sõjakäikudel, kus kuld kandub "
|
||
"ühest osast teise edasi. Seejuures peab arvestama kahe asjaga: sissetulekute "
|
||
"ja elatisega."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:220
|
||
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"
|
||
"Elatis on samuti üsna lihtne asi. Iga üksus vajab elatist enda taseme võrra. "
|
||
"Tasuta saab pidada nii paljude tasemete võrra üksusi, kui palju sul on "
|
||
"külasid. Iga seda ületava üksuse taseme eest pead maksma 1 kuldraha käigu "
|
||
"kohta. Näiteks kui sul on 12 1. taseme üksust ja 10 küla, siis pead maksma "
|
||
"elatist 2 kuldraha iga käigu kohta."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:222
|
||
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"
|
||
"Elatis lahutatakse sinu sissetulekust, nii et kui sul on kaks 1. taseme "
|
||
"üksust ja 10 küla, on sinu sissetulek 10 kuldraha käigu kohta."
|
||
|
||
#. [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
|
||
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"
|
||
"Elatisel on kaks suurt erandit: pealikud ja ustavad üksused ei nõua elatist. "
|
||
"Üksused, kellega sa mängu alustad (nagu Delfador) või kes liituvad "
|
||
"stsenaariumi jooksul (nagu hobusemees Troonipärija teises stsenaariumis) on "
|
||
"enamasti ustavad. Üksus, keda sa n.ö. ise mängid (nagu Konrad) on peaaegu "
|
||
"alati ka pealik."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Elu- ja kogemuspunktid"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:238
|
||
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 ""
|
||
"Igal üksusel on kindel arv elupunkte (EP). Kui elupunktide arv langeb alla "
|
||
"1, siis üksus hukkub. Igal üksusel on ka mingi hulk kogemuspunkte (KP). "
|
||
"Värskelt värvatud üksus alustab ilma kogemuspunktideta ja hakkab neid koguma "
|
||
"vastastega võideldes."
|
||
|
||
#. [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 ""
|
||
"Elu- ja kogemuspunkte näidatakse külgpaanil kahe numbrina (hetkeseis ning "
|
||
"maksimaalne võimalik väärtus selle üksuse jaoks)."
|
||
|
||
#. [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='experience_and_advancement' text='advance'</ref>."
|
||
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 ""
|
||
"Elupunkte näitab ka energiatulp üksuse kõrval, mis võib olla roheline, "
|
||
"kollane või punane. Vähemalt 1 kogemuspunktiga üksusel on ka sinine "
|
||
"kogemusetulp, mis värvub valgeks, kui üksus läheneb järgmisele "
|
||
"<ref>dst='experience_and_advancement' text='tasemele'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Edutamise järel saab:"
|
||
|
||
#. [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"
|
||
"Üksused vajavad edutamiseks kindlat arvu kogemuspunkte (taibukad üksused "
|
||
"vajavad 20% vähem). Vajaliku punktisummani jõudes edutatakse nad järgmisele "
|
||
"tasemele ja ravitakse täiesti terveks. Mõnel juhul saad sa valida erinevate "
|
||
"edutamisvariantide vahel."
|
||
|
||
#. [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 ""
|
||
"Kui mõlemad võitlevad üksused jäävad lahingus ellu, saavad nad juurde "
|
||
"vastase taseme jagu kogemuspunkte (KP). Kui üksus surmab oma vastase, siis "
|
||
"juba rohkem: 4 punkti nulltaseme üksuse eest, 8 esimese taseme eest, 16 "
|
||
"teise taseme eest, 24 kolmanda taseme eest jne."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:254
|
||
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"
|
||
"Enamikul üksustel on kolm taset, kuid mitte kõigil: mõnel (nagu "
|
||
"<ref>dst='unit_Mage' text='võluritel'</ref>) võib olla neli. Kui üksus on "
|
||
"jõudnud enda viimase tasemeni, võib tal olla võimalus saada tasemepreemiat "
|
||
"järgmiste tasemepiiride ületamise eest. Tüüpiline tasemepreemia on 3 lisa-"
|
||
"elupunkti ja tervise täielik taastamine. Esimene tasemepreemia tuleb "
|
||
"enamasti 150 KP (taibukatel üksustel 120 KP) juures. Kuna aga tasemepreemia "
|
||
"saavutamine muutub järjest raskemaks, on enamasti mõistlik anda "
|
||
"kogemuspunktid võimaluse korral madalama tasemega üksustele. "
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Liikumine"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
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"
|
||
"Igal üksusel on kindel arv liikumispunkte, mida liikumine kulutab sõltuvalt "
|
||
"maastikust. Näieks rohumaale liikumine kulutab peaaegu alati 1 "
|
||
"liikumispunkti. Täpne hulk sõltub üksuse tüübist - näiteks metsas kulutab "
|
||
"haldjas 1 liikumispunkti, enamik inimesi ja orke 2 ning ratsamehed 3 punkti. "
|
||
"Et vaadata, kui palju liikumispunkte mingi üksus mingil maastikul kulutab, "
|
||
"tee üksusel paremklõps, vali üksuse kirjeldus ja vaata "
|
||
"<italic>text='maastiku mõju'</italic>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
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 ""
|
||
"Liikumine on Wesnothi Lahingus lihtne. Klõpsa liigutatavale üksusele, "
|
||
"seejärel kohale, kuhu soovid liikuda. Üksusele klõpsates näidatakse "
|
||
"piirkonda, kuhu on selle käigu jooksul võimalik liikuda. Liikudes "
|
||
"hiirekursoriga üle võimalike sihtkohtade näidatakse üksuse kaitsevõimet igas "
|
||
"kohas. Liikudes hiirega väljapoole käiguulatust näidatakse iga asukoha puhul "
|
||
"sinnajõudmise aega käikudes, asukohale klõpsates alustab üksus lühimat teed "
|
||
"pidi sinnapoole liikumist. Kui esimese liikumisega jääb üksusele veel "
|
||
"käiguvõimalust, võib teda uuesti liigutada - nii saab näiteks vahetada kahe "
|
||
"üksuse asukohad. Üksusega ründamine lõpetab käigu. Liikumine külla, mis pole "
|
||
"sinu oma, lõpetab samuti käigu, kuid üksus saab rünnata kõrvalasuvat vastast."
|
||
|
||
#. [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 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_skirmisher' text='skirmishers'</ref> can ignore zones "
|
||
#| "of control."
|
||
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"
|
||
"Veel üks liikumisel meelespidamist vääriv asi on mõjuväljad. Iga üksuse "
|
||
"mõjuväli on teda ümbritsevad väljad, millesse sisenenud vastase üksus "
|
||
"lõpetab käigu. Mõjuväljade oskuslik kasutamine on oluline osa Wesnothi "
|
||
"Lahingust, kuna üksnes <ref>dst='ability_skirmisher' text='tabamatud'</ref> "
|
||
"üksused suudavad mõjuvälju eirata."
|
||
|
||
#. [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"
|
||
"Vastase võimaliku käiguulatuse nägemiseks vajuta Ctrl-v (Macil Cmd-v). Ctrl-"
|
||
"b (Cmd-b) näitab võimalikke käike siis, kui käike takistavaid üksusi ees ei "
|
||
"oleks."
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:277
|
||
msgid "Vision"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:278
|
||
msgid ""
|
||
"Vision determines how far a unit can see on the map. Normally, a unit’s "
|
||
"vision range is calculated as its movement range plus one hex. Certain units "
|
||
"with unique vision capabilities deviate from this rule and have vision cost "
|
||
"independent of movement range."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:285
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Pimendus ja sõjaudu"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:286
|
||
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 ""
|
||
"Mõnes stsenaariumis on osa kaardist pimendatud. Wesnothis on kaks nähtust, "
|
||
"mida saab kasutada nii eraldi kui koos. Pimendus peidab nii maastiku kui "
|
||
"kõik üksused, kuid peale selle eemaldamist jääb kaart avatuks. Sõjaudu "
|
||
"peidab vaid üksused ning külade kuuluvuse (v.a. need, mis kuuluvad sulle või "
|
||
"sinu liitlastele). Sõjaudu eemaldatakse, kui sinu üksused on mingis "
|
||
"asukohas, kuid peale nende lahkumist tuleb see tagasi. Iga üksus eemaldab "
|
||
"sõjaudu ja pimenduse enda järgmise käigu ulatuses (eirates mõjuvälju ja "
|
||
"vastase üksusi).\n"
|
||
"\n"
|
||
"Tavaliselt saab üksuse käiku tagasi võtta, kui pole toimunud mõnd juhusliku "
|
||
"tulemusega sündmust nagu võitlus või värbamine (kuna enamik üksusi saab "
|
||
"juhuslikud eripärad). Peidetud maastiku avastamise puhul ei ole samuti "
|
||
"võimalik käiku tagasi võtta. Tegevuste menüüst saab valida 'Viivita "
|
||
"pimenduse uuendamisega' - sel juhul viivitatakse pimenduse või sõjaudu "
|
||
"eemaldamisega kuni järgmise juhusliku sündmuseni või kuni mängija valib "
|
||
"käigu lõpus 'uuenda pimendust', säilitades nõnda võiimaluse käikude "
|
||
"tagasivõtmiseks."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:290
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Löökide arv ja järjekord</header>"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:292
|
||
msgid ""
|
||
"In multiplayer games, moves that have been sent to the network can’t be "
|
||
"undone; the game delays sending data to try to preserve your undo ability. "
|
||
"When discussing with teammates, remember that the other players are usually "
|
||
"looking at a snapshot from the time of the last combat or fog-revealing "
|
||
"move. Chat messages and map labels are sent immediately, however they don’t "
|
||
"cause the undoable moves to be sent."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid "Save-loading"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:300
|
||
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. 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:302
|
||
msgid ""
|
||
"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:305
|
||
msgid ""
|
||
"Small risks build up for your non-hero units too. While the story and "
|
||
"dialogue usually aim to give you some emotional bond with your troops, the "
|
||
"game mechanics reward remembering that it’s just a game — there is rarely "
|
||
"any penalty for letting these units die, other than being unable to recall "
|
||
"them in future scenarios. Your battle plan should distribute the risks based "
|
||
"on which troops you want to recall later."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:307
|
||
msgid ""
|
||
"The difficulty levels are balanced assuming that the player won’t save-load. "
|
||
"In the mainline campaigns, harder difficulties generally have more enemies "
|
||
"and thus more experience points available; this leads to them being balanced "
|
||
"assuming that the player will be able to train enough troops to cope with "
|
||
"losing some level two or level three units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:309
|
||
msgid ""
|
||
"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:316
|
||
msgid "Learning from Losses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:317
|
||
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:319
|
||
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:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
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:325
|
||
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:327
|
||
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:329
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. Campaigns generally "
|
||
"assume that you will have some <italic>text='carryover gold'</italic> and "
|
||
"some experienced 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 experienced 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:331
|
||
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:333
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:335
|
||
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:337
|
||
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:339
|
||
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:341
|
||
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:343
|
||
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:345
|
||
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:354
|
||
msgid "Combat"
|
||
msgstr "Võitlus"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Löökide arv ja järjekord</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
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 ""
|
||
"Wesnothi Lahingus toimub võitlus alati kõrvuti väljadel asuvate üksuste "
|
||
"vahel. Klõpsa esmalt enda üksusele ja siis rünnatavale vastase üksusele: "
|
||
"sinu üksus liigub vastase juurde ja kõrvuti väljadele jõudes algab võitlus. "
|
||
"Ründaja ja kaitsja löövad kordamööda, kuni mõlemad on kulutanud ära kõik "
|
||
"löögid. Ründaja valib rünnakutüübi ning kaitsja kasutab sama tüüpi "
|
||
"vasturünnakut. Rünnakuid on kaht tüüpi: lähirünnak, mis enamasti kasutab "
|
||
"mõõku, kirveid, kihvu jms relvi, ning kaugrünnak, mis kasutab vibusid, "
|
||
"viskeodasid, tulekerasid vms."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:357
|
||
#, 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)."
|
||
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"
|
||
"Ründaja lööb esimesena, seejärel kaitsja. See jätkub kordamööda, kuni "
|
||
"mõlemad üksused on ära kasutanud kõik oma rünnakud. Rünnakute arv on erinev: "
|
||
"näiteks 5-4 mõõgarünnakuga haldjasõdalane võib teha 4 lööki, neist igaüks "
|
||
"tekitab 5 punkti kahju, samas orkijorss enda 9-2 rünnakuga saab ainult 2 "
|
||
"korda lüüa (kuid tekitab löögiga 9 punkti kahju)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:361
|
||
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"
|
||
"Iga üksuse pihtasaamise tõenäosus sõltub maastikust, kus ta asub. Seda "
|
||
"näidatakse staatusepaanil ning seda saab näha ka paremklõpsuga üksusel, "
|
||
"valides seejärel Üksuse kirjeldus ning vaadates <italic>text='maastiku "
|
||
"mõju'</italic>. Näiteks haldjatel on metsas kaitsemääraks 70%, s.t. neid "
|
||
"ründaval üksusel on vaid 30% tõenäosus tabada. Sama haldja tõenäosus vastast "
|
||
"tabada sõltub omakorda maastikust, kus too seisab."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:363
|
||
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"
|
||
"Sel reeglil on kaks erandit: <ref>dst='weaponspecial_magical' "
|
||
"text='võluväelised rünnakud'</ref> and <ref>dst='weaponspecial_marksman' "
|
||
"text='täpsuskütid'</ref>. Võluväelised rünnakud tabavad maastikust "
|
||
"sõltumatult alati 70% tõenäosusega, täpsuskütid aga vähemalt 60% "
|
||
"tõenäosusega."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Kahju</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:367
|
||
#, 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."
|
||
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"
|
||
"Iga tabanud löögi baaskahjustus sõltub rünnakutüübist. Näiteks 5-4 rünnakuga "
|
||
"haldjasõdalane tekitatud baaskahjustus on 5 punkti. Enamasti saab seda muuta "
|
||
"kaks asja: <ref>dst='damage_types_and_resistance' text='vastupanuvõime'</"
|
||
"ref> ja <ref>dst='time_of_day' text='päevaaeg'</ref>. Et näha, kuidas need "
|
||
"mõjutavad baaskahjustuse suurust, vali rünnaku valiku menüüst "
|
||
"<italic>text='Kahju arvutamine'</italic>."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:369
|
||
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"
|
||
"Mõnel üksusel on erilised <ref>dst='..abilities_section' text='võimed'</"
|
||
"ref>, mis mõjutavad võitluse käigus tekitatud kahju. Kõige levinum neist on "
|
||
"<ref>dst='weaponspecial_charge' text='tormakus'</ref>, mis kahekordistab nii "
|
||
"ründaja kui kaitsja löögitugevuse, kui ründajal on see omadus."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:377
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Kahju tüübid ja vastupidavus"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:378
|
||
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"
|
||
"Vastupanuvõime toimib väga lihtsalt: kui üksusel on mingi rünnaku suhtes 40% "
|
||
"vastupanuvõime, saab ta 40% vähem kahju. Üksus võib olla ka mingi rünnaku "
|
||
"suhtes haavatav - kui tal on −100% vastupanuvõime mingi rünnaku suhtes, saab "
|
||
"ta selle rünnakuga 100% suurema kahjustuse."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:378
|
||
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 ""
|
||
"Wesnothis on kolm põhilist füüsiliste rünnakute kahjustusetüüpi: tera-, "
|
||
"torke- ja löögirelvadega tekitatud. Lisaks on veel kolm tüüpi, mida "
|
||
"tekitavad võluväelised rünnakud: tule-, külma- ja müstilised rünnakud. Eri "
|
||
"üksustel võib olla eri rünnakute suhtes eri vastupanuvõimed, mis mõjutavad "
|
||
"saadud kahjustuse suurust."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:380
|
||
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"
|
||
"Näiteks luukered on tugeva vastupanuvõimega tera- ja torkerelvade suhtes, "
|
||
"kuid on haavatavad löögirelvade ja tulega, eriti aga müstiliste rünnakutega."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:382
|
||
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"
|
||
"Kui löök tabab, teeb ta vähemalt 1 punkti jagu kahju. See kehtib isegi 100% "
|
||
"vastupanuvõime korral."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:390
|
||
msgid "Orbs and ellipses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:391
|
||
msgid ""
|
||
"There are colored indicators above the energy bars of some units, consisting "
|
||
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:403
|
||
msgid ""
|
||
"The orbs show whether the unit can move or attack. The statuses and their "
|
||
"standard colors are:\n"
|
||
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
|
||
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
|
||
"attack. It might still be able to move further too.\n"
|
||
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
|
||
"this turn.\n"
|
||
" • Red is also used after the ‘end unit turn’ command, and,\n"
|
||
" • when a unit is in the middle of a multi-turn move (has been told to "
|
||
"move further than it can in the current turn).\n"
|
||
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
|
||
"still move further, but it can no longer attack.\n"
|
||
" • This can happen due to campaign-specific events or abilities, for "
|
||
"example the <italic>text='disengage'</italic> ability in the campaign "
|
||
"<italic>text='Under the Burning Suns'</italic>.\n"
|
||
"• <bold>text='Blue'</bold> for allied units, except during that ally’s own "
|
||
"turn.\n"
|
||
" • During the ally’s own turn, their units will be shown with the colors "
|
||
"showing whether the units can still move and attack; however their moves, "
|
||
"and the corresponding orb changes, are delayed as explained in "
|
||
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
|
||
"• Enemy units normally don’t have orbs, however these can be enabled in the "
|
||
"advanced preference “Customize orb colors”."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:418
|
||
msgid ""
|
||
"A team-colored shape is drawn on the ground under each unit. This is called "
|
||
"the “ellipse”, although some units’ ellipses are not elliptical."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:429
|
||
msgid ""
|
||
"• Most units have a circular ellipse.\n"
|
||
"• Units that can recruit have a seven-pointed star.\n"
|
||
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
|
||
"seven-pointed star, these units can’t recruit.\n"
|
||
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
|
||
"broken outline version of the shape.\n"
|
||
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
|
||
"a ZoC, these units have a broken outline version of the seven-pointed star."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:440
|
||
msgid "Crowns and loyal markers"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:441
|
||
msgid ""
|
||
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
|
||
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
|
||
"text='ellipses'</ref>:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
|
||
#: data/core/help.cfg:456
|
||
msgid ""
|
||
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
|
||
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
|
||
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
|
||
"<bold>text='loyal icon'</bold>.\n"
|
||
"\n"
|
||
"Of these categories, only leaders are built into the basic game rules. The "
|
||
"others are found in campaigns, and are characters that form part of the "
|
||
"narration. The exact rules for them are set by their campaign, which might "
|
||
"deviate from these standard expectations about them:\n"
|
||
"\n"
|
||
"• The death of any hero leads to immediate defeat.\n"
|
||
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
|
||
"though they can recruit.\n"
|
||
"• All of these units have the main advantage of the loyal trait, that they "
|
||
"cost no upkeep.\n"
|
||
"• Losing any of these units causes a disadvantage for the remainder of the "
|
||
"campaign, assuming it doesn’t end immediately.\n"
|
||
"• These units will never occur as random recruits."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:474
|
||
msgid "Time of Day"
|
||
msgstr "Päevaaeg"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The time of day affects the damage of certain units as follows:\n"
|
||
#| " Lawful units get +25% damage in daytime, and −25% damage at night.\n"
|
||
#| " Chaotic units get +25% damage at night, and −25% in daytime.\n"
|
||
#| " Neutral units are unaffected by the time of day.\n"
|
||
#| " Liminal units get −25% damage during both night and daytime."
|
||
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 twilight."
|
||
msgstr ""
|
||
"Päevaaeg mõjutab üksuste võitlusvõimet järgnevalt:\n"
|
||
"Kuulekad üksused teevad baasväärtusega võrreldes päeval 25% rohkem ja öösel "
|
||
"25% vähem kahju.\n"
|
||
"Korratud üksused teevad baasväärtusega võrreldes öösel 25% rohkem ja päeval "
|
||
"25% vähem kahju.\n"
|
||
"Ükskõikseid üksusi päevaaeg ei mõjuta.\n"
|
||
"Kahetised üksused teevad baasväärtusega võrreldes päeval ja öösel 25% vähem "
|
||
"kahju."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:480
|
||
#, 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"
|
||
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"
|
||
"Päevaaega saab jälgida minikaardi all külgpaanil. Tavapärase päeva/öö tsükli "
|
||
"puhul loetakse hommik ja pärastlõuna päevaks ning esimene ja teine "
|
||
"öövahikord ööks.\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#: data/core/help.cfg:484 data/core/macros/schedules.cfg:16
|
||
#: data/core/macros/schedules.cfg:290
|
||
msgid "Dawn"
|
||
msgstr "Koit"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "Hommik"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "Pärastlõuna"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#: data/core/help.cfg:487 data/core/macros/schedules.cfg:55
|
||
#: data/core/macros/schedules.cfg:411
|
||
msgid "Dusk"
|
||
msgstr "Hämarik"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "Esimene öövahikord"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "Teine öövahikord"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:491
|
||
#, 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 ""
|
||
"Pea meeles, et mõned stsenaariumid leiavad aset maa all, kus valitseb "
|
||
"igavene öö!"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:493
|
||
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:495
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:497
|
||
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:504
|
||
msgid "Healing"
|
||
msgstr "Tervenemine"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor "
|
||
#| "is attacked will heal 2 HP in its next turn."
|
||
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"
|
||
"Puhkamine: üksus, mis ei liigu ega ründa ning mida ei rünnata, taastab "
|
||
"järgmise käigu alguses 2 elupunkti. "
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
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:507
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<italic>text='Villages'</italic>: A unit which starts a turn in a village "
|
||
#| "will heal 8HP."
|
||
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"
|
||
"Külad: üksus, mis alustab käiku külast, taastab 8 elupunkti."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:508
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
|
||
#| "(such as trolls) will automatically heal 8HP every turn."
|
||
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='Taastumine'</ref>: mõned üksused (nagu "
|
||
"trollid) taastuvad automaatselt iga käigu alguses 8 EP võrra."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:509
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<italic>text='Healing units'</italic>: Units with the "
|
||
#| "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each "
|
||
#| "allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</"
|
||
#| "ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent "
|
||
#| "Poison from causing that unit damage."
|
||
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"
|
||
"Ravitsemine: <ref>dst='ability_heals +4' text='ravitsevad'</ref> üksused "
|
||
"ravivad kõiki kõrvalasuvaid sõbralikke üksusi, enamasti "
|
||
"<ref>dst='ability_heals +4' text='4'</ref> või <ref>dst='ability_heals +8' "
|
||
"text='8'</ref> EP käigu kohta, või hoiavad ära mürgitatud üksuste edasise "
|
||
"kahjustumise. "
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:510
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<italic>text='Curing units'</italic>: Units with the "
|
||
#| "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in "
|
||
#| "all allied adjacent units (in preference to healing, if it has that "
|
||
#| "ability as well)."
|
||
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"
|
||
"Tervendamine: <ref>dst='ability_cures' text='tervendavad'</ref> üksused "
|
||
"eemaldavad mürgituse kõigilt kõrvalasuvatelt sõbralikelt üksustelt (toimub "
|
||
"enne ravitsemist, juhul kui üksus ka seda suudab)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:511
|
||
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:512
|
||
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"
|
||
"Puhkamine mõjub koos muude tervenemisviisidega, kuid küla mõju, taastumine, "
|
||
"ravitsemine ja tervendamine ei mõju kõik, vaid rakendub neist parim. "
|
||
"Lõpetuseks: kõik üksused tervenevad täiesti stsenaariumide vahel."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:514
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:516
|
||
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:524
|
||
msgid "Wrap Up"
|
||
msgstr "Kokkuvõte"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:525
|
||
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 ""
|
||
"Niipalju siis Wesnothi põhitõdedest. Võiksid lugeda veel strateegia "
|
||
"põhialuseid või uurida <ref>dst='..traits' text='eripärasid'</ref> ja "
|
||
"<ref>dst='..abilities_section' text='võimeid'</ref>, kuid nüüd peaksid "
|
||
"teadma kõike, mida vajad Troonipärija sõjakäigu mängimiseks. Edu sulle!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:530
|
||
msgid "License"
|
||
msgstr "Litsents"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Most units have two traits. However, undead units are assigned the single "
|
||
#| "trait <italic>text='undead'</italic>, and woses do not receive any "
|
||
#| "traits. Traits are modifications that change a unit’s attributes "
|
||
#| "slightly. They are usually randomly assigned to a unit when it is "
|
||
#| "recruited."
|
||
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 ""
|
||
"Enamikul üksustest on kaks eripära, kuid kooljatel on vaid üksainus, "
|
||
"'kooljas' ning puuvaimudel pole neid üldse. Eripärad muudavad veidi üksuste "
|
||
"omadusi. Nad määratakse enamasti juhuslikult üksuse värbamisel."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
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:543
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "The traits that are available to all non-undead units are "
|
||
#| "<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
#| "<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
|
||
#| "text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
|
||
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"
|
||
"Kõigil üksustel, kes pole kooljad, võivad olla järgmised eripärad:"
|
||
"<ref>dst='traits_intelligent' text='taibukas'</ref>, <ref>dst='traits_quick' "
|
||
"text='väle'</ref>, <ref>dst='traits_resilient' text='vastupidav'</ref> ja "
|
||
"<ref>dst='traits_strong' text='tugev'</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:545
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
|
||
#| "text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
|
||
#| "<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
#| "\n"
|
||
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"
|
||
"Veel võivad üksused olla<ref>dst='traits_dextrous' text='osavad'</ref>, "
|
||
"<ref>dst='traits_loyal' text='ustavad'</ref> ja <ref>dst='traits_undead' "
|
||
"text='kooljad'</ref>.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:555
|
||
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:555
|
||
#, 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 ""
|
||
"Mängu kaartidel on hulk eri maastikke, mis mõjutavad erinevalt nii üksuste "
|
||
"liikumist kui kaitsevõimet lahingus.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:559
|
||
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:563
|
||
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:565
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:567
|
||
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:571
|
||
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:575
|
||
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:579
|
||
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:583
|
||
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:585
|
||
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:587
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:589
|
||
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:591
|
||
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:593
|
||
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:595
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:608
|
||
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:618
|
||
msgid "Using Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text=Damage</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Kahju</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
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:621
|
||
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:623
|
||
#, 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='Selle rünnakuga üksused'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:625
|
||
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:627
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Löökide arv ja järjekord</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:629
|
||
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:633
|
||
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:635
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Löökide arv ja järjekord</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:637
|
||
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:639
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:641
|
||
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:645
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:647
|
||
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:656
|
||
msgid "Installing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:657
|
||
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='Add-on 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:670
|
||
msgid "Removing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:671
|
||
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:686
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Üldised käsud"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770
|
||
#, fuzzy
|
||
#| 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"
|
||
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 ""
|
||
"Neid käske saab anda kas käsurealt (kirjutades nende ette kooloni) või "
|
||
"vestluseaknast (kirjutades nende ette kaldkriipsu; eelnevalt tuleb vestluse "
|
||
"avamiseks vajutada 'm').\n"
|
||
" \n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Similar to the ‘fps’ command, but also forces everything to redraw instead "
|
||
"of only things that have changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Kustuta vestlused.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:695
|
||
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"
|
||
"Lülita silumine sisse (ei tööta mitmemängijarežiimis). Vt. "
|
||
"<ref>dst='debug_commands' text='silumiskäsud'</ref>.\n"
|
||
"Silumise lülitab välja kas mängust lahkumine või käsk :nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:699
|
||
msgid ""
|
||
"\n"
|
||
"Switch a side between human and AI control. The second parameter can be "
|
||
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
|
||
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
|
||
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
|
||
"Defaults to toggling the currently active side if no parameters are "
|
||
"supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:702
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:705
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Toggle the display of the current frames per second.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second. Also writes these "
|
||
"values to a file in the userdata directory.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Määra kasutatav kaadrite arv sekundis.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:708
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Vaheta logimistaset.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:711
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Kuvab ekraanipildi uuesti ja laeb kõik vahepeal muutunud pildifailid "
|
||
"uuesti.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:714
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ava teemademenüü.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:717
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Lõpeta stsenaarium (ilma küsimata).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:720
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Salvesta mäng (ilma küsimata).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:723
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Salvesta mäng ja lõpeta stsenaarium (ilma küsimata)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:731
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Mitmemängija-käsud"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:734
|
||
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"
|
||
"Keela mängija osalemine mitmemängija mängus kasutajanime ja IP-aadressi "
|
||
"järgi ja viska ta välja. Saab kasutada ka nende puhul, kes pole mängus, kuid "
|
||
"on serveriga ühenduses (sel juhul nad lihtsalt blokeeritakse).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:737
|
||
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"
|
||
"Määra osapoole (kirjuta siia number) eest mängijaks (kirjuta siia mängija "
|
||
"või vaatleja kasutajanimi). Osapooli ja nende mängijaid saad näha "
|
||
"'Stsenaariumi seadete' alt (vajuta 'Olekutabeli' (vaikimisi Alt-s) juures "
|
||
"'veel'-nuppu). Mängu omanik saab muuta kõiki osapooli.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:740
|
||
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:743
|
||
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:746
|
||
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"
|
||
"Viska mängija mitmemängija mängust välja. Ta võib mänguga uuesti liituda. "
|
||
"Kui soovid mängija osapoolt muuta, kasuta parem :control -käsku.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:749
|
||
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 ""
|
||
"\n"
|
||
"Saadab mängijale erasõnumi. Ei saa saata mängijatele, kes juhivad "
|
||
"käimasoleva mängu osapooli.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:752
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Vaigista konkreetne vaatleja. Kui kasutajanime ei määrata, näitab "
|
||
"vaigistatud kasutajaid.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:755
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Lülita kõigi vaatlejate vaigistamine sisse/välja.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:758
|
||
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"
|
||
"Luba mängija osalemine mitmemängija mängus kasutajanime ja IP-aadressi "
|
||
"järgi. Saab kasutada ka nende puhul, kes pole mängus, kuid on serveriga "
|
||
"ühenduses.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:761
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"Luba konkreetsel vaatlejal rääkida. Kui kasutajanime ei määrata, tühjendab "
|
||
"vaigistatud kasutajate nimekirja."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:769
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Silumiskäsud"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:772
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Avab menüü, kust saad otse hüpata enda valitud stsenaariumile sõjakäigus.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:775
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Loo valitud väljale määratud tüüpi üksus.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:778
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Lülita valitud osapoole jaoks sõjaudu/pimendus sisse/välja.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:781
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Lisa valitud osapoole arvele määratud kogus kulda.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:784
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Viib koheselt sõjakäigu järgmise stsenaariumi juurde.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:787
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Anna käsitsi väärtus mänguoleku muutujale.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:790
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Näita mänguoleku muutujat.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:793
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Käivita määratud sündmus käsitsi.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:796
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Muudab valitud üksuse määratud omadust. Näiteks: :unit hitpoints=100\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:799
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"Suurendab üksuse taset N võrra. N: :unit advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:11
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +4:\n"
|
||
#| "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"
|
||
#| "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 ""
|
||
"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 ""
|
||
"Ravitsev +4:\n"
|
||
"Võimaldab üksusel iga käigu alguses ravida kõrvalasuvaid sõbralikke üksusi.\n"
|
||
"\n"
|
||
"Abistataval üksusel taastub kuni 4 elupunkti või peatub selleks käiguks "
|
||
"mürgi mõju.\n"
|
||
"Mürgitatud üksust nõnda mürgitusest vabastada ei saa, vaid ta peab otsima "
|
||
"abi kas külast või tervendusvõimega üksuselt."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:37
|
||
#, 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 ""
|
||
"Ravitsev +8:\n"
|
||
"See üksus suudab lisaks ravimtaimedele kasutada ka võlukunsti ning seega "
|
||
"ravida teisi kiiremini kui tavaliselt.\n"
|
||
"\n"
|
||
"Abistataval üksusel taastub kuni 8 elupunkti või peatub selleks käiguks "
|
||
"mürgi mõju.\n"
|
||
"Mürgitatud üksust nõnda mürgitusest vabastada ei saa, vaid ta peab otsima "
|
||
"abi kas külast või tervendusvõimega üksuselt."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "tervendav"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:63
|
||
#, 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 ""
|
||
"Tervendav:\n"
|
||
"Tervendaja suudab ravida mürgitust, kuid sama käigu jooksul muud ravi anda "
|
||
"ei saa (elupunktid ei taastu)."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "taastuv"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:96
|
||
#, 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 ""
|
||
"Taastuv:\n"
|
||
"Üksus taastub 8 EP võrra igal käigul. Kui üksus on mürgi mõju all, siis "
|
||
"eemaldab ta esimesel käigul mürgi."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
#| msgid "regenerates"
|
||
msgid "regenerates +4"
|
||
msgstr "taastuv"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
#, fuzzy
|
||
#| msgid "female^regenerates"
|
||
msgid "female^regenerates +4"
|
||
msgstr "taastuv"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:110
|
||
#, 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 4 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Taastuv:\n"
|
||
"Üksus taastub 8 EP võrra igal käigul. Kui üksus on mürgi mõju all, siis "
|
||
"eemaldab ta esimesel käigul mürgi."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr "See üksus taastub, nagu asuks ta pidevalt külas."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:132
|
||
#, 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 ""
|
||
"Vankumatu:\n"
|
||
"Selle üksuse vastupanuvõime kahekordistub kaitsel maksimaalselt 50%-ni. "
|
||
"Haavatavusi see ei mõjuta."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
#, fuzzy
|
||
#| msgid "female^leadership"
|
||
msgid "female^diversion"
|
||
msgstr "väejuht"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target, this "
|
||
"unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||
msgstr ""
|
||
"Kui teisel pool vastast asub oma üksus, suudab see üksus pussitada, tehes "
|
||
"selja tagant rünnates topeltkahju."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit diverts the target’s attention and reduces its "
|
||
"chance to hit."
|
||
msgstr ""
|
||
"Kui teisel pool vastast asub oma üksus, suudab see üksus pussitada, tehes "
|
||
"selja tagant rünnates topeltkahju."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "väejuht"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:201
|
||
msgid ""
|
||
"This unit can lead other troops in battle.\n"
|
||
"\n"
|
||
"All adjacent lower-level units from the same side deal 25% more damage for "
|
||
"each difference in level."
|
||
msgstr ""
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "tabamatu"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:221
|
||
#, 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 ""
|
||
"Tabamatu:\n"
|
||
"See üksus suudab vaenlase üksustest kiiresti mööda liikuda ning eirata kõiki "
|
||
"vaenlase mõjuvälju."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "valgustav"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:239
|
||
#, 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 ""
|
||
"Valgustav:\n"
|
||
"See üksus valgustab ümbritsevat ala - kuulekad üksused võitlevad selles "
|
||
"paremini ja korratud halvemini.\n"
|
||
".\n"
|
||
"Kõik selle üksuse kõrval asuvad üksused võitlevad öösel, nagu oleks videvik "
|
||
"ja videvikus, nagu oleks päev."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "ruumirändur"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:255
|
||
#, 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 ""
|
||
"Ruumirändur:\n"
|
||
"See üksus suudab rännata hetkeliselt ühest külast mistahes teise samale "
|
||
"mängijale kuuluvasse tühja külasse, kulutades selleks vaid ühe "
|
||
"liikumispunkti (sammu)."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "varitsev"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:287
|
||
#, 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 ""
|
||
"Varitsev:\n"
|
||
"See üksus võib peituda metsas ja jääda vaenlaste jaoks märkamatuks.\n"
|
||
"\n"
|
||
"Vastane ei näe seda üksust metsas enne, kui tema üksus jõuab selle kõrvale. "
|
||
"Varitseja kõrvale jõudnud üksus selle käigu jooksul enam liikuda ei saa."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr ""
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
#, fuzzy
|
||
#| msgid "female^slow"
|
||
msgid "female^burrow"
|
||
msgstr "aeglane"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
#, 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 or sand if it is resting (has not moved for a "
|
||
"turn), and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is resting in forest or sand, "
|
||
"except if they have units next to it. Any enemy unit that first discovers "
|
||
"this unit immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Varitsev:\n"
|
||
"See üksus võib peituda metsas ja jääda vaenlaste jaoks märkamatuks.\n"
|
||
"\n"
|
||
"Vastane ei näe seda üksust metsas enne, kui tema üksus jõuab selle kõrvale. "
|
||
"Varitseja kõrvale jõudnud üksus selle käigu jooksul enam liikuda ei saa."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:330
|
||
#, 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 ""
|
||
"Kummitav.\n"
|
||
"\n"
|
||
"Vastase üksused ei näe öösel seda üksust, v.a. juhul, kui nende üksus asub "
|
||
"selle kõrval. Kummitava üksuse avastanud üksuse jaoks on liikumine selles "
|
||
"käigus lõppenud."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "peituv"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
#, 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, 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 ""
|
||
"Peituv:\n"
|
||
"See üksus võib peituda külades (v.a. veealused külad) ja jääda vaenlaste "
|
||
"jaoks märkamatuks.\n"
|
||
"\n"
|
||
"Vastane ei näe seda üksust külas enne, kui tema üksus jõuab selle kõrvale. "
|
||
"Varitseja kõrvale jõudnud üksus selle käigu jooksul enam liikuda ei saa."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "sukelduv"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "sukelduv"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:370
|
||
#, 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 ""
|
||
"Sukelduv:\n"
|
||
"See üksus võib peituda sügavas vees ja jääda vaenlaste jaoks märkamatuks.\n"
|
||
"\n"
|
||
"Vastane ei näe seda üksust sügavas vees enne, kui tema üksus jõuab selle "
|
||
"kõrvale. Vees peituva üksuse kõrvale jõudnud üksus selle käigu jooksul enam "
|
||
"liikuda ei saa."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "kasvav"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:391
|
||
#, 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 ""
|
||
"See üksus lisab 1 elupunkti oma maksimaalsele EP arvule iga elava üksuse "
|
||
"tapmisega."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Maks. elupunktid +3, maks. kogemus +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr "Keskpäev"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr "Kesköö"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Teine öövahikord - esimene tund"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Teine öövahikord - teine tund"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Teine öövahikord - kolmas tund"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Teine öövahikord - neljas tund"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Teine öövahikord - viies tund"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Teine öövahikord - kuues tund"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr "Hommik - esimene tund"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Hommik - teine tund"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Hommik - kolmas tund"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Hommik - neljas tund"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Pealelõuna - esimene tund"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Pealelõuna - teine tund"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Pealelõuna - kolmas tund"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Pealelõuna - neljas tund"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Pealelõuna - viies tund"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Pealelõuna - kuues tund"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Esimene öövahikord - esimene tund"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Esimene öövahikord - teine tund"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Esimene öövahikord - kolmas tund"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Esimene öövahikord - neljas tund"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Dawn"
|
||
msgstr "Esimene öövahikord"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dawn"
|
||
msgstr "Teine öövahikord"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "First Morning"
|
||
msgstr "Hommik"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "Second Morning"
|
||
msgstr "Hommik"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
#, fuzzy
|
||
#| msgid "Midday"
|
||
msgid "First Midday"
|
||
msgstr "Keskpäev"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Midday"
|
||
msgstr "Teine öövahikord"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "First Afternoon"
|
||
msgstr "Pärastlõuna"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "Second Afternoon"
|
||
msgstr "Pärastlõuna"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "First Dusk"
|
||
msgstr "alustav"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dusk"
|
||
msgstr "Teine öövahikord"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr ""
|
||
|
||
#: data/core/macros/special-notes.cfg:9
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Spirits have very unusual resistances to damage, and move quite slowly "
|
||
#| "over open water."
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
"Vaimudel on ebatavalised vastupanuvõimed ning nad liiguvad vee kohal üsna "
|
||
"aeglaselt."
|
||
|
||
#: data/core/macros/special-notes.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s arcane attack deals tremendous damage to magical creatures, "
|
||
#| "and even some to mundane creatures."
|
||
msgid ""
|
||
"This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
"Selle üksuse müstiline rünnak teeb tohutut kahju võluväega olenditele ning "
|
||
"ka mõnedele maistele."
|
||
|
||
#: data/core/macros/special-notes.cfg:19
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr "See üksus suudab anda lihtsamat ravi."
|
||
|
||
#: data/core/macros/special-notes.cfg:22
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of rapid healing."
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr "See üksus suudab anda kiiret ravi."
|
||
|
||
#: data/core/macros/special-notes.cfg:25
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of healing those around it, and curing them of "
|
||
#| "poison."
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr "See üksus suudab ravida teisi ja tervendada neid mürgist."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of neutralizing the effects of poison in units "
|
||
#| "around it."
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr "See üksus suudab enda kõrval asuvaid üksusi mürgist tervendada."
|
||
|
||
#: data/core/macros/special-notes.cfg:31
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr "See üksus taastub, nagu asuks ta pidevalt külas."
|
||
|
||
#: data/core/macros/special-notes.cfg:34
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The steadiness of this unit reduces damage from some attacks, but only "
|
||
#| "while defending."
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
"Selle üksuse vahvus vähendab mõningate rünnakute tekitatud kahju, kuid "
|
||
"ainult kaitses olles."
|
||
|
||
#: data/core/macros/special-notes.cfg:37
|
||
#, 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."
|
||
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 ""
|
||
"Selle üksuse väejuhioskus võimaldab kõrvalasuvatel sõbralikel üksustel teha "
|
||
"suuremat kahju, kui nad on juhist madalama tasemega."
|
||
|
||
#: data/core/macros/special-notes.cfg:40
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
#| "control and thus move unhindered around them."
|
||
msgid ""
|
||
"This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
"Selle üksuse kiirus ja tabamatus võimaldavad eirata vastaste mõjuvälju ja "
|
||
"liikuda vabalt ümber nende."
|
||
|
||
#: data/core/macros/special-notes.cfg:43
|
||
#, fuzzy
|
||
#| msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr "Valgustamine muudab kõrvalasuvad väljad valgemaks."
|
||
|
||
#: data/core/macros/special-notes.cfg:46
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can use one move to teleport between any two empty villages "
|
||
#| "controlled by its side."
|
||
msgid ""
|
||
"This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
"See üksus suudab üheainsa liikumissammuga jõuda ühest külast mistahes teise "
|
||
"sõbralikku külla, kus pole juba teist üksust ees."
|
||
|
||
#: data/core/macros/special-notes.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
#| "unless it is immediately adjacent or has revealed itself by attacking."
|
||
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 ""
|
||
"Selle üksuse varitsemisoskus võimaldab tal jääda metsas vastasele "
|
||
"nähtamatuks, v.a. ise rünnates või juhul, kui vastane asub kõrvalväljal."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr "See üksus suudab end öösel teistele nähtamatuks muuta."
|
||
|
||
#: data/core/macros/special-notes.cfg:55
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"See üksus suudab end külades (v.a. vees asuvad külad) ära peita ja jääda "
|
||
"vastasele nähtamatuks, v.a. kõrvalväljal asuvad üksused."
|
||
|
||
#: data/core/macros/special-notes.cfg:58
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can move unseen in deep water, requiring no air from the "
|
||
#| "surface."
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
"See üksus suudab liikuda sügavas vees nähtamatult, kuna ei pea pinnale "
|
||
"hingama tulema."
|
||
|
||
#: data/core/macros/special-notes.cfg:61
|
||
#, 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 living "
|
||
"unit."
|
||
msgstr ""
|
||
"See üksus lisab 1 elupunkti oma maksimaalsele EP arvule iga elava üksuse "
|
||
"tapmisega."
|
||
|
||
#: data/core/macros/special-notes.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Whenever its berserk attack is used, this unit continues to push the "
|
||
#| "attack until either it or its enemy lies dead."
|
||
msgid ""
|
||
"Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
"Segase rünnaku korral jätkab üksus rünnakut, kuni ta ise või vastane on "
|
||
"surnult maas."
|
||
|
||
#: data/core/macros/special-notes.cfg:67
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Kui teisel pool vastast asub oma üksus, suudab see üksus pussitada, tehes "
|
||
"selja tagant rünnates topeltkahju."
|
||
|
||
#: data/core/macros/special-notes.cfg:70
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
"Nakataja tapetud vastased tõusevad uuesti kooljatena, kui nad ei asu külas."
|
||
|
||
#: data/core/macros/special-notes.cfg:73
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to certain horrors of nature become nourishment for "
|
||
"a rapidly growing larva, unless they are standing in a village."
|
||
msgstr ""
|
||
"Nakataja tapetud vastased tõusevad uuesti kooljatena, kui nad ei asu külas."
|
||
|
||
#: data/core/macros/special-notes.cfg:76
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
"See üksus suudab vastaseid aeglustada, vähendades käigu lõpuni nende "
|
||
"liikumiskiirust ja ründetõhusust poole võrra."
|
||
|
||
#: data/core/macros/special-notes.cfg:79
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The ability to turn the living to stone makes this unit extremely "
|
||
#| "dangerous."
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr "Kiviks muutmise võime muudab selle üksuse eriti ohtlikuks."
|
||
|
||
#: data/core/macros/special-notes.cfg:82
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
#| "enemies, but only on the attack."
|
||
msgid ""
|
||
"This unit’s marksmanship gives it a high chance of hitting targeted enemies, "
|
||
"but only on the attack."
|
||
msgstr ""
|
||
"Selle üksuse täpsuskütivõimed annavad talle suure tabamistõenäosuse, kuid "
|
||
"ainult ise rünnates."
|
||
|
||
#: data/core/macros/special-notes.cfg:85
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This 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 ""
|
||
"Selle üksuse rünnakud on võluväelised ning nende tabamistõenäosus on alati "
|
||
"kõrge."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The swarming attacks of this unit become less deadly whenever its "
|
||
#| "members are wounded."
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
"Selle üksuse rabavad rünnakud on seda nõrgemad, mida rohkem ta on haavatud."
|
||
|
||
#: data/core/macros/special-notes.cfg:91
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Using a charging attack doubles both damage dealt and received; this "
|
||
#| "does not affect defensive retaliation."
|
||
msgid ""
|
||
"Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
"Tormaka rünnaku puhul kahekordistub nii rünnaku- kui vasturünnaku kahju, "
|
||
"kuid see ei kehti kaitses olles."
|
||
|
||
#: data/core/macros/special-notes.cfg:94
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " During battle, this unit can drain life from victims to renew its own "
|
||
#| "health."
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr ""
|
||
"See üksus saab lahingus tõmmata vastaselt elujõudu ja end sellega ravida."
|
||
|
||
#: data/core/macros/special-notes.cfg:97
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The length of this unit’s weapon allows it to strike first in melee, "
|
||
#| "even in defense."
|
||
msgid ""
|
||
"The length of this unit’s weapon allows it to strike first in melee, even in "
|
||
"defense."
|
||
msgstr ""
|
||
"Selle üksuse relvade pikkus võimaldab tal alati lüüa esimesena, isegi "
|
||
"kaitses olles."
|
||
|
||
#: data/core/macros/special-notes.cfg:100
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Selle üksuse mürk kahjustab vastaseid seni, kuni nad leiavad abi kas "
|
||
"tervendajalt või külast."
|
||
|
||
#: data/core/macros/special-notes.cfg:103
|
||
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 ""
|
||
|
||
#. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format.
|
||
#. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions).
|
||
#: data/core/macros/special-notes.cfg:122
|
||
msgid ""
|
||
"Special Notes (1.14-style, please update to the new list format to avoid "
|
||
"duplicates):"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "ustav"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "ustav"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "Ei vaja elatist"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
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"
|
||
"Sõjakäikude jooksul võivad mõned üksused liituda sinu vägedega oma vabast "
|
||
"tahtest. Nende eripäraks on ustavus. Ehkki nende tagasikutsumine võib vajada "
|
||
"raha, ei vaja nad elatist. See võib teha nad väga väärtuslikeks pikkadel "
|
||
"sõjakäikudel, kus kullavaru võib olla üsna väike. Värvatud üksustel pole "
|
||
"seda eripära kunagi, seetõttu tasub neid üksusi hoida."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
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 ""
|
||
"Ustavad üksused ei vaja elatist. Enamik üksusi vajab igal käigul elatist "
|
||
"vastavalt enda tasemele, ustavad aga mitte."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "kooljas"
|
||
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83
|
||
#: data/core/macros/traits.cfg:109
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "Kurnamine, nakatamine ja mürk ei mõju"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
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"
|
||
"Kooljatel on üldiselt eripäraks vaid 'kooljas'. Kuna nad on surnute kehad, "
|
||
"mis on ellu äratatud, siis mürk neile ei mõju. See võib teha neist "
|
||
"hindamatud abilised mürki kasutavate vaenlaste vastu."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"Kooljad on immuunsed mürgi suhtes, neid ei mõjuta ka kurnamine ega "
|
||
"nakatamine."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "masin"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "masin"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
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"
|
||
"Masinate ainsaks eripäraks on reeglina 'masin'. Kuna neil pole elu, ei mõju "
|
||
"neile kurnamine, mürk ega nakatamine."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Masinad on immuunsed mürgi suhtes, neid ei mõjuta ka kurnamine ega "
|
||
"nakatamine."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "hing"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "hing"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
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"
|
||
"Hingede ainsaks eripäraks on reeglina 'hing'. Kuna nad koosnevad puhtast "
|
||
"energiast, ei mõju neile kurnamine, mürk ega nakatamine."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Hinged on immuunsed mürgi suhtes, neid ei mõjuta ka kurnamine ega nakatamine."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "tugev"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "tugev"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
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"
|
||
"Kuigi tugevus on kasulik iga lähivõitleja jaoks, on see eriti tõhus üksuste "
|
||
"juures, kellel on suur rünnakute arv (näiteks haldjasõdalane). Tugevad "
|
||
"üksused on abiks siis, kui väikesest lisakahjustusest sõltub vastase lõplik "
|
||
"hävitamine."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Strong'</italic> units do 1 more damage for every "
|
||
#| "successful strike in melee combat, and have 1 more HP."
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"Tugevad üksused teevad iga eduka lähirünnakuga 1 punkti võrra enam kahju "
|
||
"ning neil on 1 lisa-EP."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "väle"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "osav"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
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"
|
||
"Osavus on üksnes haldjate eripära. Haldjarahvas on tuntud oma graatsia ning "
|
||
"suure vibukunsti poolest. Mõnel on aga võimed, mis ületavad isegi nende "
|
||
"kaaslasi. Need haldjad teevad iga noolega täiendavat kahju."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr "Osavad üksused teevad kaugrünnakutega 1 punkti võrra rohkem kahju."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "väle"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "väle"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
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"
|
||
"Väledus on kõige märgatavam eripära, eriti aeglaste üksuste (nagu trollid "
|
||
"või raske jalavägi) juures. Selle eripäraga üksused on tihti märksa "
|
||
"liikuvamad raskel maastikul, mis võib osutuda üsna oluliseks. Samas pole "
|
||
"väledad üksused nii võimsad kui teised ning on vähem sobivad tähtsate "
|
||
"positsioonide enda käes hoidmiseks."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Quick'</italic> units have 1 extra movement point, but 5% "
|
||
#| "less HP than usual."
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"Väledatel üksustel on 1 lisa-liikumispunkt, kuid 5% vähem elupunkte kui "
|
||
"harilikult."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "taibukas"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "taibukas"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
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"
|
||
"Taibukad üksused on väga kasulikud sõjakäigu alguses, kuna nad suudavad "
|
||
"saavutada kõrgemaid tasemeid kiiremini. Hiljem pole see enam nii kasulik, "
|
||
"kuna tasemepreemia pole enam nii suur eelis uue tasemega võrreldes. Kui sul "
|
||
"on palju kõrgeima tasemega üksusi, tasub tagasikutsumisel eelistada teisi, "
|
||
"kasulikumaid eripärasid."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Taibukad üksused vajavad uue taseme saavutamiseks 20% vähem kogemuspunkte."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "vastupidav"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "vastupidav"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
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"
|
||
"Vastupidavad üksused võivad osutuda kasulikuks kogu sõjakäigu jooksul ja see "
|
||
"on kasulik eripära kõigi üksuste jaoks. Kõige kasulikum on see üksuse "
|
||
"juures, mil on vähe elupunkte, kuid kõrge kaitse- ja vastupanuvõime. "
|
||
"Vastupidavad üksused sobivad eriti strateegiliste positsioonide enda käes "
|
||
"hoidmiseks."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level "
|
||
#| "more than usual."
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr ""
|
||
"Vastupidavatel üksustel on 4 EP pluss 1 EP iga taseme kohta rohkem kui "
|
||
"teistel."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "turske"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "turske"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:230
|
||
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:230
|
||
#, 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 ""
|
||
"Niigi tuntud enda elujõu poolest, on mõned päkapikud veelgi turskemad kui "
|
||
"teised ning suudavad puhata isegi rännakul olles."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "kartmatu"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr "Võitleb tavapäraselt ka ebasoodsal päevaajal"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr "Neid vapraid tegelasi pimeduse ja valguse vaheldumine ei mõjuta."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "metslane"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "metslane"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Kaitsevõime maismaa külades on vaid 50%."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:288
|
||
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 ""
|
||
"Mõistusega olevuste eluasemed ei sobi eriti juhmivõitu metslaste "
|
||
"varjamiseks. Seetõttu on <italic>text='metslastest'</italic> üksuste "
|
||
"kaitsevõime kõigis maismaal asuvates külades maksimaalselt 50%. "
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "nõrk"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "nõrk"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:306
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Units with trait <italic>text='weak'</italic> get a −1 increment in "
|
||
#| "hitpoints and melee damage."
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"Nõrgad üksused kaotavad teistega võrreldes 1 punkti nii elujõust kui "
|
||
"lähivõitluses tekitatavast kahjust."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "aeglane"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "aeglane"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"Paksu kerega, kohmakad ja aeglased isendid mäekollide ja muude liikide seas "
|
||
"suudavad kehvemini liikuda, kuid on see-eest veidi vastupidavamad."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints."
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"Aeglastel üksustel on 1 liikumispunkt vähem, kuid 5% rohkem elupunkte kui "
|
||
"harilikult."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "juhm"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "juhm"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"Juhmus on paraku väga levinud omadus mäekollide ja muude vähemate rasside "
|
||
"seas (see on üks põhjus, miks neid vähemateks peetakse...)."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
msgid ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
msgstr ""
|
||
"Üksused, mille eripäraks on 'juhmus, vajavad edenemiseks 20% rohkem "
|
||
"kogemuspunkte."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "elatanud"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "elatanud"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:361
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Units with trait <italic>text='aged'</italic> get a −8 increment in "
|
||
#| "hitpoints and a −1 increment in movement and melee damage."
|
||
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 ""
|
||
"Elatanud üksused kaotavad teistega võrreldes 8 punkti elujõust ning 1 punkti "
|
||
"nii liikumisvõimest kui lähivõitluses tekitatavast kahjust."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "segane"
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:10
|
||
#, 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 ""
|
||
"Segane:\n"
|
||
"Nii kaitstes kui rünnates kestab võitlus 30 ringi või kuni üks osapoole "
|
||
"surmani."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/weapon_specials.cfg:22
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Backstab:\n"
|
||
#| "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)."
|
||
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 ""
|
||
"Pussitav:\n"
|
||
"Rünnakul teeb see üksus topeltkahju, kui teisel pool vastast seisab oma "
|
||
"üksus, mis pole halvatud (näiteks kiviks muudetud)."
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/weapon_specials.cfg:42
|
||
#, 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 ""
|
||
"Nakatav:\n"
|
||
"Selle üksuse poolt tapetud vastane asendub nakatajaga samale osapoolele "
|
||
"kuuluva kõndiva laibaga. See ei toimi kooljate või külas asuva üksuse puhul."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/weapon_specials.cfg:65
|
||
#, 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 ""
|
||
"Aeglustav:\n"
|
||
"See rünnak aeglustab ohvrit kuni käigu lõpuni, vähendades liikumiskiirust ja "
|
||
"rünnakukahju poole võrra. Aeglustatud üksuse korral näidatakse külgpaanil "
|
||
"väikest teo kujutist."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "kivistav"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:76
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Petrify:\n"
|
||
#| "This attack petrifies the target, turning it to stone. Units that have "
|
||
#| "been petrified may not move or attack."
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Kivistav:\n"
|
||
"See rünnak muudab ohvri kiviks. Kivistatud üksused ei saa liikuda ega "
|
||
"rünnata."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/weapon_specials.cfg:87
|
||
#, 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 ""
|
||
"Täpsuskütt:\n"
|
||
"Rünnakul on selle üksuse tabamistõenäosus alati vähemalt 60%."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Marksman:\n"
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"Täpsuskütt:\n"
|
||
"Rünnakul on selle üksuse tabamistõenäosus alati vähemalt 60%."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:102
|
||
msgid ""
|
||
"This unit’s defensive techniques reduce the chance of a successful enemy "
|
||
"attack."
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "võluväeline"
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:116
|
||
#, 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 ""
|
||
"Võluväeline:\n"
|
||
"Sellel rünnakul on alati 70% tabamistõenäosus, sõltumata rünnatava üksuse "
|
||
"kaitsevõimest."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "rabav"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:129
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Swarm:\n"
|
||
#| "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."
|
||
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 ""
|
||
"Rabav:\n"
|
||
"Selle üksuse rünnakute arv väheneb haavata saades vastavalt EP-de arvule. "
|
||
"Näiteks 3/4 EP-dega üksus suudab rünnata 3/4 korda terve üksuse "
|
||
"rünnakukordade arvust."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "tormakas"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:140
|
||
#, 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 ""
|
||
"Tormakas:\n"
|
||
"Rünnakul teeb see üksus topeltkahju, kuid saab ühtlasi topeltkahju ka "
|
||
"vastase vasturünnakutest."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:154
|
||
msgid ""
|
||
"This attack puts the unit in good defensive position, and it absorbs some of "
|
||
"the damage dealt by an enemy strike."
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:155
|
||
msgid ""
|
||
"This unit can block enemy strikes, so that it takes reduced damage when hit."
|
||
msgstr ""
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/weapon_specials.cfg:167
|
||
#, 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 ""
|
||
"Kurnav:\n"
|
||
"See üksus suudab võtta elavatelt vastastelt elujõudu ning suunata poole "
|
||
"tekitatud kahjust (allapoole ümardatuna) enda ravimiseks."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "first strike"
|
||
msgstr "alustav"
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:178
|
||
#, 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 ""
|
||
"Alustav:\n"
|
||
" See üksus lööb alati esimesena, isegi kaitses olles."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/weapon_specials.cfg:189
|
||
#, 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 ""
|
||
"Mürgitav:\n"
|
||
"See üksus suudab elava ohvri mürgitada. Mürgitatud üksused kaotavad iga "
|
||
"käiguga 8 EP, kuni nad kas terveks ravitakse või kuni nende elu kahaneb 1 EP-"
|
||
"ni (mürk iseenesest üksust ei tapa). "
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:200
|
||
msgid ""
|
||
"This attack hits so hard that the opponent is dazed and can no longer "
|
||
"enforce a zone of control. The effect wears off on the opponent’s next turn."
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
"See üksus suudab vastaseid aeglustada, vähendades käigu lõpuni nende "
|
||
"liikumiskiirust ja ründetõhusust poole võrra."
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:208
|
||
msgid "arcane"
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:209
|
||
msgid ""
|
||
"This attack combines the arcane type with the type of weapon used so that "
|
||
"resistance to the arcane type does not penalize the user."
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:210
|
||
msgid ""
|
||
"This unit can use the arcane type when the opponent is particularly "
|
||
"sensitive to it in relation to the weapon on which it is applied."
|
||
msgstr ""
|
||
|
||
#: data/core/units.cfg:4
|
||
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:39
|
||
msgid "race^Bat"
|
||
msgstr "Nahkhiir"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "Nahkhiir"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "Nahkhiired"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:42
|
||
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 ""
|
||
"Nahkhiiri on eri kuju ja suurusega ning enamik on üsna kahjutud, süües "
|
||
"putukaid ja pisiloomi. Suuremad ja kurjemad tõud on aga ka inimestele ja "
|
||
"teistele rassidele ohtlikud, samuti kariloomadele - eriti hulgakesi koos. "
|
||
"Paljud ööd armastavad tegelased peavad neid ööelukaid lemmikloomadena."
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:49
|
||
#, fuzzy
|
||
#| msgid "race^Bat"
|
||
msgid "race^Cat"
|
||
msgstr "Nahkhiir"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:50
|
||
#, fuzzy
|
||
#| msgid "race+female^Bat"
|
||
msgid "race+female^Cat"
|
||
msgstr "Nahkhiir"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:51
|
||
#, fuzzy
|
||
#| msgid "race^Bats"
|
||
msgid "race^Cats"
|
||
msgstr "Nahkhiired"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:52
|
||
msgid ""
|
||
"Big cats are nimble, solitary predators that can cause trouble for any "
|
||
"farmer or hunter that encounter them. The cats that hunt rodents and drive "
|
||
"away lone wolves are tolerated by civilized folk, but some big cats are "
|
||
"considered terrifying monsters."
|
||
msgstr ""
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:61
|
||
msgid "race^Drake"
|
||
msgstr "Lohe"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:62
|
||
msgid "race+female^Drake"
|
||
msgstr "Lohe"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:63
|
||
msgid "race^Drakes"
|
||
msgstr "Lohed"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:64
|
||
#, fuzzy
|
||
#| 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 its 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 — <ref>dst='dominant' text='dominant'</ref> 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 of "
|
||
#| "moss and fungi they cultivate deep in their caverns. The only technology "
|
||
#| "drakes value is armor- and weapon-smithing, and neither know or need "
|
||
#| "other science and culture besides this. However the few implements they "
|
||
#| "do fashion are almost unrivaled in quality, only matched by those "
|
||
#| "produced in the finest Dwarvish foundries.\n"
|
||
#| "\n"
|
||
#| "Drakes are hatched 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."
|
||
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, 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 into 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 may live naturally for several decades, although "
|
||
"some have been known to survive for longer. However, death in battle is the "
|
||
"most preferred way for a drake to leave this world. As such, most drakes do "
|
||
"not live to see the end of their natural lifespan.\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 ""
|
||
"Lohed on suured, tiivulised ja tuldsülgavad olendid, tõeliste draakonite "
|
||
"moodi. Keskmine lohe on üheksa jalga kõrge ja kaalub rohkem kui ratsanikuga "
|
||
"hobune. Nende nahka katavad soomused, mis kaitsevad neid hästi kõigi "
|
||
"rünnakute eest peale torgete ja külma. Enamik lohesid suudab lennata "
|
||
"kiiresti pikki vahemaid, ent nende kogukus muudab nad õhus kohmakateks. "
|
||
"Võimaluse korral kasutavad nad õhkutõusmiseks künkaid, mägesid ja puid. "
|
||
"Nende vaenlaste õnneks on nad üsna kohmakad ning lahingus üllatavalt "
|
||
"aeglased. Arvestades nende suurust, on nad kerge saak neile, kes julgevad "
|
||
"neid rünnata.\n"
|
||
"\n"
|
||
"Lohed on loomult võluväelised olendid, nende sisemine tuli on nende elu "
|
||
"allikaks. Kui mõni neist lahingus sureb, siis tuli vabaneb ja põletab "
|
||
"surnukeha tuhaks. See tuli on ka haavatav külmarünnakutega. Võluväest "
|
||
"hoolimata ei suuda nad seda ise juhtida ja suunata, ehkki see annab neile "
|
||
"elu ja võimaldab süljata tuld. \n"
|
||
"\n"
|
||
"<header>text='Ühiskond'</header>\n"
|
||
"Lohed on üsna sõjakas rass ja nende ühiskond meenutab teisi sõdalaste "
|
||
"ühiskondi. Lohehõimu tuumaks on rühm vanu sõdalasi, kelle juhiks on kõigi "
|
||
"poolt lugupeetud - või lihtsalt kardetud - <ref>dst='dominant' "
|
||
"text='valitseja'</ref>, kes juhib kogu ühiskonda raudse rusikaga. Iga lohe "
|
||
"peab teenima välja oma koha, kamandama alluvaid ja kuuletuma ülemustele. "
|
||
"Valitsevasse klassi pääseb vaid mõnd ülemat välja kutsudes ja üksikvõitluses "
|
||
"alistades (samal viisil käib ka ülemate endi kohavõitlus). Mistahes pettuse "
|
||
"kasutamist teise lohe vastu peetakse eranditult argpükslikuks ja "
|
||
"vastuvõtmatuks.\n"
|
||
"\n"
|
||
"Ehkki nende sõjakas loomus ja oma ala tunne paneb nad omi maid ägedalt "
|
||
"kaitsma, lähevad nad üksnes harva ründama teisi rasse ja nende alasid - "
|
||
"selle asemel eelistavad nad asuda tühjadele aladele. Nad toituvad enamasti "
|
||
"suurtest loomadest, keda nad kodude läheduses kütivad, ent koorunud ja "
|
||
"madalast seisusest lohed söövad ka teatud liiki vetikaid ja seeni, mida nad "
|
||
"koobastes kasvatavad. Ainus sort leiutisi, mida lohed hindavad, on seotud "
|
||
"relvade ja soomuse sepistamisega, muud nad ei hinda ega vaja. Samas on nende "
|
||
"vähesed tööriistad niivõrd hästi tehtud, et kannatavad välja võrdluse parima "
|
||
"päkapikutööga.\n"
|
||
"\n"
|
||
"Lohed kooruvad munadest ja elavad enamasti 20-30 aastat vanaks. Lahingusurma "
|
||
"peetakse parimaks viisiks maailmast lahkumiseks. Erinevalt teistest "
|
||
"rassidest muutuvad lohed vananedes sõjakamateks ja hulljulgemateks, ehk just "
|
||
"soovist saada osaks oma rahva pärimusest.\n"
|
||
"\n"
|
||
"<header>text='Maateadus'</header>\n"
|
||
"Lohed pärinevad <ref>dst='morogor' text='Morogori'</ref> "
|
||
"tulemäesaarestikust <ref>dst='great_ocean' text='Suures Meres'</ref>. "
|
||
"Rahvaarvu kiire kasv ja saarte täitumine ajas paljud lohed "
|
||
"<ref>dst='great_continent' text='Suurele Maale'</ref>. Lohed loovad enamasti "
|
||
"kodu tulemägede ligidusse koobastesse, et nende munad, koorunud ja ka "
|
||
"sepapajad oleks kaitstud. Kuigi nad eelistavad sooja, võimaldab nende "
|
||
"sisemine tuli saada hakkama ka külmas ilmastikus - see on võimaldanud neil "
|
||
"asustada ka mõned Kaug-Põhja mägialad Suurel Maal."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid "race^Dwarf"
|
||
msgstr "Päkapikk"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:98
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Päkapikk"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:99
|
||
msgid "race^Dwarves"
|
||
msgstr "Päkapikud"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:100
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Päkapikud on rass, kes on kuulus enda kaevurite, seppade, kaupmeeste ja "
|
||
"sõdalaste poolest. Neid loetakse vanuselt kolmandaks rassiks mandril "
|
||
"haldjate ja trollide järel ning nende ajalugu kaob aegade hämarusse. "
|
||
"Legendid räägivad ammustest aegadest, mil nad hakkasid enda maa-alusest "
|
||
"ilmast koobaste kaudu välja tulema. Nende varasemast elust ega põhjustest, "
|
||
"mis nad maa peale tõid, pole midagi teada, kuid nad on olnud oluliseks "
|
||
"osaks mandri ajaloost sellest ajast peale. Varsti peale maa peale tulekut "
|
||
"läksid päkapikud tülli maa algsete asukate haldjatega. Algupärane riiupõhjus "
|
||
"on teadmata, kuid need kaks rassi on sealt alates pidanud kolm pikka sõda, "
|
||
"mille vahel on olnud mõned aastakümned rahu. Nende sõdadega ei suutnud "
|
||
"päkapikud ajada haldjaid välja nende lõunas asuvatest sügavatest metsadest, "
|
||
"kuid suutsid kanda kinnitada põhja mägismaadel, mida nüüd Põhjamaana "
|
||
"tuntakse. Sellest ajast on nad ehitanud vägevaid kindlusi ja asundusi "
|
||
"sügavale oma maade mägede sisemusse.\n"
|
||
"\n"
|
||
"Ilmselt nende omaetteoleku tõttu on päkapikud üldiselt teiste rasside, eriti "
|
||
"aga haldjate suhtes kahtlustavad või vaenulikud. Ainsaks erandiks on "
|
||
"inimesed - selle põhjusi võib otsida kaugest Haldric I ajast ning inimeste "
|
||
"ja orkide saabumisest mandrile. Tol ajal lubasid päkapikud mõnedel "
|
||
"inimestel, põhiliselt Wesnothi kroonile vastuhakkajatel ja lindpriidel, "
|
||
"asuda mõnedesse paikadesse Põhjamaal. Põhjus polnud üllatav, kuna nende "
|
||
"inimeste häda meenutas päkapikkudele nende endi kitsikust vanadel aegadel ja "
|
||
"kutsus esile kaastunde. Päkapikud võitsid sellest liidust ka ise, kuna nood "
|
||
"asusid elama aladele, mis päkapikele ei meeldinud - nagu tasandikud, metsad "
|
||
"ja sood - ning vabastasid viimased nende maade kaitsmise vajadusest. Hiljem, "
|
||
"kui neid hakkasid ähvardama orkid, rajasid päkapikud ja inimesed enda ühiste "
|
||
"maade kaitseks Knalga Liidu.\n"
|
||
"\n"
|
||
"Päkapikud on inimese mõõdu järgi väikest kasvu, kuid kaugelt mitte haprad. "
|
||
"Nende tugevad ja sitked sõdalased on lahinguoskuste poolest kardetud ja "
|
||
"austatud üle kogu mandri. Lisaks on päkapikud tuntud heade arvepidajate ning "
|
||
"suurepäraste meistrimeestena. Päkapike sepad on kuulsad surmavate relvade ja "
|
||
"tugeva soomuse poolest. Neil töödel pole võistlejaid, ehk vaid lohede sepad "
|
||
"on erandiks. Nende arukus ja loomulik uudishimu on teinud neist ka "
|
||
"tehniliselt enimarenenud rassi mandril. Üheks nende kõige kuulsamaks ja "
|
||
"kardetumaks leiutiseks on salapärane pulber, mis tekitab sädemete või tulega "
|
||
"kokku puutudes vägeva plahvatuse. Mõned päkapikkude sõdalased kasutavad seda "
|
||
"väikeste esemete hirmsa jõuga lendupaiskamiseks. Oma tehnikahuvi tõttu "
|
||
"kipuvad päkapikud suhtuma kahtlustavalt võlukunsti kasutavatesse "
|
||
"tegelastesse, kuid mõned neist kasutavad ka ise ruunimärkidel põhinevat "
|
||
"võlukunsti. Need ruunimeistrid kasutavad sisselõigatud ruune erinevate "
|
||
"esemete omaduste parandamiseks."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:117
|
||
msgid "race^Elf"
|
||
msgstr "Haldjas"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
msgid "race+female^Elf"
|
||
msgstr "Haldjas"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:119
|
||
msgid "race^Elves"
|
||
msgstr "Haldjad"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:121
|
||
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 "
|
||
"at least a full two centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live longer, most elves begin to grow physically "
|
||
"frail at some point between 250 and 300 years of age and pass away rapidly "
|
||
"thereafter.\n"
|
||
"\n"
|
||
"Most elves share an intense affection for unspoiled nature and find "
|
||
"themselves uncomfortable in open, unvegetated places. 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 several millennia.\n"
|
||
"\n"
|
||
"<header>text='Magic'</header>\n"
|
||
"While elves are fundamentally different creatures than the fabled fair folk, "
|
||
"their magic has some connection to the faerie and is the source of their "
|
||
"unusually keen senses as well as their long lives. Elven magic is split "
|
||
"between two different paths, one focused on manipulation of the mundane or "
|
||
"natural world, and one focused on divination into the arcane plane. More "
|
||
"common is the the way of corporeal alteration, which has more tangible "
|
||
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
|
||
"suited toward combat, its potent ability to harness earthly energies to "
|
||
"nurture and protect is the primary reason for the effectiveness of elven "
|
||
"healing as well as the beauty and vitality of their forests.\n"
|
||
"\n"
|
||
"Those who follow the mystic path are also well-regarded by other elves, but "
|
||
"their motives and abilities are often unclear to those outside of their "
|
||
"order. Some who venture far down the path of mysticism take on more faerie-"
|
||
"like traits, gaining extraordinary insight and longevity, but also becoming "
|
||
"sensitive to and even burned by the presence of cold iron.\n"
|
||
"\n"
|
||
"<header>text='Culture'</header>\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, often for sporting purposes. As a result, elves excel at archery, a "
|
||
"craft that is readily and effectively applied to warfare. Elves are also "
|
||
"renowned musicians, particularly skilled at wind and plucked string "
|
||
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
|
||
"example, are crafted from the fine wood of Elven yew trees and are legendary "
|
||
"for their soft, gentle tone.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Elvish society is roughly divided into three factions: a pseudo-military "
|
||
"faction responsible for defending their forests, peaceful civilians who are "
|
||
"usually craftsmen and artists, and healers and mystics who maintain the "
|
||
"elves’ connection to the faerie. Responsible for governing these different "
|
||
"aspects is the nobility, who are treated as servants to the broader social "
|
||
"order, rather than as strict rulers of their people. The process for "
|
||
"selecting these nobles differs between the various elven conclaves, with the "
|
||
"governing council of Wesmere — the Ka’lian — being elected and the nobility "
|
||
"in Lintanir usually being inherited.\n"
|
||
"\n"
|
||
"In times of strife, the hierarchy of command becomes more adaptable, with "
|
||
"the ordinary aristocracy deferring to more war-minded marshals. By "
|
||
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
|
||
"elven mystics is also called upon to facilitate the transition of power."
|
||
msgstr ""
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Falcon"
|
||
msgstr "Inimene"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:148
|
||
msgid "race+female^Falcon"
|
||
msgstr "Inimene"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:149
|
||
msgid "race^Falcons"
|
||
msgstr "Inimesed"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:150
|
||
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:158
|
||
msgid "race^Goblin"
|
||
msgstr "Mäekoll"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:159
|
||
msgid "race+female^Goblin"
|
||
msgstr "Mäekoll"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:160
|
||
msgid "race^Goblins"
|
||
msgstr "Mäekollid"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:161
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "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 rather quickly. Within any litter, "
|
||
#| "there will only be one or two true orcs, who will grow to the full size "
|
||
#| "and strength of their race. A few more will be half-orcs, notably weaker "
|
||
#| "than their big brothers, and relegated to supporting roles in combat, "
|
||
#| "such as archery. The rest, often a full half of more of any litter, will "
|
||
#| "be goblins. Goblins are puny and quite frail, rarely growing past the "
|
||
#| "size and stature of a human child. 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.\n"
|
||
#| "\n"
|
||
#| "Goblins 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."
|
||
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 ""
|
||
"Mäekollid pärinevad oma välimusest hoolimata orkidega samast rassist. Kui "
|
||
"teistel rassidel on üks-kaks last, siis orkidel on suured pesakonnad, "
|
||
"mistõttu rahvaarv kasvab kiiresti. Igas pesakonnas aga on vaid üks-kaks "
|
||
"tõelist orki, kellest saavad oma rassi täismõõdus esindajad. Veel mõned on "
|
||
"poolorkid, kes on vendadest nõrgemad ja hakkavad täitma lahingus toetavaid "
|
||
"rolle näiteks vibuküttidena. Ülejäänud, tihti pool või enamgi pesakonnast, "
|
||
"on mäekollid. Nad on nõrgad ja kõhetud, harva kasvades inimlapsest "
|
||
"suuremaks. Nende saatuseks saab olla oma suuremate sugulaste orjadeks "
|
||
"rahuajal ja rämpssõduriteks lahingutes. Ent neid on sellest hoolimata palju "
|
||
"- ja tegelikult teavad orkid ise hästi, kuivõrd nad mäekollidest sõltuvad.\n"
|
||
"\n"
|
||
"Mäekollid teevad orkide juures ära suurema osa raskest tööst - välja arvatud "
|
||
"need, mis vajavad toorest orkijõudu. Just viimaseid peavad aga orkid ise "
|
||
"olulisteks."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:178
|
||
msgid "race^Gryphon"
|
||
msgstr "Greif"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:179
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Greif"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:180
|
||
msgid "race^Gryphons"
|
||
msgstr "Greifid"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:181
|
||
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=horse
|
||
#: data/core/units.cfg:191
|
||
#, fuzzy
|
||
#| msgid "race^Wose"
|
||
msgid "race^Horse"
|
||
msgstr "Puuvaim"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:192
|
||
#, fuzzy
|
||
#| msgid "race+female^Ogre"
|
||
msgid "race+female^Horse"
|
||
msgstr "Inimsööja"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:193
|
||
#, fuzzy
|
||
#| msgid "race^Woses"
|
||
msgid "race^Horses"
|
||
msgstr "Puuvaimud"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:194
|
||
msgid ""
|
||
"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
|
||
"to sturdy draught horses or agile stock horses. While they are more fragile "
|
||
"than many beasts, their speed and cunning allow feral horses to thrive in "
|
||
"the wild, alongside their wild brethren.\n"
|
||
"\n"
|
||
"Horses have been an important part of many civilizations, so it is not "
|
||
"surprising that there are many myths and stories centered around them. "
|
||
"Winged horses, man-horse hybrids, and ghost horses have made their way into "
|
||
"written history, though few can honestly claim to have seen such things."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:211
|
||
msgid "race^Human"
|
||
msgstr "Inimene"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:212
|
||
msgid "race+female^Human"
|
||
msgstr "Inimene"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:213
|
||
msgid "race^Humans"
|
||
msgstr "Inimesed"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:214
|
||
#, fuzzy
|
||
#| 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 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."
|
||
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 ""
|
||
"Inimeste rass on äärmiselt kirju. Kuigi nad pärinevad algselt Vanalt "
|
||
"Mandrilt, on nad nüüd levinud üle kogu ilma ja jagunenud paljudeks eri "
|
||
"kultuurideks ja alamrassideks. Nad pole küll sündinud võluvõimega nagu mõned "
|
||
"teised olevused, kuid suudavad õppida seda kasutama ja isegi erinevamaid "
|
||
"võlukunste kui enamik teisi olendeid. Neil pole erilisi võimeid ega "
|
||
"soodumusi peale nende paindlikkuse ja teotahte. Ehkki nad satuvad tihti "
|
||
"teiste rassidega vastuollu, võivad nad vahel sõlmida liite teiste vähem "
|
||
"sõjakate rassidega nagu haldjad ja päkapikud. Vähenõudlikumad neist ei põlga "
|
||
"aga ära ka orkidest palgasõdurite värbamist. Neil pole looduslikke vaenlasi, "
|
||
"ehkki teiste rasside kombel tunneb enamik inimesi vastumeelsust kooljate "
|
||
"suhtes. Inimesed on lühemad kui haldjad, ent pikemad kui päkapikud. Nende "
|
||
"nahavärv võib olla erinev - peaaegu valgest kuni tumepruunini.\n"
|
||
"\n"
|
||
"<header>text='Krooni alamad'</header>\n"
|
||
"Inimesi on eri sorti, kuid Suurel Mandril elab enamik neist Wesnothi krooni "
|
||
"alluvuses. Inimesed saabusid esmakordselt Suurele Mandrile kaugelt "
|
||
"meretaguselt Roheliselt Saarelt ja asutasid varsti enda sisemaise pealinna "
|
||
"Weldyni. Järgnevate aastasadade jooksul ehitasid nad mitmeid linnu üle kogu "
|
||
"mandri. Maad kaitsevad Wesnothi krooni sõdalased, kes moodustavad kõige "
|
||
"korrastatuma sõjajõu kogu tuntud ilmas. Selle võitlejad tulevad kõigist "
|
||
"peamistest maakondadest, kus sõdalasi värvatakse juba noores eas.\n"
|
||
"\n"
|
||
"<header>text='Hõimud'</header>\n"
|
||
"Wesnothi idapoolseid maakondi, mida teatakse ka Hõimumaana, katavad "
|
||
"erinevalt läänemaadest rohumaa ja madalad kingud. See on Hobusehõimude kodu "
|
||
"- nad on Wesnothi krooni liitlased, kuid elavad iseseisvalt ja peavad end "
|
||
"eraldi rahvaks. Mõned peavad neid vasallriigiks, kes saadab kroonile tasuna "
|
||
"kaitse eest toitu ja sõdureid, teised ütlevad, et nad on võrdväärsed "
|
||
"läänepoolse Wesnothiga. Igal juhul aga puudub idamaakondades lääne viisil "
|
||
"värvatud sõjavägi. Sõjaharjutused on Hõimude eluviisi osa - vanemad õpetavad "
|
||
"lastele varakult ratsutamist, sõjakunsti ja vibulaskmist. Üldiselt on "
|
||
"Hõimude sõdalased vähem korrastatud kui lääne omad ning nende tugevad ja "
|
||
"nõrgad küljed täiendavad teineteise oskusi."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:229
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Inimene"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:230
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Inimene"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:231
|
||
#, fuzzy
|
||
#| msgid "race+plural^Undead"
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Kooljad"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:233
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk 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=lizard
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Saurian"
|
||
msgstr "Sisalane"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:255
|
||
msgid "race+female^Saurian"
|
||
msgstr "Sisalane"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Saurians"
|
||
msgstr "Sisalased"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:257
|
||
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:283
|
||
msgid "race^Mechanical"
|
||
msgstr "Masinad"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:284
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Masinad"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:285
|
||
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 ""
|
||
"Kuna neid ei käita ei loomulik elu ega mustad kunstid, kasutatakse sõna "
|
||
"<italic>text='masin'</italic>mõistusega olendite loodud seadeldiste kohta. "
|
||
"Enamik neist ei liigu ega mõtle iseseisvalt, ent mõned, mida on täiendatud "
|
||
"võluväega, teevad ka seda.."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:294
|
||
msgid "race^Merman"
|
||
msgstr "Näkk"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:295
|
||
msgid "race^Mermaid"
|
||
msgstr "Näkk"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:296
|
||
#, fuzzy
|
||
#| msgid "race^Troll"
|
||
msgid "race^Merfolk"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:298
|
||
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 ""
|
||
"Olles midagi inimese ja kala ristandi taolist, on näkid mõistatuslik rahvas, "
|
||
"kel on nii kala kui inimese omadusi. Neil on tugev saba, mille abil saab "
|
||
"kiiresti liikuda igasuguses vees, teisalt aitavad väledad käed ja kiire taip "
|
||
"neil teha head käsitööd ja ka tööriistu. Poolenisti vee-elanikena saavad "
|
||
"näkid raskusteta hingata nii vees kui kuival maal. Ehkki nad suudavad ellu "
|
||
"jääda ka kuival, on nad vees palju väledamad ja kiiremad ning neid kohtab "
|
||
"harva merest kaugemal. Enamasti kardavad nad kuiva maad, kuna nad tunnevad "
|
||
"end seal ebamugavalt ja kohmakalt ning liikumine künklikul või metsamaal on "
|
||
"neile väga vaevaline."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Monster"
|
||
msgstr "Elukas"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:307
|
||
msgid "race+female^Monster"
|
||
msgstr "Elukas"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Monsters"
|
||
msgstr "Elukad"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:309
|
||
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 ""
|
||
"Sõna 'elukas' hõlmab erinevaid hirmsaid olevusi, kes asustavad koopaid, "
|
||
"kõnnumaad, meresügavusi ja teisi maailma nurgataguseid, samuti selle "
|
||
"ülejäänud elanike lugusid ja õudusunenägusid."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:316
|
||
msgid "race^Naga"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:317
|
||
msgid "race^Nagini"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:318
|
||
msgid "race^Nagas"
|
||
msgstr "Nagad"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:319
|
||
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 ""
|
||
"Maosarnased nagad on ühed kõige tundmatumad Suure Maa rahvastest. Osaliselt "
|
||
"on selles süüdi nende võõrastepelgus ja osalt ka nende elupaik. Nagad on üks "
|
||
"väheseid rasse, kes suudab vabalt vees liikuda - see annab neile ligipääsu "
|
||
"kuivamaaelanikele suletud maadele ja aitab veelgi kaasa neist võõrdumisele. "
|
||
"Samas aga pole nad tõelised mereolevused ning võimetus vees hingata paneb "
|
||
"nad sügavusi kartma. Rannavees elamine aitab neil hoiduda sügavike elanike "
|
||
"eest ning hoiab neist eemal ka kõndijad-lendajad. Kuigi nagad on mõnevõrra "
|
||
"hapra välimusega, on nad tihti kiiremad ja osavamad kui nende vastased. "
|
||
"Vahel satuvad nad vastuollu näkkidega, kuna nende elupaigad kattuvad, ent "
|
||
"enamasti kipuvad nagad eelistama soid ja jõgesid avaveele."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:327
|
||
msgid "race^Ogre"
|
||
msgstr "Inimsööja"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:328
|
||
msgid "race+female^Ogre"
|
||
msgstr "Inimsööja"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:329
|
||
msgid "race^Ogres"
|
||
msgstr "Inimsööjad"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:330
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Inimsööjad on metsik ja arenemata rahvas, kes elab enamasti Suure Maa "
|
||
"metsikutes paikades. Nad meenutavad väliselt inimesi ja orke, kuid on "
|
||
"suuremad ja tugevamad. Isegi noorena on nad enamikust inimestest jõult üle. "
|
||
"Asustatud aladel üldiselt inimsööjaid ei kannatata - neist hoitakse eemale "
|
||
"või nad aetakse jõuga minema. Nii luuravad nad peamiselt mägistes "
|
||
"piirkondades inimkonna äärealadel, kus inimsööjatest röövlid aina rändureid "
|
||
"ja kaubavoore ohustavad. Kuigi nad pole eriti taibukad ega kiired, on nad "
|
||
"tugevad ja vastupidavad ning teised rahvad näevad neid heameelega oma "
|
||
"vägedes - eriti teevad seda halastamatumat sorti väeülemad, keda nende "
|
||
"jõhkrus ei häiri. Nende kujunemisest ja ühiskonnast (kui neil seda üldse on) "
|
||
"teatakse vähe, ent arvatakse, et nad ründavad koos huntide ja muude "
|
||
"elukatega. Kas see tähendab koostööd, kodustamist või lihtsalt "
|
||
"kokkusattumist, ei ole teada."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:338
|
||
msgid "race^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:339
|
||
msgid "race+female^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:340
|
||
msgid "race^Orcs"
|
||
msgstr "Orkid"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:341
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "In appearance, orcs are half men and half beasts. They are taller, "
|
||
#| "sturdier and stronger than humans. They are warlike, savage, and cruel by "
|
||
#| "nature. Their blood is darker and thicker than that of normal humans and "
|
||
#| "they have little care for personal hygiene or their personal appearance. "
|
||
#| "Although Orcs are violent even among themselves creatures, they are pack-"
|
||
#| "oriented; an orc never travels long or lives alone in groups smaller than "
|
||
#| "half a dozen.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Almost every orc are a member of a tribe or a clan. Relations between "
|
||
#| "neighboring tribes are usually violent, except in cases of a mutual enemy "
|
||
#| "threatens their existence or prospects of great plunder override mutual "
|
||
#| "animosity. Occasionally, a single strong chieftain may emerge to lead "
|
||
#| "multiple tribes from time to time, usually through intimidation of "
|
||
#| "followers. An orc tribe in times of peace tends to focus almost solely on "
|
||
#| "strengthening itself in preparation for the next armed conflict. Orcs are "
|
||
#| "known to possess a crude system of writing — usually in blood — although "
|
||
#| "it’s most commonly used to trade insults or threats among tribal "
|
||
#| "leaders.\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. Despite their reliance on raw strength, not nearly all orcs are "
|
||
#| "destined to grow to possess any. Many orcs are born smaller and weaker "
|
||
#| "than the rest, and already almost as newborns are 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. Many of these individuals tend to specialize in other skills, like "
|
||
#| "archery or assassination."
|
||
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 ""
|
||
"Orkid on väljanägemiselt pooleldi inimesed, pooleldi loomad. Nad on "
|
||
"inimestest pikemad, turskemad ja tugevamad ning on sõjakad, metsikud ja "
|
||
"loomult julmad. Nende veri on tumedam ja paksem kui inimestel ning nad "
|
||
"hoolivad vähe enda puhtusest või välimusest. Kuigi orkid on vägivaldsed ka "
|
||
"isekeskis, on nad kambarahvas - ükski ork ei rända kaugemale või ei ela "
|
||
"väiksemas kambas kui pool tosinat.\n"
|
||
"\n"
|
||
"<header>text='Ühiskond'</header\n"
|
||
"Peaaegu iga ork kuulub hõimu või sugukonda. Naaberhõimude suhted on "
|
||
"harilikult vägivaldsed, välja arvatud ühise ohtliku vaenlase ilmumisel või "
|
||
"siis, kui suure saagi lootus vastastikusest vaenust üle käib. Vahetevahel "
|
||
"võib kerkida esile üks suur juht, kes ühendab (enamasti jõu ähvardusel) mitu "
|
||
"hõimu. Rahuajal tegeleb orkihõim peaaegu ainult enda ettevalmistamisega "
|
||
"järgmiseks sõjaks. Orkidel on teadaolevalt algeline kirjaviis (enamasti "
|
||
"verega), kuigi seda kasutatakse peamiselt solvanguteks või hõimujuhtide "
|
||
"vahelisteks ähvardusteks.\n"
|
||
"\n"
|
||
"Orkide ühiskond rajaneb põhiliselt jõul: kel jõud, sel õigus. Juht juhib ja "
|
||
"elab vaid seni, kuni mõni teine ta kukutab. Võimalike hõimujuhtide vahel "
|
||
"käärib pidev võimuvõitlus. Orkide juhid naudivad enda võimutäiust harva "
|
||
"kauem kui käputäis aastaid, enne kui nad tapetakse - ehkki ajalugu tunneb "
|
||
"märkimisväärseid erandeid. Orkidel pole erilist aukoodeksit ning ehkki "
|
||
"vaidlustamatu, toores jõud on harilikult eelistatav viis, on ka salamõrvad, "
|
||
"mürgitamine ja pussitamine täiesti vastuvõetavad viisid enda sihtide "
|
||
"saavutamiseks.\n"
|
||
"\n"
|
||
"Orkid elavad põhiliselt maapiirkondades, sageli küngastel ja mägedes, vahel "
|
||
"ka koobastes. Nad ei kasvata vilja ega pea karja, kuid on enda jõu ja "
|
||
"julmuse tõttu head kütid. Oma suure arvu tõttu on orkid võimelised lühikese "
|
||
"ajaga hävitama mingilt alalt kõik rotist suuremad jahiloomad. Selle ja enda "
|
||
"ebakindla juhtimise tõttu on orkihõimud enamasti poolrändava eluviisiga ega "
|
||
"jää kusagile liiga kauaks pidama. Suuremad hõimud võivad end siiski ka "
|
||
"aastateks või isegi -kümneteks paika panna ja ehitada isegi linnalaadseid "
|
||
"asulaid, kuid needki on lihtsalt lamutatavad ja mahajäetavad, kui hord peab "
|
||
"ümber asuma.\n"
|
||
"\n"
|
||
"Vanimad teadaolevad orkid on olnud 50- kuni 60-aastased, kuid väga vähesed "
|
||
"elavad üle paari-kolmekümne aasta, enne kui saavad surma kas sõjas või mõne "
|
||
"teise orki käe läbi. Vanimad orkid on tihtipeale lausujad ehk šamaanid, kes "
|
||
"on enamasti ainsad, keda paljud teised peavad usaldatavaks ja erapooletuks. "
|
||
"Selle kombe päritolu on teadmata, kuna lausujad täidavad enamasti vaid "
|
||
"nõuandja rolli - asi, mida orkid üldiselt mujal ei kannata. Lausujad on "
|
||
"mitmes mõttes teiste orkde vastandid, olles teistega võrreldes kuivetunud ja "
|
||
"haprad ning ilma võitlusoskusteta. Hoolimata kalduvusest toore jõu poole "
|
||
"pole seda antud mitte kõigile orkidele. Paljud orkid sünnivad väiksemate ja "
|
||
"nõrgematena ning pannakse juba noorena teiste poolt paika. Tugevamad rabavad "
|
||
"endale suurema osa toidust ning kasvavad veel tugevamaks, nõrgemad aga "
|
||
"jäävad kängu. Paljud nende seas valivad endale muud oskused nagu "
|
||
"vibulaskmine või salamõrvad."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:352
|
||
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=raven
|
||
#: data/core/units.cfg:361
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Raven"
|
||
msgstr "Päkapikud"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:362
|
||
#, fuzzy
|
||
#| msgid "race+female^Drake"
|
||
msgid "race+female^Raven"
|
||
msgstr "Lohe"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:363
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Ravens"
|
||
msgstr "Päkapikud"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:364
|
||
msgid ""
|
||
"Ravens are general scavengers, often associating with hunters or predators "
|
||
"in the hope of sharing in the kill. They do not have the powerful beak or "
|
||
"claws of the gryphons or raptors, but can still be a threat because of their "
|
||
"intelligence and ability to recognize any advantage.\n"
|
||
"\n"
|
||
"In the aftermath of a battle, the dead and wounded are a banquet for ravens, "
|
||
"thus ravens are a nuisance for allies of the defeated but are seen by some "
|
||
"victors as part of martial ceremonies. The violence and large numbers that "
|
||
"characterize both orcs and humans bring these races into constant "
|
||
"interaction with ravens in this context. For this reason, the birds have "
|
||
"become characters in fables, parables, and superstitions related to war.\n"
|
||
"\n"
|
||
"As intelligent scavengers, ravens do not need war dead to survive. Some "
|
||
"farmers struggle to keep ravens away from freshly sown seeds, but others are "
|
||
"happy to have them around as sentries."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:375
|
||
msgid "race^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:376
|
||
msgid "race+female^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Trolls"
|
||
msgstr "Trollid"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:378
|
||
#, fuzzy
|
||
#| 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 orcs "
|
||
#| "to persuade trolls to join their armies. Because they are rather simple "
|
||
#| "and do not understand the ways of other races or sometimes can 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."
|
||
msgid ""
|
||
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
|
||
"the Great Continent. They are large, slow, simple, 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 ""
|
||
"Trollid on iidsed olendid, üks vanimaid Suure Mandri rasse. Nad on suured, "
|
||
"aeglased ja lihtsameelsed ning elavad enda sügavates koobastes või kõrgetel "
|
||
"mäetippudel väga pika elu. Kõige erilisem trollide omadus on sisemine "
|
||
"elujõud, mis hoiab ja ravib neid. Seetõttu on nende elu erinev teiste "
|
||
"olevuste omadest. Trollidel on vähe vajadusi: nad vajavad vaid vähe toitu ja "
|
||
"vett ning nii on neil vähe mõtet taotleda enamat kui kaitset enda ohustajate "
|
||
"eest. See omakorda tähendab, et neil pole eriti muret ning nad võivad "
|
||
"kulutada suure osa ajast magades või mõtiskledes. Trollidel on kummaline "
|
||
"side loodusega - mitte elavate olenditega nagu haldjatel, vaid maa ja "
|
||
"kiviga. Nad tunnevad mõnesugust huvi ümbruskonna vastu ning paljud "
|
||
"trollipõnnid isegi huvituvad rändamisest ja maailma nägemisest. Vananedes "
|
||
"muutuvad trollid passiivseks, veetes üha enam aega kodukoopa nurgas magades "
|
||
"- kuni nad viimaks surevad ja nende kehast saab elutu kivikuju.\n"
|
||
"\n"
|
||
"Trollid tunduvad paljudele lihtsalt veel ühe metsikute koletiste rassina. "
|
||
"Seda eksimõtet aitavad levitada orkid, kes meelitavad trolle enda "
|
||
"sõjavägedesse. Olles lihtsakoelised ja mitte mõistes teiste rasside kombeid "
|
||
"(ja vahel isegi mitte neid eristades) on neid kerge uskuma panna, et "
|
||
"rünnatakse nende endi vaenlasi. Nii saadetakse trollid võitlema ükskõik "
|
||
"kellega, kelle vastu orkidel vaen on - hoolimata sellest, kas nad on "
|
||
"trollide vaenlased või ei. Trollid aga teenivad sellega uusi vaenlasi. "
|
||
"Trollide vanad vaenlased on päkapikud ning nendevaheline vaen ulatub "
|
||
"hallidesse aegadesse.\n"
|
||
"\n"
|
||
"<header>text='Maateadus'</header>\n"
|
||
"Trollid on elanud Suure Mandri mägedes kauem kui päkapikud, kes kolisid "
|
||
"sinna hiljem. Trollid on sage nähtus mägedes Wesnothist põhjas ja idas, aga "
|
||
"ka kõikjal mujal, kuhu orkide hordid rändavad."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:398
|
||
msgid "race^Undead"
|
||
msgstr "Kooljad"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:399
|
||
msgid "race+female^Undead"
|
||
msgstr "Kooljas"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:400
|
||
msgid "race+plural^Undead"
|
||
msgstr "Kooljad"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:401
|
||
#, fuzzy
|
||
#| 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 it’s 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 mermen tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\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."
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Most ordinary creatures can, by a sufficiently skilled necromancer, be "
|
||
"reanimated into constructs of varying character — resurrection of the "
|
||
"physical form often results in a minion that obeys its master without "
|
||
"question, while manifestation of a soul usually produces a servant with at "
|
||
"least a modicum of thought. A great mystery of necromancy is how these "
|
||
"constructs are sustained and controlled without continuous effort from the "
|
||
"necromancer. Most dark magi do not provide constant attention or maintenance "
|
||
"to their creations, instead allowing them a small degree of independence to "
|
||
"function autonomously in line with the provided commands. However, when left "
|
||
"unchecked, some undead gain enough sovereignty to break free from and even "
|
||
"turn on their masters. Accordingly, while even lesser undead require "
|
||
"periodic maintenance, this is especially true for more powerful undead, "
|
||
"particularly greater spirits or death knights, who possess a high degree of "
|
||
"inherent will. In these cases, necromancy becomes a battle of resolve "
|
||
"between mage and minion. The necromancer must maintain a delicate balance "
|
||
"between control over their servants and allotting them free will — the "
|
||
"source of their individual powers.\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 ""
|
||
"Kooljad pole tegelikult ühtne rass, kuigi neid tihti selleks peetakse. "
|
||
"Piisavalt oskuslik surnumanaja võib peaaegu iga surnud olevuse uuesti "
|
||
"ebasurnuna üles äratada. Enamik kooljatest on ebaloomulikud, mõistuseta "
|
||
"asjad, mis kuulavad tuimalt enda looja sõna. Surnumanamise üks mõistatusi "
|
||
"on, kuidas teha kooljaid nii, et manaja ei pea pidevalt sekkuma. Ebasurnud "
|
||
"kooljas ei vaja pidevalt manaja tähelepanu, vaid tegutseb ise peremehe "
|
||
"käskude kohaselt. Manaja peab enda loomingut hooldama vaid harva, ehk iga "
|
||
"paari kuu tagant.\n"
|
||
"\n"
|
||
"Surnumanamine on pea eranditult inimeste pärusmaa. Isegi võlujõuga olendite "
|
||
"nagu haldjate ja näkkide legendides on väga vähe neid, kes on uurinud "
|
||
"tumedaid kunste. Avatakse, et surnumanamine vajab kohanemist ja "
|
||
"paindlikkust, mis äärmuslikes vormides iseloomustab just inimesi. Enamasti "
|
||
"on surnumanaja lõppsihiks sama elusäilitamise kasutamine iseenda peal ja "
|
||
"viimaks nõnda surmast pääsemine.\n"
|
||
"\n"
|
||
"<header>text='Maateadus'</header>\n"
|
||
"Ehkki kooljate isandad saabusid suurel hulgal Suurele Mandrile alles peale "
|
||
"Haldric I saabumist, polnud nad ka enne seda haldjatele ja päkapikkudele "
|
||
"päris tundmatud."
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:414
|
||
msgid "race^Wolf"
|
||
msgstr "Hunt"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:415
|
||
msgid "race+female^Wolf"
|
||
msgstr "Hunt"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:416
|
||
msgid "race^Wolves"
|
||
msgstr "Hundid"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:417
|
||
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:426
|
||
msgid "race^Wose"
|
||
msgstr "Puuvaim"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:427
|
||
msgid "race^Woses"
|
||
msgstr "Puuvaimud"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:428
|
||
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 ""
|
||
|
||
#. [lua]: action
|
||
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
|
||
msgid "+1 max HP"
|
||
msgstr "+1 maks. EP"
|
||
|
||
#. [lua]: wesnoth.interface.game_display.unit_status
|
||
#: data/lua/stun.lua:14
|
||
msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control."
|
||
msgstr ""
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
#, fuzzy
|
||
#| msgid "female^undead"
|
||
msgid "female^stunned"
|
||
msgstr "kooljas"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr ""
|
||
|
||
#: src/help/help.cpp:207
|
||
msgid "Close"
|
||
msgstr "Sulge"
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Help"
|
||
msgstr "Abiteave"
|
||
|
||
#: src/help/help.cpp:263 src/help/help.cpp:267
|
||
#, fuzzy
|
||
#| msgid "Parse error when parsing help text: "
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "Abiteksti avamise viga: "
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Best of"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Worst of"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
|
||
#: src/help/help_topic_generators.cpp:94
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "base terrain"
|
||
msgstr "Maastik"
|
||
|
||
#: src/help/help_topic_generators.cpp:165
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
|
||
#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
|
||
#: src/help/help_topic_generators.cpp:170
|
||
msgid ""
|
||
"This terrain allows units to be cured of poison, or to heal a single "
|
||
"hitpoint."
|
||
msgid_plural ""
|
||
"This terrain allows units to heal $amount hitpoints, or to be cured of "
|
||
"poison, as if stationed in a village."
|
||
msgstr[0] ""
|
||
msgstr[1] ""
|
||
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
|
||
#: src/help/help_topic_generators.cpp:181
|
||
msgid ""
|
||
"This terrain is a keep — a leader can recruit from this hex onto connected "
|
||
"castle hexes."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
|
||
#: src/help/help_topic_generators.cpp:184
|
||
msgid ""
|
||
"This unusual keep allows a leader to recruit while standing on it, but does "
|
||
"not allow a leader on a connected keep to recruit onto this hex."
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:188
|
||
#: src/help/help_topic_generators.cpp:618
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Special Notes:"
|
||
msgid "Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Erimärkused:"
|
||
|
||
#. TRANSLATORS: $types is a conjunct list, typical values will be "Castle" or "Flat and Shallow Water".
|
||
#. The terrain names will be hypertext links to the help page of the corresponding terrain type.
|
||
#. There will always be at least 1 item in the list, but unlikely to be more than 3.
|
||
#: src/help/help_topic_generators.cpp:209
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Basic terrain type: $types"
|
||
msgid_plural "Basic terrain types: $types"
|
||
msgstr[0] "Maastik"
|
||
msgstr[1] "Maastik"
|
||
|
||
#. TRANSLATORS: In the help for a terrain type, for example Dwarven Village is often placed on Cave Floor
|
||
#: src/help/help_topic_generators.cpp:221
|
||
msgid "Typical base terrain: $type"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:227
|
||
#, fuzzy
|
||
#| msgid "Movement Cost"
|
||
msgid "Movement properties: "
|
||
msgstr "Liikumiskulu"
|
||
|
||
#: src/help/help_topic_generators.cpp:231
|
||
msgid "Defense properties: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:311
|
||
#, fuzzy
|
||
#| msgid "level"
|
||
msgid "Level"
|
||
msgstr "tase"
|
||
|
||
#: src/help/help_topic_generators.cpp:375
|
||
msgid "Advances from: "
|
||
msgstr "Eelmine tase:"
|
||
|
||
#: src/help/help_topic_generators.cpp:377
|
||
#, fuzzy
|
||
#| msgid "Advances from: "
|
||
msgid "Advances to: "
|
||
msgstr "Eelmine tase:"
|
||
|
||
#: src/help/help_topic_generators.cpp:406
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Base unit: "
|
||
msgstr "Maastik"
|
||
|
||
#: src/help/help_topic_generators.cpp:411
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Base units: "
|
||
msgstr "Maastik"
|
||
|
||
#: src/help/help_topic_generators.cpp:429
|
||
#, fuzzy
|
||
#| msgid "Factions:"
|
||
msgid "Variations: "
|
||
msgstr "Rühmitused:"
|
||
|
||
#: src/help/help_topic_generators.cpp:453
|
||
msgid "race^Miscellaneous"
|
||
msgstr "Teised"
|
||
|
||
#: src/help/help_topic_generators.cpp:455
|
||
msgid "Race: "
|
||
msgstr "Rass:"
|
||
|
||
#: src/help/help_topic_generators.cpp:525
|
||
msgid "Abilities: "
|
||
msgstr "Võimed:"
|
||
|
||
#: src/help/help_topic_generators.cpp:551
|
||
msgid "Ability Upgrades: "
|
||
msgstr "Uued võimed:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:581
|
||
#, fuzzy
|
||
#| msgid "HP: "
|
||
msgid "HP:"
|
||
msgstr "EP:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:585
|
||
#, fuzzy
|
||
#| msgid "Moves: "
|
||
msgid "Moves:"
|
||
msgstr "Käike:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:590
|
||
msgid "Vision:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:596
|
||
#, fuzzy
|
||
#| msgid "Swarming"
|
||
msgid "Jamming:"
|
||
msgstr "Sülem"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:601
|
||
#, fuzzy
|
||
#| msgid "Cost: "
|
||
msgid "Cost:"
|
||
msgstr "Maksumus:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:605
|
||
#, fuzzy
|
||
#| msgid "Alignment: "
|
||
msgid "Alignment:"
|
||
msgstr "Hoiak:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. It uses
|
||
#. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the
|
||
#. translation use non-breaking spaces as appropriate for the target language.
|
||
#: src/help/help_topic_generators.cpp:612
|
||
#, fuzzy
|
||
#| msgid "Required XP: "
|
||
msgid "Required XP:"
|
||
msgstr "Nõutav kogemus:"
|
||
|
||
#: src/help/help_topic_generators.cpp:630
|
||
msgid "unit help^Attacks"
|
||
msgstr "Rünnakud"
|
||
|
||
#: src/help/help_topic_generators.cpp:637
|
||
msgid "unit help^Name"
|
||
msgstr "Nimi"
|
||
|
||
#: src/help/help_topic_generators.cpp:638
|
||
msgid "Strikes"
|
||
msgstr "Lööke"
|
||
|
||
#: src/help/help_topic_generators.cpp:639
|
||
msgid "Range"
|
||
msgstr "Ulatus"
|
||
|
||
#: src/help/help_topic_generators.cpp:640
|
||
msgid "Type"
|
||
msgstr "Liik"
|
||
|
||
#: src/help/help_topic_generators.cpp:641
|
||
msgid "Special"
|
||
msgstr "Eriline"
|
||
|
||
#: src/help/help_topic_generators.cpp:716
|
||
msgid "Resistances"
|
||
msgstr "Vastupanuvõimed"
|
||
|
||
#: src/help/help_topic_generators.cpp:720
|
||
msgid "Attack Type"
|
||
msgstr "Rünnaku liik"
|
||
|
||
#: src/help/help_topic_generators.cpp:721
|
||
msgid "Resistance"
|
||
msgstr "Vastupanuvõime"
|
||
|
||
#: src/help/help_topic_generators.cpp:751
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Modifiers"
|
||
msgstr "Maastiku mõju"
|
||
|
||
#: src/help/help_topic_generators.cpp:755
|
||
msgid "Terrain"
|
||
msgstr "Maastik"
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Defense"
|
||
msgstr "Kaitse"
|
||
|
||
#: src/help/help_topic_generators.cpp:757
|
||
msgid "Movement Cost"
|
||
msgstr "Liikumiskulu"
|
||
|
||
#: src/help/help_topic_generators.cpp:761
|
||
#, fuzzy
|
||
#| msgid "Defense"
|
||
msgid "Defense Cap"
|
||
msgstr "Kaitse"
|
||
|
||
#: src/help/help_topic_generators.cpp:766
|
||
msgid "Vision Cost"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:770
|
||
msgid "Jamming Cost"
|
||
msgstr ""
|
||
|
||
#~ 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 ""
|
||
#~ "Peaaegu läbimatu tõke <ref>dst='arkan_thoria' text='jõeäärsete'</ref> "
|
||
#~ "alade ja <ref>dst='far_north' text='Põhjatasandiku'</ref> vahel."
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "alustav"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Watch"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "Teine öövahikord"
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Rohumaa"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Küla"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Leadership:\n"
|
||
#~| "This unit can lead our 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."
|
||
#~ 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 ""
|
||
#~ "Väejuht:\n"
|
||
#~ "See üksus suudab innustada kõrvalasuvaid üksusi paremini võitlema.\n"
|
||
#~ "\n"
|
||
#~ "Kõrvalolevate madalama taseme üksuste löögijõud suureneb. Kõrvalasuva "
|
||
#~ "madalama tasemega üksuse löögijõud suureneb (tasemete vahe * 25) "
|
||
#~ "protsendi võrra. "
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "Wesnothi Lahingu käsiraamat"
|
||
|
||
#, fuzzy
|
||
#~| msgid " green if it hasn’t moved this turn,"
|
||
#~ msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
|
||
#~ msgstr "roheline, kui üksus ei ole selle käigu jooksul veel liikunud, "
|
||
|
||
#, fuzzy
|
||
#~| msgid " yellow if it has moved, but could still move further or attack, or"
|
||
#~ msgid ""
|
||
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
|
||
#~ "further or attack."
|
||
#~ msgstr ""
|
||
#~ "kollane, kui üksus on liikunud, kuid saab veel edasi liikuda või rünnata, "
|
||
#~ "või"
|
||
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "Märgukuulid"
|
||
|
||
#~ 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 ""
|
||
#~ "Iga sinu üksuse energiariba kohal on märgukuul. Iga sinu poolt juhitava "
|
||
#~ "üksuse kuul võib olla:"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~| "turn."
|
||
#~ msgid ""
|
||
#~ " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~ "turn."
|
||
#~ msgstr ""
|
||
#~ "punane, kui ta ei saa enam liikuda või rünnata, või lõpetas mängija "
|
||
#~ "üksuse käigu."
|
||
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr "sinine, kui tegu on liitlasüksusega, mis ei ole sinu juhtimise all."
|
||
|
||
#, fuzzy
|
||
#~| msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr "Vaenlase üksustel käiguvõimet näitavat märgukuuli ei ole."
|
||
|
||
#, 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"
|
||
#~ "Vali mängijaks kas inimene või arvuti. Seda käsku saab anda konkreetset "
|
||
#~ "osapoolt esindav mängija. Kui käsule parameetreid ei lisata, lülitab see "
|
||
#~ "inimese ja arvuti vahel. Kui valitakse 'lülita sisse', mängib arvuti, "
|
||
#~ "vastasel juhul inimene. Vaikimisi kehtib parajasti aktiivse osapoole "
|
||
#~ "kohta, kui parameetritega ei määrata teisiti.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~| 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."
|
||
#~ 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 ""
|
||
#~ "Inimestega võrreldes on haldjad veidi pikemad ja väledamad, kuid mitte "
|
||
#~ "nii tursked. Neil on veidi teravad kõrvad, hele nahk ja harilikult "
|
||
#~ "heledad juuksed. Põhiliseks erisuseks on nende pikk eluiga - enamik, keda "
|
||
#~ "ei taba haigus, õnnetus või sõda, elavad kaks ja pool sajandit. Mõned "
|
||
#~ "suure võluväega haldjad suudavad sellele lisada veel ühe sajandi, ent "
|
||
#~ "enamik haldjaid hakkab jääma 250 ja 300 eluaasta vahel nõrgaks ning "
|
||
#~ "lahkub kiiresti (enamasti aasta-kahega).\n"
|
||
#~ "\n"
|
||
#~ "Haldjad on loomult vähesel määral võluväelised. Enamik ei suuda seda "
|
||
#~ "otseselt juhtida, see annab neile vaid teravad meeled ja pika elu. "
|
||
#~ "Paljudel on ka võluväest tingitud andeid nagu täpsuslaskmine või "
|
||
#~ "hiilimine, millega nad võivad tavalisi olendeid sõnatuks lüüa. Kuid need "
|
||
#~ "haldjad, kes õpivad võluväge juhtima, saavad tõeliselt võimsateks. Paljud "
|
||
#~ "kasutavad seda väge teiste ravitsemiseks.\n"
|
||
#~ "\n"
|
||
#~ "Vähesed haldjad, kes on kõndinud kaugele võlukunsti ja müstika radadel, "
|
||
#~ "muutuvad raua suhtes tundlikuks ja see võib neid isegi kõrvetada. "
|
||
#~ "Haldjate pärimuse järgi esines seda kauges mineviikus märksa enam,\n"
|
||
#~ "\n"
|
||
#~ "Haldjad kulutavad palju aega enda oskuste lihvimisele. Need, kes ei "
|
||
#~ "tegele võluväega, harjutavad maisemaid kunste. Seetõttu on haldjad "
|
||
#~ "suurepärased vibukütid, see on nende peamine sõdimisviis. Enamik nende "
|
||
#~ "vägesid kannab vibu, mille kasutamises ei ole teistel rassidel kiiruse ja "
|
||
#~ "täpsuse osas midagi vastu panna. Kõiki haldjaid iseloomustab ka armastus "
|
||
#~ "puutumatu looduse vastu. Nad tunnevad tihti end ebakindlalt paljastel "
|
||
#~ "lagendikel ja elavad peamiselt Suure Maa metsades - edelas Hõbelaanes, "
|
||
#~ "kirdes Wesmere metsas ja suures Põhjalaanes, mille lõunapoolseks otsaks "
|
||
#~ "on Lintaniri mets.\n"
|
||
#~ "\n"
|
||
#~ "Haldjad on vanim rass, kui ehk trollid välja arvata. Nende asunduste "
|
||
#~ "vanust on raske hinnata, kuid see on kindlasti üle aastatuhande."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Cores</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orc"
|
||
#~ msgid "race^Roc"
|
||
#~ msgstr "Ork"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Orc"
|
||
#~ msgid "race+female^Roc"
|
||
#~ msgstr "Ork"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orcs"
|
||
#~ msgid "race^Rocs"
|
||
#~ msgstr "Orkid"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Order and Number of Strikes'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Multiplayer Modifications</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text=Löökide arv ja järjekord</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Pure Map Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Scenario Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Fundamentals of Gameplay"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Fundamentals of Gameplay</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr "Mängu põhialused"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Chance to Hit</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Mixed Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Defense Caps</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text=Damage</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Campaigns and Scenarios</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text=Kahju</header>"
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "Näkid"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Kaastöölised"
|
||
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Inimene"
|
||
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Inimene"
|
||
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Masinad"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "kummitav"
|
||
|
||
#, 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 ""
|
||
#~ "Nakatav:\n"
|
||
#~ "Selle üksuse poolt tapetud vastane asendub sama tüüpi ja samale "
|
||
#~ "osapoolele kuuluva üksusega kui nakataja ise. See ei toimi kooljate või "
|
||
#~ "külas asuva üksuse puhul."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Taibukas"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Väle"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Vastupidav"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Tugev"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Kartmatu"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Metslane"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Ustav"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Kooljas"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Masin"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "hing"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Osav"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Turske"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Juhm"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Aeglane"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Nõrk"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Elatanud"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "In combat, your units will inevitably take damage. When a unit "
|
||
#~| "<ref>dst='experience_and_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."
|
||
#~ 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 ""
|
||
#~ "Lahingus saavad üksused vältimatult kannatada. Kui üksus saavutab "
|
||
#~ "järgmise <ref>dst='experience_and_advancement' text='taseme'</ref>, "
|
||
#~ "taastatakse tema tervis täielikult. See võib juhtuda mistahes "
|
||
#~ "võitlusehetkel, nii sinu kui teiste käigu ajal. Wesnoth pakub ka muid "
|
||
#~ "võimalusi üksuste ravimiseks, kuid need toimuvad alati sinu käigu alguses."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Rühmitused"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Ülevaade"
|
||
|
||
#~ 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"
|
||
#~ "Alustuseks tasub peamenüüs klõpsata <italic>text=Õpetusele</italic>. See "
|
||
#~ "viib interaktiivsesse õpetusse, mis annab ülevaate Wesnothi põhitõdedest. "
|
||
#~ "Seejärel on soovitav mängida läbi Troonipärija sõjakäik - klõpsa "
|
||
#~ "peamenüüst <italic>text=Sõjakäigud</italic> ja seejärel "
|
||
#~ "<italic>text='Troonipärija</italic>. Wesnoth võib olla üsna keerukas, nii "
|
||
#~ "et tasub alustada <italic>text=Lihtne</italic>-raskusastmest."
|
||
|
||
#~ 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 ""
|
||
#~ "Nendelt lehekülgedelt leiad kõik vajaliku Wesnothi Lahingu mängimiseks, "
|
||
#~ "sealhulgas mängu põhitõed ja -mehaanika. Mängu jooksul lisandub siia "
|
||
#~ "infot sedamööda, kui avastad uusi aspekte mängus. Eriolukordade ja "
|
||
#~ "erandite kohta leiad lisateavet alltoodud viidetest."
|
||
|
||
#~ 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"
|
||
#~ "Sõjakäigud ehk kampaaniad koosnevad mitmest stsenaariumist, mis "
|
||
#~ "moodustavad ühise loo alusel terviku. Sõjakäigu puhul pead olema "
|
||
#~ "ettevaatlikum, näiteks säilitama oma parimaid üksusi järgnevateks "
|
||
#~ "lahinguteks."
|
||
|
||
#~ 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 ""
|
||
#~ "Wesnothi Lahing kujutab endast erinevate lahingute - stsenaariumite - "
|
||
#~ "sarja. Igas stsenaariumis võitlevad sinu üksused ühe või enama vastasega. "
|
||
#~ "Võid mängida arvuti vastu või sõpradega ühe arvuti taga kordamööda käike "
|
||
#~ "sooritades (nn. hotseat). Kui sinu arvuti on ühendatud võrku, võid "
|
||
#~ "mängida ka inimestega selles võrgus, Interneti ühenduse olemasolul võid "
|
||
#~ "mängida inimestega üle kogu Interneti."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Kogemus ja edutamine"
|
||
|
||
#~ 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"
|
||
#~ "Tursketel üksustel on 1 lisa-elupunkt pluss veel üks iga taseme kohta. "
|
||
#~ "Ka mürk kahjustab neid veerandi võrra vähem kui teisi."
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Selle rünnakuga üksused'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Selle võimega üksused'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Pealikud:"
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Värbab:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Ajastu:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Rühmitused:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Rühmitusi kasutatakse üksnes mitmemängija mängudes"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr "< Tagasi"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Edasi >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Viide tundmatule teemale: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "algne fail on vigane"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Kindlus"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Drake Fighter'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Lohe võib olla näiteks <ref>dst='unit_Drake Clasher' text='tapleja'</ref> "
|
||
#~ "või <ref>dst='unit_Drake Fighter' text='võitleja'</ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Lohepesa"
|
||
|
||
#~ msgid ""
|
||
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
|
||
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
|
||
#~ "text='breeding pens'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Väga suur kindluselaadne ehitis, milles elab lohede <ref>dst='flight' "
|
||
#~ "text='pesakond'</ref>. Seal asuvad nende <ref>dst='breeding_pen' "
|
||
#~ "text='munemissulud'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "Munemissulg"
|
||
|
||
#~ msgid ""
|
||
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
|
||
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>’s eye."
|
||
#~ msgstr ""
|
||
#~ "Osa <ref>dst='aerie' text='lohepesast'</ref> kus elavad "
|
||
#~ "<ref>dst='breeder' text='munejad'</ref>, kes on <ref>dst='dominant' "
|
||
#~ "text='valitseja'</ref> valvsa silma all."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Munemisvahe"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr "Aeg kahe <ref>dst=egg text='muna'</ref> munemise vahel."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Ilmameri"
|
||
|
||
#~ msgid ""
|
||
#~ "The World Ocean is the name of the open seas that surround the "
|
||
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
|
||
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
|
||
#~ "deadly waterfall."
|
||
#~ msgstr ""
|
||
#~ "Ilmameri on selle suure vee nimi, mis ümbritseb <ref>dst='morogor' "
|
||
#~ "text='Morogori'</ref> saarestikku. Lohed usuvad, et selle taga "
|
||
#~ "asub<ref>dst='abyss' text='Sügavik'</ref>, tohutu ja hävitav kosk."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Uus Maa"
|
||
|
||
#~ msgid ""
|
||
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
|
||
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
|
||
#~ msgstr ""
|
||
#~ "Suur maismaa <ref>dst='morogor' text='Morogorist'</ref> ida pool. Lohed "
|
||
#~ "said sellest teada alles peale Galuni põgenemist."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Sügavik"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "Lohede maailmapildi järgi on see tohutu ja hävitav kosk, kus meri langeb "
|
||
#~ "üle maailmaketta serva."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Keerurada"
|
||
|
||
#~ msgid ""
|
||
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
|
||
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
|
||
#~ "Path'</ref>"
|
||
#~ msgstr ""
|
||
#~ "Lohede poolsalajane selts, mille eesmärk on tulevase suure ilmasõja "
|
||
#~ "ärahoidmine. Vt ka <ref>dst='straight_path' text='Otsetee'</ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Otsetee"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
|
||
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
|
||
#~ "Path'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Lohede pürgimus pidevale vallutamisele ja maadehõivamisele. Seda sõna "
|
||
#~ "kasutavad peamiselt <ref>dst='spiral_path' text='Keeruraja'</ref> liikmed."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Valitseja"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
|
||
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
|
||
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
|
||
#~ "privileges on others."
|
||
#~ msgstr ""
|
||
#~ "The <ref>dst='aspirant' text='Püüdleja'</ref>, kellest saab lohede isand "
|
||
#~ "- ainus lohe hõimus, kel on õigus <ref>dst='breeder' text='munejatega'</"
|
||
#~ "ref> sugu jätkata. Vahel harva jätab ta selle õiguse teistele."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Tulevahe"
|
||
|
||
#~ msgid ""
|
||
#~ "The (irregular) period between consecutive eruptions of "
|
||
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
|
||
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
|
||
#~ msgstr ""
|
||
#~ "(Enamasti) ebakorrapärane ajavahemik <ref>dst='mount_morogor' "
|
||
#~ "text='Morogori mäe'</ref> kahe purske vahel. Lohede <ref>dst='long_count' "
|
||
#~ "text='Pikk Ajaarvestus'</ref> toetub sellele."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Üleskirjutaja"
|
||
|
||
#~ msgid ""
|
||
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
|
||
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
|
||
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
|
||
#~ "they recruit their members from all of the other castes."
|
||
#~ msgstr ""
|
||
#~ "Üleskirjutaja on lohede kroonik, kes valdab lohede "
|
||
#~ "<ref>dst='drakish_script' text='kirjaviisi'</ref>. Üleskirjutajad on "
|
||
#~ "lohede ainus <ref>dst='caste' text='seisus'</ref>, mis ei sõltu "
|
||
#~ "sünnipärast - nad värbavad uusi liikmeid kõkidest teistest seisustest."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Munemine"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr "<ref>dst='breeding_cycle' text='Munemisvahe'</ref> üks osa."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Koorunu"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Koorunu"
|
||
|
||
#~ msgid ""
|
||
#~ "A young drake that has not yet seen another generation hatch. The younger "
|
||
#~ "of the current generation of hatchlings are the most aggressive is the "
|
||
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Noor lohe, kes ei ole veel näinud järgmise põlvkonna koorumist. Mida "
|
||
#~ "nooremad on koorunud, seda riiakam on lohede <ref>dst='flight' "
|
||
#~ "text='pesakond'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Nooruk"
|
||
|
||
#~ msgid ""
|
||
#~ "A young drake that has seen another generation hatch. If the "
|
||
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
|
||
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Noor lohe, kes on näinud järgmise põlvkonna koorumist . Kui "
|
||
#~ "<ref>dst='flight' text='pesakond'</ref> saab lubada ühe põlvkonna "
|
||
#~ "kaotamist, võivad nad moodustada <ref>dst='swarming' text='sülemi'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Muneja"
|
||
|
||
#~ msgid ""
|
||
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
|
||
#~ "that become breeders have to be handled with extra care. The number of "
|
||
#~ "breeders is also limited by the amounts of non-breeders around, since "
|
||
#~ "breeders can't take care of their food for themselves when laying. Drake "
|
||
#~ "breeders become fertile after the next <ref>dst='hatching' "
|
||
#~ "text='hatching'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Emaslohe. Neid on vähe, kuna neid <ref>dst='egg' text='mune'</ref>, "
|
||
#~ "millest kooruvad munejad, tuleb kohelda erilise hoolega. Munejate hulk "
|
||
#~ "sõltub ka teiste lohede hulgast, kuna munejad ei suuda munemise ajal ise "
|
||
#~ "toitu hankida. Munejad jõuavad viljakasse ikka peale järgmise põlvkonna "
|
||
#~ "<ref>dst='hatching' text='koorumist'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "Lohemuna"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
|
||
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
|
||
#~ "laid and to some extent the ambient temperature."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst=caste text='Seisus'</ref>, millesse <ref>dst='hatchling' "
|
||
#~ "text='koorunu'</ref> hakkab kuuluma, määratakse munemise ajal, osaliselt "
|
||
#~ "määrab selle ümbritseva soojuse hulk."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Pesakond"
|
||
|
||
#~ msgid ""
|
||
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
|
||
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
|
||
#~ "text='Dominant'</ref>, who confers mating privileges."
|
||
#~ msgstr ""
|
||
#~ "Lohede suguharu, kes elab ühes<ref>dst='aerie' text='lohepesas'</ref> ja "
|
||
#~ "jagab ühist jahiala. Igas suguharus on üks <ref>dst='dominant' "
|
||
#~ "text='valitseja'</ref>, kelle käes on paljunemisõigus."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Püüdleja"
|
||
|
||
#~ msgid ""
|
||
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
|
||
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
|
||
#~ "secretion of the hormone is caused by hunt and combat actions in which "
|
||
#~ "the drake is involved."
|
||
#~ msgstr ""
|
||
#~ "Isaslohe, kes on teinud läbi muutumisaja ja suudab <ref>dst='breeder' "
|
||
#~ "text='munejatega'</ref> paarituda. Muutumisaja kutsub esile noore lohe "
|
||
#~ "osalemine jahil ja sõjas."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Tõusja"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Lohede nimetus tõelise <ref>dst='unit_Fire Dragon' text='draakoni'</ref> "
|
||
#~ "kohta."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Soovija"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
|
||
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
|
||
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
|
||
#~ "likeliest to be granted mating privileges, especially after a notable "
|
||
#~ "service."
|
||
#~ msgstr ""
|
||
#~ "Üks <ref>dst='aspirant' text='püüdlejaist'</ref>, kes on "
|
||
#~ "<ref>dst='dominant' text='valitseja'</ref> saatjad. Tavakohaselt on nad "
|
||
#~ "üks kõigist <ref>dst=caste text='seisustest'</ref> peale tema enda oma. "
|
||
#~ "Vahel kaasatakse eriülesannete täitmiseks täiendavalt ka 'soovijaid', "
|
||
#~ "kellele võidakse teinekord tasuks hea teenistuse eest anda "
|
||
#~ "paljunemisõigus."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Sülem"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst='swarmlings' text='Sülemlased'</ref>, kes on lahkunud "
|
||
#~ "<ref>dst='aerie' text='lohepesast'</ref>, et asutada uus."
|
||
|
||
#~ msgid ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgstr ""
|
||
#~ " <ref>dst='flight' text='pesakond'</ref>, kes koguneb uude "
|
||
#~ "<ref>dst='aerie' text='lohepessa'</ref>. See kordub iga "
|
||
#~ "<ref>dst='breeding_cycle' text='munemisvahe'</ref> jooksul. Vt "
|
||
#~ "<ref>dst='swarm' text='sülem'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Põgenikud"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr ""
|
||
#~ "Lohede sõna ärajooksnud orjade kohta, keda jahitakse nagu saakloomi."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Morogori mägi"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Tulemägi <ref>dst='morogor' text='Morogori'</ref> saarestiku kesksel "
|
||
#~ "saarel."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Pikk Ajaarvestus"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Lohede <ref>dst='vulcaniad' text='tulevahedel'</ref> ja "
|
||
#~ "<ref>dst=breeding_cycle text='munemisvahedel'</ref> põhinev ajaarvestus."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Pikk siga"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Lõuna merede segakeele sõna inimliha kohta, tulenenud lohede sama "
|
||
#~ "tähendusega sõnast."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Savikunst"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
|
||
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
|
||
#~ "generate the amount of heat to cure the pieces to full strength."
|
||
#~ msgstr ""
|
||
#~ "Lohed töötlevad ka metalle, kuid nad on tõelised meistrid savi "
|
||
#~ "töötlemises. Üksnes <ref>dst='unit_Drake Burner' text='põletajalohed'</"
|
||
#~ "ref> suudavad tekitada pottide põletamiseks piisavalt kuuma tuld."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Lohekiri"
|
||
|
||
#~ msgid ""
|
||
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
|
||
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
|
||
#~ "text='Recorder'</ref> vocation."
|
||
#~ msgstr ""
|
||
#~ "Lohede kirjakeel. Seda kirjutavad <ref>dst='ceramic' text='savist'</ref> "
|
||
#~ "tahvlitele <ref>dst='recorder' text='üleskirjutajate'</ref> seisuse "
|
||
#~ "liikmed."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Lohekeel"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "Lohede räägitav keel."
|
||
|
||
#~ 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 ""
|
||
#~ "Rohumaa on tasane ala, olgu siis muruplats, karjamaa või metsik aas. "
|
||
#~ "Lahtise paigana on seal väga kerge liikuda, kuid raske ennast kaitsta. "
|
||
#~ "Enamasti on parimad üksused rohjumaade jaoks kas ratsavägi või väga "
|
||
#~ "väledad üksused, kel on liikumisest rohkem kasu..\n"
|
||
#~ "\n"
|
||
#~ "Enamiku üksuste kaitsevõime rohumaal on 30-40%."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Tee"
|
||
|
||
#~ 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 ""
|
||
#~ "Teed on sissetallatud rajad, mille on tekitanud hulk rändureid. Mängu "
|
||
#~ "mõttes on nad võrdsed <ref>dst='terrain_flat' text='tasandikega'</ref>.\n"
|
||
#~ "\n"
|
||
|
||
#~ 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 ""
|
||
#~ "Mets tähistab igasugust puudega ala, milles on ka piisavalt võsa, et "
|
||
#~ "liikumist takistada. Kuigi see aeglustab peaaegu kõiki, pakub mets "
|
||
#~ "enamikule üksustele paremat kaitset kui lahtine maastik. Ratsaväel aga on "
|
||
#~ "selle läbimine nii tülikas, et igasugune võimalik üllatusmoment kaob. "
|
||
#~ "Selle üldise reegli osas on erandiks haldjad. Neil on metsas mitte üksnes "
|
||
#~ "täielik liikuvus, vaid nad saavad ka märgatava kaitsevõimepreemia. "
|
||
#~ "Teiseks erandiks on päkapikud: nad võivad küll rühkida läbi metsa ilma "
|
||
#~ "eriti kiirust kaotamata, kuid neile täiesti tundmatu maastik võtab neilt "
|
||
#~ "igasuguse kaitsevõime.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustel on metsas 50% kaitsevõime, kuid ratsaväel on piiriks "
|
||
#~ "30%. Haldjatel, kaasa arvatud nende ratsanikud, on 60-70% kaitsevõime. "
|
||
#~ "Päkapike kaitsevõime metsas on enamasti aga vaid 30%.\n"
|
||
#~ "\n"
|
||
|
||
#~ 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 ""
|
||
#~ "Künkad esindavad igasugust üsna rasket maastikku, kus on piisavalt tõuse-"
|
||
#~ "langusi teatava kaitse pakkumiseks. Enamikul üksustel on küngastel raske "
|
||
#~ "liikuda. Päkapikud, trollid ja orkid on selle maastikuga piisavalt "
|
||
#~ "tuttavad, et see neid ei aeglusta. Ratsaväel on aga liikumisega piisavalt "
|
||
#~ "probleeme, et kaotada igasugune kaitsevõime.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustel on küngastel umbes 50% kaitsevõime, ratsaväe "
|
||
#~ "ülempiiriks on 40%. Päkapike kaitsevõime küngastel on aga 60%.\n"
|
||
#~ " \n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Mäed"
|
||
|
||
#~ 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 ""
|
||
#~ "Mäed on järsud, seega peavad üksused seal tihti üle takistuste ronima. "
|
||
#~ "Nõnda annavad nad hea kaitsevõime, kuid takistavad tõsiselt liikumist. "
|
||
#~ "Enamik ratsaväge ei saa üldse mägedes liikuda, erandiks on haldjate "
|
||
#~ "ratsaüksused ja mäekollidest hundiratsanikud. Päkapikud ja trollid on "
|
||
#~ "mägede põliselanikud ja neil on seal kerge liikuda.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on mägedes umbes 60% kaitsevõime, päkapikel aga on see "
|
||
#~ "70%."
|
||
|
||
#~ 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 ""
|
||
#~ "Sood tähistavad igasuguseid märgalasid. Soo aeglustab pea kõiki üksusi "
|
||
#~ "ning vähendab ka nande kaitsevõimet. Erandiks on vees elavad rassid, kes "
|
||
#~ "saavad seal takistamatult liikuda ning ka end hästi kaitsta. Märgade "
|
||
#~ "maade asukad oskavad end samuti seal edukalt kaitsta.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on soos kaitsevõime 30%. Näkkidel, nagadel ja "
|
||
#~ "sisalastel on see aga reeglina 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Madal vesi"
|
||
|
||
#~ 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 ""
|
||
#~ "Madal vesi esindab veekogusid, mille sügavus on umbes inimese keskkohani. "
|
||
#~ "See on piisav peaaegu kõigi üksuste aeglustamiseks ja nende kaitsevõime "
|
||
#~ "vähendamiseks. Kuna päkapikel ulatub selline vesi peaaegu üle pea, on "
|
||
#~ "neil eriti raske. Erandiks on vees elavad rassid, kes saavad vabalt "
|
||
#~ "liikuda ning ka end hästi kaitsta.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on madalas vees kaitsevõime 20-30%, näkkidel ja "
|
||
#~ "nagadel on see aga 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Sügav vesi"
|
||
|
||
#~ 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 ""
|
||
#~ "Sügav vesi esindab veekogusid, kus vesi ulatub üle inimese pea. Enamik "
|
||
#~ "üksusi ei saa sinna minna - see on vaid neile, kes suudavad lennata või "
|
||
#~ "on väga head ujujad.\n"
|
||
#~ "\n"
|
||
#~ "Näkkidel ja nagadel on sügavas vees 50% kaitse- ja täielik liikumisvõime."
|
||
|
||
#~ 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 ""
|
||
#~ "Lumi esindab igasugust lume või jääga kaetud lagedat ala. Enamik üksusi "
|
||
#~ "kaotab siin nii liikumiskiiruse kui kaitsevõime. NB! Ujuda oskavad "
|
||
#~ "üksused, ka vee all hingata suutvad, ei suuda ujuda jää all. \n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on lumes 20-40% kaitsevõime."
|
||
|
||
#~ 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 ""
|
||
#~ "Kindlused on igasugused püsikindlustused. Peaaegu kõik üksused saavad "
|
||
#~ "seal märgatava kaitsevõimepreemia ja enamasti ka täieliku liikumisvõime. "
|
||
#~ "Kindluse kaitsevõime sõltub tema täituvusest - kui kindlus pole "
|
||
#~ "mehitatud, võib vastane tungida sinna ja saada ka enda üksustele sama "
|
||
#~ "kaitsevõime. \n"
|
||
#~ "\n"
|
||
#~ "Kindlus annab enamikule üksustest umbkaudu 60% kaitsevõime.\n"
|
||
#~ "\n"
|
||
|
||
#~ 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 ""
|
||
#~ "Liiv on enamikule üksustest raske läbida ja kahandab nende kaitsevõimet. "
|
||
#~ "Laiade jalgade või maosarnase kehaga rassid aga tunnevad end liival "
|
||
#~ "märksa vabamalt.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on liival 20-40% kaitsevõime."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Kõrb"
|
||
|
||
#~ 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 ""
|
||
#~ "Kõrbed on küll teistsugused maastikud kui liivaaugud või -rannad, siin "
|
||
#~ "mängus on nad aga samaväärsed. Vt. <ref>dst='terrain_sand' text='liiv'</"
|
||
#~ "ref>."
|
||
|
||
#~ 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 ""
|
||
#~ "Koopad on üksuste jaoks piisavalt suured maa-alused ruumid. Enamik üksusi "
|
||
#~ "on seal nende jaoks võõras paigas ning nad kaotavad nii liikumis- kui "
|
||
#~ "kaitsevõimes. Koobastes elavad päkaikud ja trollid tunnevad end aga hästi "
|
||
#~ "- eriti päkapikud, kes enda väikese kogu tõttu pääsevad ka kohtadesse, "
|
||
#~ "kuhu teised ei pääse. Vahel on koopad ka "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='valgustatud'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on koobastes 20-40% kaitsevõime, päkapikel aga on see "
|
||
#~ "50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Kaljukoobas"
|
||
|
||
#~ 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 ""
|
||
#~ "Kaljukoopad on tekkinud vee ja tuule tegevuse tulemusena, mis õõnestavad "
|
||
#~ "kaljut. Enamik üksusi saab neis sakilistes maa-alustes koobastes vaid "
|
||
#~ "aeglaselt liikuda, kuid suudab end piisavalt kaitsta. Koobastes elavad "
|
||
#~ "päkapikud ja trollid tunnevad end aga hästi - eriti päkapikud, kes enda "
|
||
#~ "väikese kogu tõttu pääsevad ka kohtadesse, kuhu teised ei pääse. Vahel on "
|
||
#~ "koopad ka <ref>dst='terrain_illuminated_cave' text='valgustatud'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on kaljukoobastes umbes 50% kaitsevõime, ratsaüksuste "
|
||
#~ "piiriks on 40%, päkapikel aga on see 60%."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Valgustatud koobas"
|
||
|
||
#~ 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 ""
|
||
#~ "Mõned harvad paigad maa all on valgustatud ülalt paistva valguse poolt. "
|
||
#~ "See parandab kuulekate ning kahandab korratute üksuste võitlusvõimet, "
|
||
#~ "muus osas on see maastik aga sarnane tavalise koopaga."
|
||
|
||
#~ 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 ""
|
||
#~ "Seenesalud on maa-alused hiidseente metsad, mida toidab niiske pimedus. "
|
||
#~ "Enamikul üksustest on väiksemate seente tõttu raske liikuda, kuid "
|
||
#~ "suuremad seened pakuvad head kaitset. Ratsavägi aga jääb tõsiselt toppama "
|
||
#~ "ega saa lahinguks vajalikul määral liikuda. Kooljatel on loomupärane "
|
||
#~ "tõmme lagunemise poole ja nad tunnevad end seenesaludes hästi.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on seenesalus 50-60% kaitsevõime, ratsaüksustel aga "
|
||
#~ "vaid 20%."
|
||
|
||
#~ 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 ""
|
||
#~ "Külad tähistavad mistahes hoonerühmi, mille ehitajaks võivad olla nii "
|
||
#~ "inimesed kui ka muud rassid. Peaaegu kõik üksused saavad seal vabalt "
|
||
#~ "liikuda ja enamikul on ka hea kaitsevõime. Külades saavad üksused ka "
|
||
#~ "haavu ravida, mistõttu iga külas veedetud käigu jooksul taastub üksusel 8 "
|
||
#~ "elupunkti või kaob mürgi mõju.\n"
|
||
#~ "\n"
|
||
#~ "Enamikul üksustest on külas 50-60% kaitsevõime, ratsaüksustel aga vaid "
|
||
#~ "40%.\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Veealune küla"
|
||
|
||
#~ 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 ""
|
||
#~ "Veealused külad on koduks näkkidele ja nagadele. Veealused rassid "
|
||
#~ "tunnevad siin end koduselt, teistel on aga raske liikuda ja end kaitsta. "
|
||
#~ "Ravimine aga toimub nagu maapealsetes külades, iga üksus taastab külas "
|
||
#~ "veedetud käiguga 8 elupunkti või terveneb mürgist.\n"
|
||
#~ "\n"
|
||
#~ "Näkkide ja nagade kaitsevõime on veealustes külades 60%, maapealsetel "
|
||
#~ "üksustel on see aga enamasti madal."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Läbimatu"
|
||
|
||
#~ 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 ""
|
||
#~ "Läbimatu maastik kujutab endast kuristikke ja järsakuid, kust üle kõndida "
|
||
#~ "on võimatu. Nende nõlvad on järsud ning ümberringi minek võtaks päevi. "
|
||
#~ "Mängu mõttes saavad sealt üle vaid lendavad üksused."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Laava"
|
||
|
||
#~ 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 ""
|
||
#~ "Laava peal käimise üritamise ohtlikkus peaks olema ilmselge. Mängu "
|
||
#~ "mõttes on laava sarnane <ref>dst='terrain_unwalkable' text='läbimatu'</"
|
||
#~ "ref> maastikuga - sealt saavad üle vaid need, kes suudavad lennata "
|
||
#~ "piisavalt kõrgel. Sulamagma helendab ning valgustab seeläbi ruumi selle "
|
||
#~ "kohal, mistõttu seal kuulekate üksuste võitlusvõime paraneb ja korratutel "
|
||
#~ "kahaneb."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Jõekoole"
|
||
|
||
#~ 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 ""
|
||
#~ "Kui jõgi on väga madal, pääsevad maapealsed üksused sealt vabalt üle. "
|
||
#~ "Samas on vees elavatel üksustel seal samaväärne liikumisvõime kui mujal "
|
||
#~ "vees. Mängu mõttes võrdub jõekoole kas madala vee või rohumaaga vastavalt "
|
||
#~ "sellele, kumb on konkreetsele üksusele soodsam."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Rannakaljud"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
|
||
#~ "and sand. This provides most land units with a more steady footing and "
|
||
#~ "defensive positions than wading in shallow water normally would and also "
|
||
#~ "grants most water-dwelling races an exceptionally high defense.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and Naga both receive 70% defense on coastal reefs."
|
||
#~ msgstr ""
|
||
#~ "Rannakaljud on kividest, korallidest ja liivast koosnevad madalikud. "
|
||
#~ "Enamik maaüksusi suudab siin paremini seista ja end kaitsta kui tavalises "
|
||
#~ "madalas vees, vees elavad rassid aga suudavad siin end kaitsta "
|
||
#~ "erakordselt edukalt .\n"
|
||
#~ "\n"
|
||
#~ "Nii näkkidel kui nagadel on rannakaljudel 70% kaitsevõime."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Sild"
|
||
|
||
#~ 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 ""
|
||
#~ "Neile, kes oskavad ehitada, pakub silla ehitamine vabanemist looduse "
|
||
#~ "tujudest, kus jõekoolmed võivad tekkida ja kaduda veetaseme muutumisega. "
|
||
#~ "Pealegi jäävad nõnda jalad kuivaks, mis pole külmal aastaajal üldse "
|
||
#~ "tähtsusetu.\n"
|
||
#~ "\n"
|
||
#~ "Mängu mõistes on sild võrdväärne kas selle all oleva vee või rohumaaga "
|
||
#~ "vastavalt sellele, kumb on konkreetsele üksusele soodsam. Tähelepanuks: "
|
||
#~ "vee- ja maaüksus ei saa asuda korraga ühel ja samal sillaväljal."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Läbimatu ala"
|
||
|
||
#~ msgid ""
|
||
#~ "Obstacles that not even the most determined traveler may overcome include "
|
||
#~ "solid walls of stone and mountains so tall and steep that they are "
|
||
#~ "constantly wreathed in cloud. Even flying creatures cannot navigate the "
|
||
#~ "jagged peaks at such rarified heights, and not even the fiercest troll "
|
||
#~ "can smash through thick walls of stone."
|
||
#~ msgstr ""
|
||
#~ "Takistuste hulka, mis peatavad ka kõige sihikindlama ränduri, kuuluvad "
|
||
#~ "järsud kiviseinad ning kõrged, pidevalt pilvedesse mattunud mäed. "
|
||
#~ "Sellistes kõrgustes ei saa isegi lendavad olendid sakiliste tippude vahel "
|
||
#~ "lendamisega hakkama, ning ka metsikuim troll ei suuda end paksudest "
|
||
#~ "kivivallidest läbi rammida."
|
||
|
||
#~ 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 ""
|
||
#~ "Segane:\n"
|
||
#~ "Nii kaitstes kui rünnates kestab võitlus 30 ringi või kuni üks osapoole "
|
||
#~ "surmani."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Võluväeline:\n"
|
||
#~ "Sellel rünnakul on alati 70% tabamistõenäosus, sõltumata rünnatava üksuse "
|
||
#~ "kaitsevõimest."
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Alustav:\n"
|
||
#~ " See üksus lööb alati esimesena, isegi kaitses olles."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Kasvav:\n"
|
||
#~ "See üksus saab iga tapetud elava üksuse pealt 1 lisa-EP enda maksimumile "
|
||
#~ "lisaks."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Mõnel relval on eriomadused, mis suurendavad nende ründetõhusust.\n"
|
||
#~ "\n"
|
||
|
||
#, 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 ""
|
||
#~ "Segane:\n"
|
||
#~ "Nii kaitstes kui rünnates kestab võitlus 30 ringi või kuni üks osapoole "
|
||
#~ "surmani."
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "alustav"
|
||
|
||
#, 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 ""
|
||
#~ "Võluväeline:\n"
|
||
#~ "Sellel rünnakul on alati 70% tabamistõenäosus, sõltumata rünnatava üksuse "
|
||
#~ "kaitsevõimest."
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Tabamuse tõenäosus'</header>"
|