11290 lines
468 KiB
Text
11290 lines
468 KiB
Text
# translation of fr.po to
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# Language french translations for Battle for Wesnoth package
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# vim:set encoding=utf-8:
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# Traduction anglaise du package Battle for Wesnoth.
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# Copyright (C) 2004 THE Battle for Wesnoth'S COPYRIGHT HOLDER
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# This file is distributed under the same license as the Battle for Wesnoth package.
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#
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# French Wesnoth translation team <wesnoth@ml.free.fr>, 2004.
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# Guillaume Melquiond <guillaume.melquiond@gmail.com>, 2009.
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# Guillaume Pascal <guillaume.pascal43@laposte.net>, 2011, 2012, 2013.
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# Guigou Guillaume <guillaume.guigou@orange.fr>, 2013.
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# Rémi BERTHO <remi.bertho@gmail.com>, 2014.
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# Mathieu GUILBAUD < mathieu@guim.info>, 2018, 2019.
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# Syll <syll-dev@laposte.net>, 2019, 2021.
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# alberic89 <alberic89@gmx.com>, 2022.
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msgid ""
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msgstr ""
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"Project-Id-Version: Wesnoth_Help-1.16\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: 2024-02-15 21:01+0100\n"
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"Last-Translator: demario\n"
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"Language-Team: French <wesnothfr@lists.tuxfamily.org>\n"
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"Language: fr\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-Generator: Lokalize 20.12.0\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 "Sous terre"
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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 "mort-vivant"
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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 "intrépide"
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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 "peste"
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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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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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"Une unité tuée par la peste se transforme zombi appartenant à la même armée "
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"que celle ayant la peste. Cela ne fonctionne pas sur les morts-vivants ou "
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"sur les unités stationnées dans les villages."
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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 "inébranlable"
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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 "inébranlable"
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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 "illumination"
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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 "soins +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 "soins +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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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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"Permet à cette unité de soigner les unités adjacentes au début de chaque "
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"tour.\n"
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"\n"
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"Une unité soignée peut soit regagner jusqu'à 4 points de vie, soit ne pas "
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"subir les effets du poison ce tour-ci.\n"
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"Une unité empoisonnée ne peut pas être guérie par un soigneur et devra "
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"trouver un village ou une unité qui dispose de la compétence guérison."
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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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msgid "This unit is capable of basic healing and slowing dehydration."
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msgstr ""
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"Cette unité est capable de prodiguer des soins de base et de ralentir la "
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"déshydratation."
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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 "soins +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 "soins +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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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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"Cette unité combine des remèdes à base de plantes avec des incantations "
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"magiques pour soigner plus rapidement que la normale sur le champ de "
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"bataille.\n"
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"\n"
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"Une unité soignée peut soit regagner jusqu'à 8 points de vie, soit ne pas "
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"subir les effets du poison ce tour-ci.\n"
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"Une unité empoisonnée ne peut pas être traitée par un soigneur, mais devra "
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"trouver un village ou une unité avec la capacité de guérison."
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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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msgid "heals +12"
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msgstr "soins +12"
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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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msgid "female^heals +12"
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msgstr "soins +12"
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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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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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"Cette unité combine des remèdes à base de plantes avec des incantations "
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"magiques pour soigner plus rapidement que la normale sur le champ de "
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"bataille.\n"
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"\n"
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"Une unité soignée peut soit regagner jusqu'à 12 points de vie, soit ne pas "
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"subir les effets du poison ce tour-ci.\n"
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"Une unité empoisonnée ne peut pas être traitée par un soigneur, mais devra "
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"trouver un village ou une unité avec la capacité de guérison."
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755
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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 ""
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"Cette unité est capable de soigner les unités environnantes, ralentir la "
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"déshydratation et de les guérir du poison."
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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 "téléportation"
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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 "régénération"
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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 "Récupère à chaque tour"
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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 "coup dans le dos"
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# Benoît : traduction pas littérale, mais expliquant bien de quoi il s'agit
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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 "nécrophagie"
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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 "commandement"
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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 "embuscade"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
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msgid "Castle"
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msgstr "Château"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
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msgid "Cave"
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msgstr "Caverne"
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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 "dissimulation"
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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 "drain"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
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msgid "firststrike"
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msgstr "initiative"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
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msgid "Forest"
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msgstr "Forêt"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
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msgid "Frozen"
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msgstr "Gelé"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
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msgid "Hills"
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msgstr "Collines"
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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 "tir d'élite"
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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 "Forêt de champignons"
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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 "chasseur nocturne"
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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 "empoisonnement"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
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msgid "Sand"
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msgstr "Sable"
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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 "tirailleur"
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#. [slow]: id=slow
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#: 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"
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msgstr "ralentissement"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
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msgid "Swamp"
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msgstr "Marais"
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#. [heals]: id=curing
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
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#: data/core/macros/abilities.cfg:61
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msgid "cures"
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msgstr "guérison"
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#. [section]: id=editor
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#: data/core/editor/help.cfg:5
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msgid "Map and Scenario Editor"
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msgstr "Éditeur de carte et de scénario"
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#. [section]: id=editor_mode_terrain
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#. [topic]: id=..editor_mode_terrain
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#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377
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msgid "Terrain Editor"
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msgstr "Éditeur de terrain"
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||
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#. [section]: id=editor_mode_scenario
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#. [topic]: id=..editor_mode_scenario
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#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
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msgid "Scenario Editor"
|
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msgstr "Éditeur de scénario"
|
||
|
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#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:28
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msgid "Paint Tool"
|
||
msgstr "Outil de peinture"
|
||
|
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:29
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msgid ""
|
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"Paint terrain tiles on the map.\n"
|
||
"\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:"
|
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msgstr ""
|
||
"Peint des tuiles de terrain sur la carte.\n"
|
||
"\n"
|
||
"L'outil de peinture utilise les tailles du pinceau et la palette de "
|
||
"terrains.\n"
|
||
"\n"
|
||
"<bold>text='Modificateurs du clavier'</bold>\n"
|
||
"\n"
|
||
"• Majuscule+clic : Si un terrain de base est sélectionné, change la base "
|
||
"sans changer la superposition. Si une superposition est sélectionnée, change "
|
||
"la superposition sans changer la base.\n"
|
||
"• Contrôle+clic : Sélectionne le terrain sous le curseur de la souris, comme "
|
||
"s'il avait été sélectionné à partir de la palette de terrains (prend le "
|
||
"terrain de base et la superposition).\n"
|
||
"\n"
|
||
"<bold>text='Tailles du pinceau'</bold>\n"
|
||
"\n"
|
||
"Change la taille de l'outil sélectionné :"
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:41
|
||
msgid "Paint single hexes."
|
||
msgstr "Peint un hexagone à la fois."
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:42
|
||
msgid "Paint seven hexes at a time."
|
||
msgstr "Peint sept hexagones à la fois."
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:43
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||
msgid "Paint nineteen hexes at a time."
|
||
msgstr "Peint dix-neuf hexagones à la fois."
|
||
|
||
#. [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 "Peint trois hexagones en ligne."
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:52
|
||
msgid "Fill Tool"
|
||
msgstr "Outil de remplissage"
|
||
|
||
#. [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 ""
|
||
"Remplit les régions de terrain contiguës avec différents terrains.\n"
|
||
"\n"
|
||
"L'outil de remplissage utilise la palette de terrain.\n"
|
||
"\n"
|
||
"<bold>text='Modificateurs du clavier'</bold>\n"
|
||
"\n"
|
||
"• Majuscule+clic : Si un terrain de base est sélectionné, change la base "
|
||
"sans changer la superposition. Si une superposition est sélectionnée, change "
|
||
"la superposition sans changer la base.\n"
|
||
"• Contrôle+clic : Sélectionne le terrain sous le curseur de la souris, comme "
|
||
"s'il avait été sélectionné à partir de la palette de terrains (prend le "
|
||
"terrain de base et la superposition)."
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:67
|
||
msgid "Select Tool"
|
||
msgstr "Outil sélection"
|
||
|
||
#. [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 ""
|
||
"Sélectionne un ensemble d'hexagones, pour utiliser les opérations de "
|
||
"coupage, copiage et remplissage accessibles via les boutons sous la barre de "
|
||
"menu.\n"
|
||
"\n"
|
||
"<bold>text='Modificateurs du clavier'</bold>\n"
|
||
"\n"
|
||
"• Majuscule+clic : Mode 'baguette magique', sélectionne l'hexagone sous le "
|
||
"curseur de la souris, et ajoute les hexagones du même type de terrain.\n"
|
||
"• Contrôle+clic : Sélectionne le terrain sous le curseur de la souris, comme "
|
||
"s'il avait été sélectionné à partir de la palette de terrains (prend le "
|
||
"terrain de base et la superposition).\n"
|
||
"\n"
|
||
"<bold>text='Tailles du pinceau'</bold>\n"
|
||
"\n"
|
||
"Change la taille de l'outil sélectionné :"
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:78
|
||
msgid "Select single hexes."
|
||
msgstr "Sélectionne un hexagone à la fois."
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:79
|
||
msgid "Select seven hexes at a time."
|
||
msgstr "Sélectionne sept hexagones à la fois."
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:80
|
||
msgid "Select nineteen hexes at a time."
|
||
msgstr "Sélectionne dix-neuf hexagones à la fois."
|
||
|
||
#. [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 "Sélectionne trois hexagones en ligne."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:89
|
||
msgid "Clipboard and Paste Tool"
|
||
msgstr "Presse-papiers et outil de collage"
|
||
|
||
#. [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 ""
|
||
"Effectue une rotation, retourne et colle le terrain dans le presse-papiers\n"
|
||
"\n"
|
||
"Les hexagones peuvent être coupés ou copiés dans le presse-papiers en "
|
||
"utilisant l'<ref>dst='editor_tool_select' text='outil sélection'</ref>.\n"
|
||
"\n"
|
||
"L'outil de collage montre un contour du presse-papiers, qui peut être collé "
|
||
"avec un clic de la souris. Seul le contour est montré, mais les erreurs "
|
||
"peuvent être corrigées avec la fonction d'annulation, qui est affectée à la "
|
||
"fois à Contrôle+Z et à la touche de la fonction d'annulation dans le jeu.\n"
|
||
"\n"
|
||
"L'outil de collage dispose également de fonction de manipulation du presse-"
|
||
"papiers :"
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:97
|
||
msgid "Rotate clockwise by 60°."
|
||
msgstr "Effectue une rotation de 60° dans le sens horloger."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:98
|
||
msgid "Rotate counter-clockwise by 60°."
|
||
msgstr "Effectue une rotation de 60° dans le sens anti-horloger."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:99
|
||
msgid "Flip horizontally"
|
||
msgstr "Retourne horizontalement"
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:100
|
||
msgid "Flip vertically"
|
||
msgstr "Retourne verticalement"
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:107
|
||
msgid "Starting Locations Tool"
|
||
msgstr "Outil de positions de démarrage"
|
||
|
||
#. [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 ""
|
||
"Définit la position de départ du chef.\n"
|
||
"\n"
|
||
"Cet outil affecte une position de départ au chef de chaque camp, ainsi que "
|
||
"les emplacements spéciaux nommés. Chacun des types d'emplacement est activé "
|
||
"dans l'<ref>dst='..editor_mode_terrain' text='éditeur de terrain'</ref> et "
|
||
"l'<ref>dst='..editor_mode_scenario' text='éditeur de scenario'</ref> modes. "
|
||
"Les noms des emplacements sont affichés comme une liste dans l'éditeur de "
|
||
"palette ; cliquer sur la carte permet de placer un nom sur un hexagone, "
|
||
"chaque emplacement ne peut être placé que sur un seul hexagone, et l'éditeur "
|
||
"ne permettra qu'un seul emplacement par hexagone.\n"
|
||
"\n"
|
||
"Pour ajouter des emplacements spéciaux nommés, cliquez sur « Ajouter » en "
|
||
"bas de l'éditeur de palette puis entrez le nom. Ces noms doivent commencer "
|
||
"par une lettre et peuvent contenir des chiffres et des underscores.\n"
|
||
"\n"
|
||
"Plus de neuf équipes peuvent être ajoutées à la carte, en cliquant sur « "
|
||
"Ajouter » et en entrant un numéro, par exemple « 10 ». L'interface "
|
||
"utilisateur affichera automatiquement « Player 10 ».\n"
|
||
"\n"
|
||
"Il est possible d'avoir accès aux emplacements nommés à partir de WML en "
|
||
"utilisant les filtres standard d'emplacement <italic>text='location_id='</"
|
||
"italic>. Les départs des joueurs sont accessible de WML en utilisant "
|
||
"<italic>text='location_id=1'</italic>, <italic>text='location_id=2'</"
|
||
"italic>, etc — utilisez seulement le numéro, sans « Player » devant le "
|
||
"numéro."
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr "Graphiques des surcouches de terrain pour l'éditeur"
|
||
|
||
#. [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 ""
|
||
"Les cartes affichées dans l'éditeur ont une apparence identique à celles du "
|
||
"jeu. Il y a cependant quelques exceptions où des graphiques spécifiques à "
|
||
"l'éditeur sont affichés ; toutes les surcouches décrites ci-dessous se "
|
||
"trouvent dans le groupe « spécial » de la palette de terrain."
|
||
|
||
#. [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 ""
|
||
"<bold>text='Surcouches de mouvement'</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> "
|
||
"Infranchissable et impraticable\n"
|
||
"\n"
|
||
"Bien qu'elles soient clairement identifiables dans l'éditeur, elles sont "
|
||
"invisibles dans le jeu et le terrain où elles sont placées apparaîtra "
|
||
"identique à la couche de base. Elles créent un terrain combiné où le coût de "
|
||
"mouvement correspondra à celui d'un terrain « infranchissable » et "
|
||
"« impraticable » respectivement."
|
||
|
||
#. [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 ""
|
||
"<bold>text='Surcouches de château'</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"
|
||
"Ajouter une de ces surcouches à un terrain franchissable permet d'y recruter "
|
||
"des unités. Le donjon permet aussi à un chef de s'y placer pour faire son "
|
||
"recrutement.\n"
|
||
"\n"
|
||
"Elles peuvent aussi être utilisées sur des terrains infranchissables pour "
|
||
"connecter un donjon à un château qui ne lui est pas attenant. Il est aussi "
|
||
"possible de créer un château dont le donjon est séparé par de la pâture mais "
|
||
"il faut alors que les cases faisant la connexion soient occupées ou qu'elles "
|
||
"soient bloquées pour éviter que le recrutement d'unités y soit possible."
|
||
|
||
#. [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 ""
|
||
"<bold>text='Surcouche de village'</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"
|
||
"Cela transforme n'importe quel terrain de base en village, apportant les "
|
||
"revenus et les soins."
|
||
|
||
#. [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 ""
|
||
"<bold>text='Voile artificiel'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Le voile artificiel s'affiche comme une zone inexplorée même sur les cartes "
|
||
"où le voile est désactivé ou quand les unités du joueur peuvent l'atteindre."
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "Graphismes des élévations de terrain"
|
||
|
||
#. [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 ""
|
||
"Un effet cosmétique d'élévation qui diffère dans l'éditeur de celui du jeu à "
|
||
"cause de l’aide visuelle présente dans l’éditeur ; toutes les surcouches "
|
||
"décrites ci-dessous se trouvent dans le groupe « élévation » de la palette "
|
||
"de terrain."
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr "<bold>text='Surcouches directes'</bold>"
|
||
|
||
#. [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 ""
|
||
"Précipices et gorges\n"
|
||
"\n"
|
||
"Les gorges, précipices et variation similaires se comportent souvent comme "
|
||
"une surcouche standard et peuvent être utilisées comme telles. Cependant "
|
||
"pour les surfaces plus grandes de la carte où vous voulez peut-être placer "
|
||
"d'autres surcouches de terrain, il vous faudra les combiner avec les "
|
||
"« marqueurs » décrits plus loin."
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr "<bold>text='Élévation submergée'</bold>"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr "Marqueur d'élévation à placer"
|
||
|
||
#. [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 ""
|
||
"Icône de surélévation de la palette de l'éditeur\n"
|
||
"\n"
|
||
"Ces marqueurs peuivent être utilisés pour surélever ou abaisser une zone de "
|
||
"la carte en laissant la possibilité d'utiliser les autres surcouches de "
|
||
"terrain comme les forêts. Après avoir placé un de ces marqueurs-flèches, la "
|
||
"totalité de la zone est couverte d'un nuage coloré suivant un code. Ni les "
|
||
"marqueurs-flèches ni le nuage ne seront visibles en dehors de l'éditeur. La "
|
||
"zone couverte du nuage aura à sa frontière une dénivellation qui montrera "
|
||
"qu'elle se trouve plus haut (ou bas) que les cases adjacentes.\n"
|
||
"\n"
|
||
"Il y a deux marqueurs d'élévation et deux marqueurs de dépression qui "
|
||
"permettent de définir au total cinq niveaux (haut, plus haut, normal, bas, "
|
||
"plus bas). Cependant, placer de manière contiguë deux zones qui sont "
|
||
"séparées de deux niveaux ou plus ne résultera pas en une dénivellation plus "
|
||
"importante.\n"
|
||
|
||
#. [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 ""
|
||
"<bold>text='Notice d\\'utilisation'</bold>\n"
|
||
"\n"
|
||
"Les marqueurs-flèches ne sont pas utilisables isolément, mais combinés avec "
|
||
"les terrains de type précipices ou gorges, des zones de la carte peuvent "
|
||
"être inondées.\n"
|
||
"\n"
|
||
"Voici une illustration de comment les utiliser :\n"
|
||
"1. Sélectionner le terrain Gorges(^Qhh) de la palette de l'éditeur et "
|
||
"utiliser le pinceau d'une case pour couvrir une zone vide d'une carte "
|
||
"couverte d'herbe.\n"
|
||
"2. Placer le marqueur-flèche vers le haut (^_mh) sur une case à l'intérieur "
|
||
"de la zone (mais pas sur la frontière Gorges-Plat).\n"
|
||
"3. La zone devient alors surélevée, et de nouveaux terrains peuvent être "
|
||
"ajoutés à la zone tant que les surcouches flèche et gorges sont conservées.\n"
|
||
"\n"
|
||
"Le graphisme utilisé pour illustrer la dénivellation est déterminé par le "
|
||
"terrain de base de la case.\n"
|
||
|
||
#. [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 ""
|
||
"<format>text='Note aux auteurs de scénarios: les cases innondées gardent "
|
||
"leur code original et toutes les propriétés associées ce qui rend difficile "
|
||
"la sélection de cases sur base de leur élévation.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
msgid "Deprecated Terrain"
|
||
msgstr "Terrain obsolète"
|
||
|
||
#. [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 ""
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' "
|
||
"align=left box=yes</img>Le ‘D’ magenta (pour “Déprécié”).\n"
|
||
"\n"
|
||
"Il s'affiche dans l'éditeur pour les terrains dont le code est obsolète. Par "
|
||
"exemple :\n"
|
||
"• le terrain <ref>dst='terrain_fungus_grove_old' text='“^Uf” de la forêt de "
|
||
"champignons'</ref>,\n"
|
||
"• le terrain “Xol” du mur de pierre éclairé, qui est obsolète car plusieurs "
|
||
"types de mur peuvent recevoir une décoration de chandelier “^Efs” "
|
||
"maintenant.\n"
|
||
"\n"
|
||
"Les pages d'aide de ces terrains peuvent avoir de l'information "
|
||
"supplémentaire qui ne s'affiche que dans l'éditeur, décrivant l'obsolescence "
|
||
"et les recommandations de remplacement."
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr "Outil nommage"
|
||
|
||
#. [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 ""
|
||
"Met des labels sur la carte.\n"
|
||
"\n"
|
||
"• Un clic gauche ouvrira une boite de dialogue pour créer un nouveau label "
|
||
"ou éditer un label existant.\n"
|
||
"• Un clic droit efface le label\n"
|
||
"• Un glisser-déposer avec le bouton gauche déplace les labels.\n"
|
||
"\n"
|
||
"Cet outil est uniquement disponible en mode scénario ; les décorations sont "
|
||
"implémentées dans le scénario en utilisant les tag <italic>text='[label]'</"
|
||
"italic> de WML."
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr "Outil objet (outil de mise en scène)"
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
#| "monoliths. Multiple items can be placed on the same hex.\n"
|
||
#| "\n"
|
||
#| "<bold>text='Note:'</bold> the tool doesn’t support deleting items once "
|
||
#| "placed, nor does it support undo. Mistakes can currently only be fixed by "
|
||
#| "editing the generated WML file.\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."
|
||
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 ""
|
||
"L'outil objet permet de placer des décorations telles que des moulins, des "
|
||
"bibliothèques et des menhirs. Plusieurs objets peuvent être placés sur le "
|
||
"même hexagone.\n"
|
||
"\n"
|
||
"<bold>text='Note :'</bold> l'outil ne permet pas la suppression des objets "
|
||
"une fois placés, pas plus que l'annulation. Les erreurs peuvent être "
|
||
"uniquement corrigées en éditant le fichier WML.\n"
|
||
"\n"
|
||
"Cet outil est uniquement disponible en mode scénario ; les décorations ne "
|
||
"font pas partie du terrain et sont implémentées dans le scénario en "
|
||
"utilisant les tag <italic>text='[item]'</italic> de WML."
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr "Outil de village"
|
||
|
||
#. [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 ""
|
||
"Cet outil permet d'assigner le propriétaire des villages au commencement "
|
||
"d'un scénario. Les villages doivent d'abord être placés sur le terrain avec "
|
||
"l'<ref>dst='editor_tool_paint' text='Outil de peinture'</ref>.\n"
|
||
"\n"
|
||
"• Le clic gauche assigne le village au camp actuellement sélectionné.\n"
|
||
"• Le clic droit retire le propriétaire du village.\n"
|
||
"\n"
|
||
"Cet outil est uniquement disponible en mode scénario ; les propriétaires "
|
||
"sont stockés en ajoutant les tags WML <italic>text='[village]'</italic> au "
|
||
"camp voulu (<italic>text='[side]'</italic>)."
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:274
|
||
msgid "Unit Tool"
|
||
msgstr "Outil d'unité"
|
||
|
||
#. [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 ""
|
||
"Place des unités appartenant au camp actuellement sélectionné.\n"
|
||
"\n"
|
||
"• Le clic gauche place une unité.\n"
|
||
"• Le glisser-déposer déplace une unité déjà placée.\n"
|
||
"• Diverses opérations sont ajoutées au menu du clic-droit lorsqu'un hexagone "
|
||
"contient une unité.\n"
|
||
"\n"
|
||
"Cet outil est uniquement disponible en mode scénario ; il ajoute le tag WML "
|
||
"<italic>text='[unit]'</italic> au camp approprié (<italic>text='[side]'</"
|
||
"italic>)."
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr "Aires nommées"
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This tool create 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."
|
||
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 ""
|
||
"Cet outil créé des ensembles de tuiles qui peuvent être utilisés dans le "
|
||
"filtre d'emplacement standard WML (un concept expliqué dans le wiki), en "
|
||
"utilisant l'identifiant de l'aire dans l'attribut <italic>text='area='</"
|
||
"italic> du filtre. Par exemple :\n"
|
||
"\n"
|
||
"• assigner une zone de temps particulier à cet ensemble d'hexagones\n"
|
||
"• filtrer l'ensemble d'hexagones qui déclenche un événement quand une unité "
|
||
"s'y déplace\n"
|
||
"\n"
|
||
"Pour utiliser cet outil :\n"
|
||
"\n"
|
||
"• sélectionnez les hexagones avec l’<ref>dst='editor_tool_select' "
|
||
"text='outil de sélection'</ref>\n"
|
||
"• dans le menu Aire, sélectionnez « Ajouter une nouvelle aire »\n"
|
||
"• dans le menu Aire, sélectionnez « Sauvegarder la sélection comme une "
|
||
"nouvelle aire »\n"
|
||
"• dans le menu Aire, sélectionnez « Renommer une aire sauvegardée » et "
|
||
"renommez-la\n"
|
||
"\n"
|
||
"Cet outil est uniquement disponible en mode scénario ; il ajoute le tag WML "
|
||
"<italic>text='[time_area]'</italic> au scénario. Bien que le nom suggère un "
|
||
"temps, il est dorénavant bien plus générique et peut être utilisé pour "
|
||
"d'autres fins que le changement de temps dans certaines aires."
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr "Gestionnaire de listes de lecture"
|
||
|
||
#. [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 ""
|
||
"Affiche une liste de morceaux de musique connus par l'éditeur, avec une "
|
||
"boite à cocher pour les activer.\n"
|
||
"\n"
|
||
"Cet outil est uniquement disponible en mode scénario ; il ajoute le tag WML "
|
||
"<italic>text='[music]'</italic> au scénario."
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
msgid "Change Add-on ID"
|
||
msgstr "Changer l'identifiant de l'extension"
|
||
|
||
#. [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 ""
|
||
"L'identifiant d'une extension correspond au nom du répertoire où elle est "
|
||
"stockée. Cette fonction permet de renommer le répertoire et les références à "
|
||
"l'identifiant se trouvant dans le fichier _main.cfg, toutes les références "
|
||
"dans les autres fichiers devant être changées manuellement."
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr "Éditeur pour la publication d'extensions"
|
||
|
||
#. [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 ""
|
||
"Le fichier _server.pbl est nécessaire pour la publication sur le serveur "
|
||
"d'extensions en vue les partager avec d'autres joueurs. Cette fonction "
|
||
"permet de constituer le fichier pbl et le bouton « Valider » exécutera les "
|
||
"contrôles pour vérifier que tous les champs ont un contenu valide."
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr "Éditeur de carte/scénario"
|
||
|
||
#. [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 ""
|
||
"L'éditeur de cartes et de scénarios de Wesnoth permet aux joueurs de créer "
|
||
"et d'éditer les cartes sur lesquelles les scénarios de Wesnoth se déroulent. "
|
||
"Il fournit également un ensemble minimal de fonctionnalité pour mettre en "
|
||
"œuvre un scénario basique ainsi que pour initialiser une extension "
|
||
"permettant de publier un scénario que vous avez créé.\n"
|
||
"\n"
|
||
"L'éditeur peut être lancé depuis l'écran principal via le bouton "
|
||
"<italic>text='Éditeur de carte'</italic>\n"
|
||
"\n"
|
||
"<header>text='Modes d\\'édition'</header>\n"
|
||
"\n"
|
||
"L'éditeur comporte deux modes d'édition : terrain et scénario.\n"
|
||
"\n"
|
||
"Le <ref>dst='..editor_mode_terrain' text='mode terrain'</ref> est similaire "
|
||
"à une application de peinture, avec des outils pour "
|
||
"<ref>dst='editor_tool_paint' text='peindre'</ref>, "
|
||
"<ref>dst='editor_tool_fill' text='remplir'</ref>, "
|
||
"<ref>dst='editor_tool_select' text='sélectionner (et copier)'</ref>, and "
|
||
"<ref>dst='editor_tool_paste' text='coller'</ref>. Il permet également de "
|
||
"définir <ref>dst='editor_tool_starting' text='la position de départ'</ref> "
|
||
"des chefs.\n"
|
||
"\n"
|
||
"Le <ref>dst='..editor_mode_scenario' text='mode scénario'</ref>, ajoute aux "
|
||
"outils déjà disponibles en mode terrain, l'ajout de "
|
||
"<ref>dst='editor_tool_label' text='labels'</ref>, "
|
||
"d'<ref>dst='editor_tool_scenery' text='objets'</ref>, "
|
||
"d'<ref>dst='editor_tool_unit' text='unités'</ref> en plus des chefs, et "
|
||
"l'assignation <ref>dst='editor_tool_village' text='des villages'</ref> en "
|
||
"début de scénario. Il y a également <ref>dst='editor_playlist' text='le "
|
||
"gestionnaire de listes de lecture'</ref> pour la musique."
|
||
|
||
#. [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 ""
|
||
"Dans les deux modes, le programme vous demandera de choisir une extension à "
|
||
"utiliser pour les scénarios que vous créez. Cela peut être une extension "
|
||
"existante ou une nouvelle extension. Si vous optez pour une nouvelle "
|
||
"extension, elle recevra tous les fichiers et l'arborescence de répertoires "
|
||
"nécessaires ainsi qu'un identifiant par défaut. Si vous n'éditez pas un "
|
||
"scénario existant, vous devez choisir le mode « scénario » afin que votre "
|
||
"carte soit sélectionnable lors de la création de la partie."
|
||
|
||
#. [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 ""
|
||
"<header>text='Ce que vous n\\'aurez *pas*'</header>\n"
|
||
"\n"
|
||
"• Exactement le même rendu qu'en jeu\n"
|
||
"\n"
|
||
"La carte n'aura pas le même rendu dans l'éditeur et en jeu car les règles du "
|
||
"terrain interviennent. Par exemple, lorsque des hexagones de montagne sont "
|
||
"rassemblés, les règles de terrain essaient de les combiner en une chaîne de "
|
||
"montagne avec des graphismes adaptés sur plusieurs hexagones.\n"
|
||
"\n"
|
||
"• Gestionnaire d'évènements et script\n"
|
||
"\n"
|
||
"L'éditeur n'est pas un outil pour vous aider à scripter les scénarios et les "
|
||
"évènements.\n"
|
||
"\n"
|
||
"• Compatibilité arrière infinie\n"
|
||
"\n"
|
||
"L'éditeur peut charger les cartes des versions précédentes de Wesnoth, mais "
|
||
"pas toutes. Les cartes des versions 1.3.2 et suivantes sont normalement "
|
||
"prises en charge, sauf si elles utilisent des terrains qui ne sont plus dans "
|
||
"la campagne principale de Wesnoth. Les cartes des extensions qui ont leurs "
|
||
"propres terrains nécessiteront l'extension pour informer l'éditeur de ces "
|
||
"terrains."
|
||
|
||
#. [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 ""
|
||
"Les fonctionnalités de l'éditeur de terrain sont similaires à celles d'une "
|
||
"application simple de dessin.\n"
|
||
"\n"
|
||
"La barre latérale de droite comprend, de haut en bas, la mini-carte, la "
|
||
"boîte à outils (voir la page dédiée de chaque outil), les options de "
|
||
"l'outil, et la <ref>dst='editor_palette' text='palette'</ref>.\n"
|
||
"\n"
|
||
"Vous retrouvez votre carte, une fois sauvegardée avec \"Sauvegarder sous\" "
|
||
"dans le répertoire par défaut, dans le type de jeu \"Cartes d'utilisateur\" "
|
||
"de la boite de dialogue \"Créer une partie\" du mode multijoueur"
|
||
|
||
#. [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 ""
|
||
"L'éditeur de scénario prend en charge quelques aspects du WML, comme les "
|
||
"aires et les objets. La plupart des scénarios nécessiteront l'écriture de "
|
||
"WML supplémentaire à l'aide d'un autre éditeur ; l'éditeur de scénario ne "
|
||
"propose pas de scripter les évènements du scénario."
|
||
|
||
#. [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 ""
|
||
"<header>text='Vérifier que l\\'éditeur est en mode scénario'</header>\n"
|
||
"\n"
|
||
"Vous pouvez contrôler le mode actuel de l'éditeur en regardant la barre de "
|
||
"menu.\n"
|
||
"\n"
|
||
"• En mode scénario, les menus « Aires » et « Camp » sont activés.\n"
|
||
"• En mode terrain seul, les menus « Aires » et « Camp » sont grisés."
|
||
|
||
#. [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 ""
|
||
"<header>text='Passer en mode scénario'</header>\n"
|
||
"\n"
|
||
"Pour commencer une nouvelle carte en mode scénario, choisissez « Nouveau "
|
||
"Scénario » dans le menu « Fichier ».\n"
|
||
"\n"
|
||
"Si vous éditez déjà une carte en mode terrain, utilisez « Sauvegarder le "
|
||
"scénario comme » du menu « Fichier » ; cela passera l'éditeur en mode "
|
||
"scénario.\n"
|
||
"\n"
|
||
"Pour charger une carte créée dans l'éditeur de scénarios, utilisez \"Charger "
|
||
"une carte\" du menu \"Fichier\", et sélectionnez le fichier .cfg (au lieu du "
|
||
"fichier .map)."
|
||
|
||
#. [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 ""
|
||
"<header>text='Les fichiers : .map et .cfg'</header>\n"
|
||
"\n"
|
||
"L’éditeur de cartes sauvegarde un fichier quand il est en mode terrain (au "
|
||
"format .map) ; deux fichiers quand il est en mode scénario (l’un au format ."
|
||
"map, l’autre au format .cfg).\n"
|
||
"\n"
|
||
"Charger un fichier .cfg a un résultat différent en fonction du contenu du "
|
||
"fichier. Les fichiers créés par l’éditeur de scénarios seront ouverts dans "
|
||
"l’éditeur de scénarios. Toutefois, pour les fichiers qui ne peuvent pas être "
|
||
"ouverts dans l’éditeur de scénarios, l’éditeur tentera de trouver les "
|
||
"données de la carte du scénario et ouvrira le fichier .map correspondant en "
|
||
"mode terrain comme si celui-ci avait été sélectionné dans le gestionnaire de "
|
||
"fichiers. Dans ce cas il est préférable de simplement charger le fichier ."
|
||
"map directement."
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr "Utilisation d'un fichier séparé pour les évènements WML"
|
||
|
||
#. [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 ""
|
||
"En chargeant un fichier .cfg, l'éditeur de scenario peut interpréter les "
|
||
"fichiers générés par l'éditeur de scénario mais il est probablement que des "
|
||
"erreurs arrivent si les fichiers ont été modifiés à la main.\n"
|
||
"\n"
|
||
"Une option est d'ajouter le code WML manuellement dans une nouveau fichier ."
|
||
"cfg et d'inclure les fichiers générés par l'éditeur en utilisant une "
|
||
"commande du préprocesseur WML. Ce fichier séparé contient le tag [scenario] "
|
||
"et le code WML écrit à la main comme les [event]. Suivant cette méthode, la "
|
||
"structure des fichiers de l'extension ressemblera à ceci:\n"
|
||
"\n"
|
||
"<header>text='Exemple'</header>\n"
|
||
"Si votre extension respecte la grammaire du code WML de la version 1.18 ou "
|
||
"postérieure, il est préférable d'utiliser dans un scenario l'attribut "
|
||
"include_file pour inclure un fichier .cfg contenant un code WML "
|
||
"additionnel.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ utiliser “[binary_path]” pour ajouter au répertoire de données binaires "
|
||
"les répertoires de l'extension, ce qui entraînera que “map_file” cherchera "
|
||
"les cartes dans le répertoire “maps”\n"
|
||
"• maps/first.map\n"
|
||
" ◦ c'est le fichier .map créé par l'éditeur de scénario après sauvegarde en "
|
||
"mode scénario\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ c'est le fichier .cfg contenant tout le code WML que l'éditeur de "
|
||
"scénario ne sait pas interpréter\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ dans la directive [scenario], utiliser “map_file=\"first.map\"” pour "
|
||
"charger le fichier de la carte\n"
|
||
" ◦ dans la directive [scenario], utiliser “include_file=\"other.cfg\"” pour "
|
||
"charger le fichier .cfg additionnel"
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr "Utilisation de l'éditeur de masque"
|
||
|
||
#. [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 ""
|
||
"Les masques peuvent être appliqués sur une carte de base, pour une "
|
||
"réutilisation dans plusieurs scénarios se jouant dans le même lieu."
|
||
|
||
#. [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
|
||
msgid "ToD and Schedule Editor"
|
||
msgstr "Éditeur temporel"
|
||
|
||
#. [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 ""
|
||
"Ce bouton, dans le coin en haut à droite de l'écran, permet d'accéder à la "
|
||
"prévisualisation du moment de la journée et à l'éditeur temporel.\n"
|
||
"\n"
|
||
"En mode terrain, la carte s'affichera avec les couleurs des différents "
|
||
"moments de la journée.\n"
|
||
"\n"
|
||
"En mode scénario, ce bouton permet d'accéder à un éditeur pour régler "
|
||
"individuellement les <ref>dst='editor_named_area' text='aires temporelles'</"
|
||
"ref>."
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:464
|
||
msgid "Editor Palette"
|
||
msgstr "Palette de l'éditeur"
|
||
|
||
#. [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 ""
|
||
"La palette de l'éditeur contient les items que vous pouvez utiliser avec "
|
||
"l'outil actuellement sélectionné. Par exemple, l'outil Peinture affichera la "
|
||
"liste complète de tous les terrains disponibles et l'outil Unité fournira "
|
||
"une liste de toutes les unités disponibles. Lorsque vous utilisez l'outil de "
|
||
"positions de démarrage, la palette changera en une liste de joueur : "
|
||
"« Joueur 1», « Joueur 2 », etc.\n"
|
||
"\n"
|
||
"<bold>text='Filtre'</bold>\n"
|
||
"\n"
|
||
"Il existe une fonction de filtre pour afficher un sous-ensemble des items "
|
||
"disponibles, il s'agit du bouton le plus à gauche des quatre boutons en haut "
|
||
"de la palette, l'affichage changera en fonction de ce qui est sélectionné. "
|
||
"Exemples :"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr "Affiche tous les types de terrains"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr "Affiche uniquement les terrains de type eau"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr "Affiche uniquement les villages"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr "Format des cartes Wesnoth"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
"Wesnoth enregistre ses cartes dans des fichiers textes avec un format "
|
||
"lisible par un humain."
|
||
|
||
#. [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 ""
|
||
"<header>text='Natif'</header>\n"
|
||
"\n"
|
||
"Un fichier de carte est constitué de lignes contenant des chaînes de "
|
||
"caractères représentant des terrains, séparés par des virgules. La seule "
|
||
"information ne portant pas sur les terrains est la codification de "
|
||
"l'emplacement créé par l'<ref>dst='editor_tool_starting' text='Outil de "
|
||
"positions de démarrage'</ref>. Les fichiers peuvent être édités par un "
|
||
"éditeur de texte classique tel que notepad.\n"
|
||
"\n"
|
||
"Ces fichiers peuvent être utilisés directement pour les parties "
|
||
"multijoueurs, le nombre de joueurs étant déterminé par le nombre de "
|
||
"positions de départ. Lorsque sauvegardée dans le répertoire par défaut, la "
|
||
"carte est disponible dans le type de jeu « Cartes personnalisées » dans "
|
||
"l'écran de création de parties multijoueurs ; il est parfois nécessaire de "
|
||
"rafraîchir le cache (pressez F5 sur l'écran d'accueil) pour que la nouvelle "
|
||
"carte apparaisse.\n"
|
||
"\n"
|
||
"Ces fichiers peuvent également être utilisés dans un fichier .cfg WML d'un "
|
||
"scénario, afin de fournir des informations supplémentaires comme les "
|
||
"équipes, les évènements personnalisés, et les configurations complexes "
|
||
"d'équipes. Le fichier .cfg chargera la carte de la façon suivante :\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <italic>text='— pris en charge depuis "
|
||
"Wesnoth 1.14'</italic>\n"
|
||
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— un inclusion du "
|
||
"préprocesseur WML'</italic>\n"
|
||
"\n"
|
||
"La méthode <italic>text='map_file'</italic> est préférable à celle du "
|
||
"préprocesseur."
|
||
|
||
#. [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 ""
|
||
"<header>text='Encapsulé'</header>\n"
|
||
"\n"
|
||
"Les données de la carte peuvent être stockées directement dans le fichier ."
|
||
"cfg du scénario, au sein de l'attribut <italic>text='map_data'</italic>. En "
|
||
"d'autres mots, à l'emplacement que le préprocesseur placerait les données si "
|
||
"l'on utilisait la méthode « include » du préprocesseur.\n"
|
||
"\n"
|
||
"<header>text='En utilisant le format d\\'encapsulation en mode terrain'</"
|
||
"header>\n"
|
||
"\n"
|
||
"Si vous éditez la carte et n'utilisez pas le mode scénario, alors il est "
|
||
"trivial de déplacé les données dans un fichier carte natif avant de l'ouvrir "
|
||
"dans l'éditeur. Cette conversion est recommandée — l'éditeur est capable de "
|
||
"modifier le contenu de map_data sans toucher au reste du fichier, mais c'est "
|
||
"un code rarement utilisé. Les cartes ouvertes de cette façon sont marquées "
|
||
"(E) dans le menu « Fenêtre »."
|
||
|
||
#. [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 ""
|
||
"<header>text='Fichier créés dans l\\'éditeur de scénarios'</header>\n"
|
||
"\n"
|
||
"En mode scénario, l'éditeur sauvegarde les données du scénario dans un "
|
||
"fichier .cfg et les données de la carte dans un fichier .map séparé. Le "
|
||
"scénario contiendra la référence au fichier contenant la carte dans "
|
||
"l'attribut map_file. Au chargement d'un fichier .cfg, l'éditeur de scénario "
|
||
"comprendra les fichiers créés par lui-même, mais il aura des difficultés "
|
||
"avec les fichiers créés à la main ; problèmes qui peuvent être évités en "
|
||
"<ref>dst='editor_separate_events_file' text='utilisant un fichier .cfg "
|
||
"séparé'</ref> pour les parties réalisées à la main."
|
||
|
||
#. [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 "Abysses souterrains"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr "Intérieur"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Encyclopédie"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid ""
|
||
"<ref>dst='..calendar' text='Calendar'</ref>\n"
|
||
"<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr ""
|
||
"<ref>dst='..calendar' text='Calendrier'</ref>\n"
|
||
"<ref>dst='..geography' text='Géographie'</ref>"
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr "Calendrier"
|
||
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:14
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Each year in the Wesnoth 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"
|
||
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 ""
|
||
"Chaque année du calendrier de Wesnoth est composée de 12 mois. Ils sont, "
|
||
"dans l'ordre : \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"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Géographie"
|
||
|
||
#. [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 ""
|
||
"Une rivière qui prend sa source dans les <ref>dst='heart_mountains' "
|
||
"text='Montagnes Centrales'</ref> et qui se jette à l'est dans la Listra."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great River"
|
||
msgstr "Grand Fleuve"
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
msgid ""
|
||
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
|
||
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
|
||
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
|
||
msgstr ""
|
||
"Le Grand Fleuve forme la frontière entre le <ref>dst='kingdom_wesnoth' "
|
||
"text='royaume de Wesnoth'</ref> et les <ref>dst='northlands' text='Terres du "
|
||
"Nord'</ref>. Il se jette dans le <ref>dst='great_ocean' text='Grand Océan'</"
|
||
"ref> à <ref>dst='elensefar' text='Elensefar'</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 "Grand Océan"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:41
|
||
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 ""
|
||
"S'étend à l'ouest du <ref>dst='great_continent' text='Grand Continent'</ref> "
|
||
"et tous les fleuves s'y jettent. Loin vers l'ouest dans le Grand Océan se "
|
||
"trouve l'immense archipel appelé <ref>dst='morogor' text='Morogor'</ref>."
|
||
|
||
#. [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
|
||
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 ""
|
||
"Archipel situé quelque part dans le <ref>dst='great_ocean' text='Grand "
|
||
"Océan'</ref>, à l'est de l'<ref>dst='green_isle' text='Île Verte'</ref> et à "
|
||
"l'ouest du <ref>dst=great_continent text='Grand Continent'</ref>.\n"
|
||
"Il est peuplé principalement de <ref>dst='..race_drake' text='dracans'</"
|
||
"ref>.\n"
|
||
"L'île centrale de l'archipel est aussi appelée « 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 "Île Verte"
|
||
|
||
#. [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 ""
|
||
"Une plus grande île du <ref>dst='great_ocean' text='Grand Océan'</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 "Vieux Continent"
|
||
|
||
#. [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 ""
|
||
"Se trouve à l'ouest de <ref>dst='morogor' text='Morogor'</ref>, de l'autre "
|
||
"côté du <ref>dst='great_ocean' text='Grand Océan'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:91
|
||
msgid "Great Continent"
|
||
msgstr "Grand Continent"
|
||
|
||
#. [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 ""
|
||
"Le continent où se trouve le <ref>dst='kingdom_wesnoth' text='royaume de "
|
||
"Wesnoth'</ref>. Sa côté ouest borde le <ref>dst='great_ocean' text='Grand "
|
||
"Océan'</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 ""
|
||
"Le nom du monde dans lequel le royaume de <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> est situé s'appelle « Irdya ». Ce terme est cependant "
|
||
"rarement utilisé dans l'ère décrite par la carte principale. Normalement on "
|
||
"dit juste « le monde » ou, poétiquement, « le grand monde vert »."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:103
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Royaume de Wesnoth"
|
||
|
||
#. [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 "
|
||
#| "<ref>dst='great_river' text='Great River'</ref> to the north, the shore "
|
||
#| "of the <ref>dst='great_ocean' text='ocean'</ref> to the west, the "
|
||
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
|
||
#| "ref>, and the Bitter Swamp to the southeast.\n"
|
||
#| "\n"
|
||
#| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier "
|
||
#| "region. It is bounded to the south (off-map) by dense woods of which the "
|
||
#| "Aethenwood may be considered a northernmost extension.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Weldyn: The capital of Wesnoth.\n"
|
||
#| " • Aldril: City lying on the Bay of Pearls.\n"
|
||
#| " • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
#| " • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
#| " • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
#| "country, just west and north of Weldyn.\n"
|
||
#| " • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
#| "confluence of the Weldyn River and the Great River.\n"
|
||
#| " • Fort Tahn: The southernmost border outpost, controls the north/"
|
||
#| "south road crossing the River Aethen.\n"
|
||
#| " • Tath: Important fort city north of Dan’Tonk, exerts control over "
|
||
#| "the wilderness country around the east of the Brown Hills and north to "
|
||
#| "the Ford of Abez.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
#| " • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
#| "controlled by Wesnothian forces.\n"
|
||
#| " • Weldyn River: It branches from the Great River and goes south.\n"
|
||
#| " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort "
|
||
#| "Tahn, this plain is Wesnoth’s bread basket and home to most of its "
|
||
#| "population.\n"
|
||
#| " • Dulatus Hills: These rolling hills bordering the Great Central "
|
||
#| "Plain provide much of Wesnoth’s livestock and agriculture.\n"
|
||
#| " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
|
||
#| "well-populated and occasionally very dangerous.\n"
|
||
#| " • Horse Plains: Region of rolling plains just south of the Great "
|
||
#| "River, bounded by Glyn’s Forest to the west and the River Weldyn to the "
|
||
#| "east; the southern reach merges into the Central Plain. Home of the "
|
||
#| "powerful Clans; the best horses in Wesnoth are bred here.\n"
|
||
#| " • Estmark Hills: Largish range rising south of the Great River and "
|
||
#| "east of the Weldyn River. The northernmost portion, nearest the River "
|
||
#| "Weldyn, has at various times been settled by Wesnothians, but the "
|
||
#| "Kingdom’s control is tenuous at best and banditry is common.\n"
|
||
#| " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one "
|
||
#| "of Haldric II’s sons.\n"
|
||
#| " • Grey Woods: Large forest in the heart of the wilds of Wesnoth, "
|
||
#| "located between Carcyn and Aldril and generally considered to be haunted."
|
||
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 ""
|
||
"Le royaume de Wesnoth est situé dans la partie au centre-nord du "
|
||
"<ref>dst='great_continent' text='Grand Continent'</ref>. La plupart des "
|
||
"campagnes officielles se déroulent dans cette région. Elle est limitée sur "
|
||
"la carte par le <ref>dst='great_river' text='Grand Fleuve'</ref> au nord, le "
|
||
"rivage du <ref>dst='great_ocean' text='Grand Océan'</ref> à l'ouest, la "
|
||
"Forêt d'Aethen au <ref>dst='southwest_elven_lands' text='sud-ouest'</ref> et "
|
||
"le Marais Amer au sud-est.\n"
|
||
"\n"
|
||
"Au-delà du fleuve Aethen, au sud de Fort Tahn, se trouve une région "
|
||
"frontalière de Wesnoth. Elle est limitée au sud (en dehors de la carte) par "
|
||
"des forêts denses dont la Forêt d'Aethen peut être considérée comme la "
|
||
"partie la plus au nord.\n"
|
||
"\n"
|
||
"<header>text='Cités remarquables :'</header>\n"
|
||
" • Weldyn : La capitale de Wesnoth.\n"
|
||
" • Aldril : Cité située dans la Baie des Perles.\n"
|
||
" • Port d'Aiguenoire : Cité au sud de la Baie des Perles.\n"
|
||
" • Carcyn : Située entre les Bois Gris et le Grand Fleuve.\n"
|
||
" • Dan’Tonk : La plus grande cité de Wesnoth, située au centre du "
|
||
"royaume, juste au nord-ouest de Weldyn.\n"
|
||
" • Soradoc : Le poste frontière le plus au nord de Wesnoth, qui contrôle "
|
||
"la zone de confluence de la rivière Weldyn et du Grand Fleuve.\n"
|
||
" • Fort Tahn : Le poste frontière le plus au sud, qui contrôle la route "
|
||
"nord/sud traversant la rivière Aethen.\n"
|
||
" • Tath : Importante cité fortifiée au nord de Dan’Tonk, elle domine les "
|
||
"terres sauvages à l'est des Collines Brunes et au nord du Gué d'Abez.\n"
|
||
"\n"
|
||
"<header>text='Lieux remarquables :'</header>\n"
|
||
" • La Montagne aux Griffons : Demeure des légendaires griffons.\n"
|
||
" • Le Gué d'Abez : Partie peu profonde du Grand Fleuve, il est le plus "
|
||
"souvent contrôlé par les armées de Wesnoth.\n"
|
||
" • Le Fleuve Weldyn : Il dérive du Grand Fleuve pour aller vers le sud.\n"
|
||
" • La Grande Plaine Centrale : Zone limitée par Weldyn, Dan’Tonk et Fort "
|
||
"Tahn, cette plaine est le grenier à blé de Wesnoth et abrite la plus grande "
|
||
"partie de sa population.\n"
|
||
" • Les Collines Dulatus : Ces collines vallonnées au bord de la Grande "
|
||
"Plaine Centrale fournissent une grande partie du bétail et de l'agriculture "
|
||
"de Wesnoth\n"
|
||
" • Les Collines Ocres : Terres arides autour de la Montagne aux Griffons, "
|
||
"peu peuplées et parfois très dangereuses.\n"
|
||
" • Les Plaines aux Chevaux : Région de plaines herbeuses juste au sud du "
|
||
"Grand Fleuve, entourée de la Forêt de Glyn à l'ouest et du fleuve Weldyn à "
|
||
"l'est ; la partie sud rejoint la Plaine Centrale. Terre des puissants "
|
||
"Clans ; les meilleurs chevaux de Wesnoth sont élevés ici.\n"
|
||
" • Les Collines Estmark : Vaste zone s'étalant au sud du Grand Fleuve et "
|
||
"à l'est du fleuve Weldyn. La partie la plus au nord, la plus proche du "
|
||
"fleuve Weldyn, a été colonisée à diverses périodes par des Wesnothiens, mais "
|
||
"le contrôle du Royaume y est mince et le banditisme courant.\n"
|
||
" • La Forêt de Glyn : Parfois aussi appelée Forêt Royale, elle a hérité "
|
||
"du nom d'un fils de Haldric II.\n"
|
||
" • Les Bois Gris : Vaste forêt au cœur des terres sauvages de Wesnoth, "
|
||
"située entre Carcyn et Aldril et réputée pour être hantée."
|
||
|
||
#. [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 "
|
||
#| "<ref>dst='great_river' text='Great River'</ref> to the north, a loosely "
|
||
#| "defined line with Wesnoth to the east, the Bay of Pearls to the south, "
|
||
#| "and the <ref>dst='great_ocean' text='ocean'</ref> to the west. More "
|
||
#| "information is found in the historical narrative of Wesnoth.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Elensefar: The capital, located on an island in the Great River "
|
||
#| "delta.\n"
|
||
#| " • Carcyn: City on the Wesnoth–Elensefar border, disputed with "
|
||
#| "Wesnoth.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
|
||
#| "this point, and only ships can cross it."
|
||
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 est parfois une province du <ref>dst='kingdom_wesnoth' "
|
||
"text='royaume de Wesnoth'</ref>, parfois un pays indépendant et parfois lié "
|
||
"en fédération avec Wesnoth. lié en fédération avec Wesnoth le "
|
||
"<ref>dst='great_river' text='Grand Fleuve'</ref> au nord, une ligne "
|
||
"changeante de démarcation avec Wesnoth à l'est, la Baie des Perles au sud et "
|
||
"le <ref>dst='great_ocean' text='grand océan'</ref> à l'ouest. Plus "
|
||
"d'information disponible dans l'Histoire de Wesnoth.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Elensefar : La capitale, située sur une île dans le delta du "
|
||
"Grand Fleuve\n"
|
||
" ◦ Carcyn : Cité sur la frontière entre Wesnoth et Elensefar, d'un "
|
||
"côté ou de l'autre au gré des conflits\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ Grand Fleuve: Il est très large à cet endroit, il faut un bâteau "
|
||
"pour le traverser."
|
||
|
||
#. [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 "Terres du Nord"
|
||
|
||
#. [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 ""
|
||
|
||
# "Long-Repos" : cf. campagne Héritier du Trône pour le choix de la traduction
|
||
#. [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='ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Glamdrol: An Orcish tribal capital.\n"
|
||
#| " • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
|
||
#| " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga "
|
||
#| "in the southern Heart Mountains. A major trade center.\n"
|
||
#| " • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
#| "crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
#| "abandoned. The forested area northeast of <ref>dst='elensefar' "
|
||
#| "text='Elensefar'</ref>, where these villages were located, was named the "
|
||
#| "Annuvin province by men but was known by the elves as Wesmere.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A "
|
||
#| "virtually impassable barrier between the river country and the Northern "
|
||
#| "Plains.\n"
|
||
#| " • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
#| "madmen, and mages live there.\n"
|
||
#| " • Swamp of Dread: a very large bog located between the Heart "
|
||
#| "Mountains and the Great River. A notoriously dangerous place.\n"
|
||
#| " • Lake Vrug: A large mountain lake whose river carves the only "
|
||
#| "pathway through the Northern Mountains.\n"
|
||
#| " • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
|
||
#| "comes out of Lake Vrug. This is the elvish name; among humans it is "
|
||
#| "called Longlier.\n"
|
||
#| " • River Listra: The south-running tributary of the Great River into "
|
||
#| "which the Arkan-thoria empties.\n"
|
||
#| " • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
#| "Forest, a gigantic wood whose eastern and northern boundaries are known "
|
||
#| "only to the elves. Their capital, Elensiria, has only seldom been visited "
|
||
#| "by humans.\n"
|
||
#| " • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
|
||
#| "river is somewhere in the east of the northern lands."
|
||
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 ""
|
||
"Il n'y a aucun gouvernement dans les Terres du Nord. Divers groupes d'orcs, "
|
||
"de nains, de barbares humains et même d'elfes peuplent la région. Les "
|
||
"frontières nord et est ne sont pas définies, celle du sud est le "
|
||
"<ref>dst='great_river' text='Grand Fleuve'</ref> et celle de l'ouest "
|
||
"l'<ref>dst='great_ocean' text='océan'</ref>.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Glamdrol : La capitale d'une tribu orc\n"
|
||
" ◦ Wesmere : L'emplacement du Ka’lian, le Conseil Elfe\n"
|
||
" ◦ Les Portes des Nains : Une ville mixte humain/nain dans la "
|
||
"région de Knalga au sud des Montagnes Heart. Un grand centre de commerce.\n"
|
||
" ◦ Dallben and Delwyn : Des villages humains fondés à l'origine par "
|
||
"des colons qui avaient traversé le Grand Fleuve pendant l'expansion de l'Âge "
|
||
"d'Or de Wesnoth. Désormais abandonnés. La forêt au nord-est "
|
||
"d'<ref>dst='elensefar' text='Elensefar'</ref>, où ces villages étaient "
|
||
"situés, était appelée la province d'Annuvin par les hommes mais les elfes la "
|
||
"nommaient Wesmere.\n"
|
||
"\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ <ref>dst='heart_mountains' text='Montagnes Centrales'</ref> : "
|
||
"Une barrière naturelle presque infranchissable entre la région du fleuve et "
|
||
"les Plaines du Nord.\n"
|
||
" ◦ Crocs Centraux : la ligne de monts particulièrement imposants au "
|
||
"sud-ouest du Lac Vrug et au nord de la Forêt de Wesmere. La partie la plus "
|
||
"hostile et dangereuse des Montagnes Centrales ; seuls des ermites, des fous "
|
||
"et des mages y vivent.\n"
|
||
" ◦ Marais de la Peur : une très vaste zone marécageuse entre les "
|
||
"Montagnes du cœur et le Grand Fleuve. Un endroit connu pour être dangereux.\n"
|
||
" ◦ Lac Vrug : Un grand lac de montagne dont la rivière creuse le "
|
||
"seul chemin au travers des Montagnes du Nord\n"
|
||
" ◦ <ref>dst='arkan_thoria' text='Arkan-thoria'</ref> : Le fleuve "
|
||
"issu du Lac Vrug. C'est le nom elfe ; les humains l'appellent Long-Repos.\n"
|
||
" ◦ Rivière Listra : L'affluent du Grand Fleuve coulant vers le sud "
|
||
"dans lequel se déverse l'Arkan-thoria.\n"
|
||
" ◦ Forêt de Lintanir : La partie la plus au sud de la Grande Forêt "
|
||
"du Nord, un gigantesque bois dont les limites est et nord ne sont connues "
|
||
"que des elfes. Leur capitale, Elensiria, n'est que rarement visitée par des "
|
||
"humains.\n"
|
||
" ◦ <ref>dst='great_river' text='Grand Fleuve'</ref> : La source de "
|
||
"ce fleuve est quelque part à l'est des terres du nord.Il n'y a aucun "
|
||
"gouvernement dans les Terres du Nord. Divers groupes d'orcs, de nains, de "
|
||
"barbares humains et même d'elfes peuplent la région. Les frontières nord et "
|
||
"est ne sont pas définies, celle du sud est le <ref>dst='great_river' "
|
||
"text='Grand Fleuve'</ref> et celle de l'ouest l'<ref>dst='great_ocean' "
|
||
"text='océan'</ref>.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Glamdrol : La capitale d'une tribu orc\n"
|
||
" ◦ Wesmere : L'emplacement du Ka’lian, le Conseil Elfe\n"
|
||
" ◦ Les Portes des Nains : Une ville mixte humain/nain dans la "
|
||
"région de Knalga au sud des Montagnes Heart. Un grand centre de commerce.\n"
|
||
" ◦ Dallben and Delwyn : Des villages humains fondés à l'origine par "
|
||
"des colons qui avaient traversé le Grand Fleuve pendant l'expansion de l'Âge "
|
||
"d'Or de Wesnoth. Désormais abandonnés. La forêt au nord-est "
|
||
"d'<ref>dst='elensefar' text='Elensefar'</ref>, où ces villages étaient "
|
||
"situés, était appelée la province d'Annuvin par les hommes mais les elfes la "
|
||
"nommaient Wesmere.\n"
|
||
"\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ <ref>dst='heart_mountains' text='Montagnes Centrales'</ref> : "
|
||
"Une barrière naturelle presque infranchissable entre la région du fleuve et "
|
||
"les Plaines du Nord.\n"
|
||
" ◦ Crocs Centraux : la ligne de monts particulièrement imposants au "
|
||
"sud-ouest du Lac Vrug et au nord de la Forêt de Wesmere. La partie la plus "
|
||
"hostile et dangereuse des Montagnes Centrales ; seuls des ermites, des fous "
|
||
"et des mages y vivent.\n"
|
||
" ◦ Marais de la Peur : une très vaste zone marécageuse entre les "
|
||
"Montagnes du cœur et le Grand Fleuve. Un endroit connu pour être dangereux.\n"
|
||
" ◦ Lac Vrug : Un grand lac de montagne dont la rivière creuse le "
|
||
"seul chemin au travers des Montagnes du Nord\n"
|
||
" ◦ <ref>dst='arkan_thoria' text='Arkan-thoria'</ref> : Le fleuve "
|
||
"issu du Lac Vrug. C'est le nom elfe ; les humains l'appellent Long-Repos.\n"
|
||
" ◦ Rivière Listra : L'affluent du Grand Fleuve coulant vers le sud "
|
||
"dans lequel se déverse l'Arkan-thoria.\n"
|
||
" ◦ Forêt de Lintanir : La partie la plus au sud de la Grande Forêt "
|
||
"du Nord, un gigantesque bois dont les limites est et nord ne sont connues "
|
||
"que des elfes. Leur capitale, Elensiria, n'est que rarement visitée par des "
|
||
"humains.\n"
|
||
" ◦ <ref>dst='great_river' text='Grand Fleuve'</ref> : La source de "
|
||
"ce fleuve est quelque part à l'est des terres du nord."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:183
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Terres elfes du Sud-Ouest"
|
||
|
||
#. [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 <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black "
|
||
#| "River to the south and southeast, the lands of Wesnoth to the north and "
|
||
#| "the Kerlath province to the east.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • None known.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Aethenwood: The largest southern forest, it extends far to the "
|
||
#| "south and is home to <ref>dst='..race_elf' text='elves'</ref>. Although "
|
||
#| "the elves make no such distinction, the southern part of the forest has "
|
||
#| "been named Southwood by denizens of Kerlath.\n"
|
||
#| " • Black Forest: An ancient forest of which very little is known, "
|
||
#| "abandoned by the elves long ago."
|
||
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 ""
|
||
"Les Bois Elfes sont distincts de ceux du Nord, et n'ont que de sporadiques "
|
||
"relations avec eux et la plupart des autres pays. Ses frontières sont le "
|
||
"<ref>dst='great_ocean' text='grand océan'</ref> à l'ouest, la rivière Noire "
|
||
"au sud et au sud-est, les pays de Wesnoth au nord et la province de Kerlath "
|
||
"à l'est.\n"
|
||
"\n"
|
||
"<header>text='Cités remarquables :'</header>\n"
|
||
" • Aucune cité connue.\n"
|
||
"\n"
|
||
"<header>text='Lieux remarquables :'</header>\n"
|
||
" • Forêt d'Aethen : La plus grande forêt du Sud, elle s'étend loin vers "
|
||
"le sud-ouest, et est la terre des <ref>dst='..race_elf' text='elfes'</ref>. "
|
||
"Bien que les elfes ne fassent pas une telle distinction, la partie sud de la "
|
||
"forêt a été surnommée la forêt du Sud par les habitants de Kerlath ;\n"
|
||
" • La forêt Noire : une ancienne forêt dont on sait très peu, abandonnée "
|
||
"par les elfes depuis très longtemps."
|
||
|
||
#. [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 <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black "
|
||
#| "River to the south and southeast, the lands of Wesnoth to the north and "
|
||
#| "the Kerlath province to the east.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • None known.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Aethenwood: The largest southern forest, it extends far to the "
|
||
#| "south and is home to <ref>dst='..race_elf' text='elves'</ref>. Although "
|
||
#| "the elves make no such distinction, the southern part of the forest has "
|
||
#| "been named Southwood by denizens of Kerlath.\n"
|
||
#| " • Black Forest: An ancient forest of which very little is known, "
|
||
#| "abandoned by the elves long ago."
|
||
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 ""
|
||
"Les Bois Elfes sont distincts de ceux du Nord, et n'ont que de sporadiques "
|
||
"relations avec eux et la plupart des autres pays. Ses frontières sont le "
|
||
"<ref>dst='great_ocean' text='grand océan'</ref> à l'ouest, la rivière Noire "
|
||
"au sud et au sud-est, les pays de Wesnoth au nord et la province de Kerlath "
|
||
"à l'est.\n"
|
||
"\n"
|
||
"<header>text='Cités remarquables :'</header>\n"
|
||
" • Aucune cité connue.\n"
|
||
"\n"
|
||
"<header>text='Lieux remarquables :'</header>\n"
|
||
" • Forêt d'Aethen : La plus grande forêt du Sud, elle s'étend loin vers "
|
||
"le sud-ouest, et est la terre des <ref>dst='..race_elf' text='elfes'</ref>. "
|
||
"Bien que les elfes ne fassent pas une telle distinction, la partie sud de la "
|
||
"forêt a été surnommée la forêt du Sud par les habitants de Kerlath ;\n"
|
||
" • La forêt Noire : une ancienne forêt dont on sait très peu, abandonnée "
|
||
"par les elfes depuis très longtemps."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:194
|
||
msgid "Heart Mountains"
|
||
msgstr "Montagnes Centrales"
|
||
|
||
#. [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 "Grand Nord"
|
||
|
||
#. [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"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Barag Gor, a city home to the Orcish Council\n"
|
||
#| " • Bitok\n"
|
||
#| " • Borstep\n"
|
||
#| " • Farzi\n"
|
||
#| " • Lmarig\n"
|
||
#| " • Melmog\n"
|
||
#| " • Prestim\n"
|
||
#| " • Tirigaz\n"
|
||
#| " • Dorest, the northernmost human city\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Black Marshes\n"
|
||
#| " • Mountains of Dorth\n"
|
||
#| " • Mountains of Haag\n"
|
||
#| " • Greenwood\n"
|
||
#| " • Silent Forest\n"
|
||
#| " • Forest of Thelien\n"
|
||
#| " • River Oumph\n"
|
||
#| " • River Bork\n"
|
||
#| " • Frosty Wastes\n"
|
||
#| " • Barren Plains"
|
||
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 ""
|
||
"Froid, inhospitalier et inaccessible, le Grand Nord est la terre ancestrale "
|
||
"des Clans orcs. Il est situé au nord des <ref>dst='heart_mountains' "
|
||
"text='Montagnes Centrales'</ref>, que les orcs appellent Haggid-Dargor et "
|
||
"affirment être leur propriété (sans fondement). À l'est vivent les Tribus "
|
||
"Libres de la Steppe Sauvage, qui ont échappé au contrôle des Clans et qui "
|
||
"vagabondent avec des barbares humains sauvages et se battent contre les "
|
||
"Hauts Elfes des Plaines du Nord (appelés Elfes du Nord dans les terres "
|
||
"humaines). Les Hauts Elfes eux-mêmes vivent plus à l'est, où la rumeur veut "
|
||
"qu'ils possèdent un vaste royaume.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Barag Gor, une ville qui abrite le Conseil Orc\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
" ◦ Dorest, la ville humaine la plus au nord\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ Les Marches Noires\n"
|
||
" ◦ Montagnes de Dorth\n"
|
||
" ◦ Montagnes de Haag\n"
|
||
" ◦ Forêt Verte\n"
|
||
" ◦ Forêt Silencieuse\n"
|
||
" ◦ Forêt de Thelien\n"
|
||
" ◦ Rivière Oumph\n"
|
||
" ◦ Rivière Bork\n"
|
||
" ◦ Steppe Sauvage\n"
|
||
" ◦ Plaines Désertiques"
|
||
|
||
#. [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 "Grand Nord"
|
||
|
||
#. [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
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Planificateur du moment de la journée"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Introduction"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Déroulement du jeu"
|
||
|
||
#. #-#-#-#-# 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 "Traits"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Unités"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Capacités"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Spécificités des attaques"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:127
|
||
msgid "Eras"
|
||
msgstr "Ères"
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:70 data/core/help.cfg:554
|
||
msgid "Terrains"
|
||
msgstr "Terrains"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:607
|
||
msgid "Add-ons"
|
||
msgstr "Extensions"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:680
|
||
msgid "Commands"
|
||
msgstr "Commandes"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:96
|
||
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"
|
||
"<italic>text='« Bataille pour Wesnoth »'</italic> est un jeu de stratégie "
|
||
"d'<italic>text='heroic fantasy'</italic> quelque peu inhabituel parmi les "
|
||
"jeux récents du même type. Alors que les autres s'avèrent toujours plus "
|
||
"complexes, <italic>text='Bataille pour Wesnoth'</italic> vise la simplicité "
|
||
"et la jouabilité sans être simpliste pour autant : ses règles simples "
|
||
"révèlent une vraie richesse stratégique, ce qui en fait un jeu facile à "
|
||
"apprendre mais difficile à maîtriser.\n"
|
||
"\n"
|
||
"Les pages suivantes décrivent ce que vous devez savoir pour jouer à Wesnoth. "
|
||
"Lors du jeu, de nouvelles informations seront ajoutées aux diverses "
|
||
"catégories au fur et à mesure de votre progression. Pour des informations "
|
||
"détaillées au sujet de situations spécifiques ou d'exceptions, suivez les "
|
||
"liens suivants."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "À propos du jeu"
|
||
|
||
#. [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 ""
|
||
"Le jeu se déroule sur une aire de jeu à base d'hexagones, sur laquelle vos "
|
||
"unité se battent contre celles dirigées par l'ordinateur, des amis sur le "
|
||
"même ordinateur, des joueurs sur le même réseau local ou bien des joueurs du "
|
||
"monde entier via le mode multijoueur.\n"
|
||
"\n"
|
||
"Chacune de ces batailles est appelée un <italic>text='scénario'</italic>, "
|
||
"qui peuvent être assemblées pour former des <italic>text='campagnes'</"
|
||
"italic>. En dehors des campagnes officielles, Wesnoth permet d'utiliser du "
|
||
"contenu réalisé par les joueurs ainsi qu'un serveur d'extensions fournissant "
|
||
"des centaines de cartes, campagnes, ères, factions et ressources.\n"
|
||
"\n"
|
||
"Le jeu propose également un langage à balise lisible, nommé Wesnoth Markup "
|
||
"Language (WML), permettant aux joueurs de créer facilement leur propre "
|
||
"contenu, ainsi qu'un éditeur de cartes et de scénarios pour réaliser vos "
|
||
"propres champs de batailles.\n"
|
||
"\n"
|
||
"Le projet <italic>text='Battle for Wesnoth'</italic> fut initié en 2003 et "
|
||
"une multitude de volontaires l'a amélioré depuis lors."
|
||
|
||
#. [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 ""
|
||
"Cette section liste toutes les unités que vous découvrez lorsque vous "
|
||
"explorez le monde de Wesnoth. Quand vous voyez une nouvelle unité au cours "
|
||
"d'une campagne ou d'un scénario multijoueur, elle sera ajoutée à la sous-"
|
||
"section de sa race et vous pourrez alors voir sa page chaque fois que vous "
|
||
"le souhaiterez. La page d'une unité fournit une description générale, ses "
|
||
"statistiques, ainsi que d'autres informations concernant ses attaques, ses "
|
||
"capacités de résistance, et ses valeurs de mouvements et de défense.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"Une faction est une collection d'unités et de chefs. Les factions sont "
|
||
"assignées à un camp lors des parties multijoueurs.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"Une ère est une collections de factions, dans le but de les faire combattre "
|
||
"entre elles. À côté de l'ère principale officielle du jeu, de nombreuses "
|
||
"autres réalisées par les joueurs sont disponibles dans les extensions.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:139
|
||
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 ""
|
||
"Certaines unités ont des capacités qui affectent les autres unités ou la "
|
||
"manière dont elles interagissent avec les autres. Ces capacités seront "
|
||
"listées dans cette rubrique au fur et à mesure que vous les rencontrerez.\n"
|
||
"Chaque page fournira une description de la capacité et listera les unités "
|
||
"(actuellement découvertes) qui la possèdent.\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 ""
|
||
"Certaines armes ont des caractéristiques particulières qui augmentent "
|
||
"l'efficacité de l'attaque. Quand vous découvrez une nouvelle spécificité "
|
||
"associée à une attaque lors d'un scénario de campagne ou de multijoueur, "
|
||
"elle sera ajoutée à cette liste, vous pourrez alors voir sa page chaque fois "
|
||
"que vous le souhaitez. Chaque page fournira une description de cette "
|
||
"spécificité ainsi qu'une liste des unités (actuellement découvertes) qui la "
|
||
"possèdent.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "Unité inconnue"
|
||
|
||
#. [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"
|
||
"Vous ne connaissez pas cette unité pour l'instant. Vous devez l'avoir "
|
||
"rencontrée pour en lire la description."
|
||
|
||
#. [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 ""
|
||
"Wesnoth est composé d'une série de batailles, appelées "
|
||
"<italic>text='scénarios'</italic>, qui oppose vos troupes à celles d'un ou "
|
||
"plusieurs adversaires. De multiples scénarios se suivent les uns les autres, "
|
||
"racontant une histoire, formant ainsi une <italic>text='campagne'</italic>. "
|
||
"Lors d'une campagne, vous devez souvent jouer avec plus d'attention, afin de "
|
||
"préserver vos meilleures troupes pour les scénarios suivants.\n"
|
||
"\n"
|
||
"Le <bold>text='tutoriel'</bold> interactif introduit les bases de Wesnoth "
|
||
"dans le contexte d'un scénario. La plupart du contenu couvert par ce "
|
||
"tutoriel est expliquée en profondeur dans ces pages, vous pourrez vous y "
|
||
"référer plus tard si vous oubliez quelque chose.\n"
|
||
"Une fois les bases maîtrisées, essayez-vous à une campagne pour débutant, "
|
||
"comme <italic>text='L\\'Héritier du trône'</italic> ou <italic>text='La "
|
||
"Garde du Sud'</italic>. La liste complète des campagnes installées se trouve "
|
||
"dans le menu principal <bold>text='Campagnes'</bold>. Wesnoth peut être "
|
||
"assez difficile, vous devriez commencer par une campagne facile, avant de "
|
||
"progresser vers les plus ardues.\n"
|
||
"\n"
|
||
"Les campagnes sont groupées par <italic>text='niveau'</italic> et "
|
||
"<italic>text='difficulté'</italic>. Par exemple, <italic>text='L\\'Héritier "
|
||
"du trône'</italic> est au niveau « Novice » et jouable en trois "
|
||
"difficultés : débutant, normal, difficile. Le niveau d'une campagne indique "
|
||
"le degrés de connaissance des mécaniques de jeu nécessaire (comme les "
|
||
"<ref>dst='movement' text='zones de contrôle'</ref> ou <ref>dst='time_of_day' "
|
||
"text='le moment de la journée'</ref>). La difficulté mesure le défi que sera "
|
||
"le scénario pour un joueur vétéran : pour des difficultés les plus hautes, "
|
||
"les obstacles à la victoire seront plus hauts et les surmonter nécessitera "
|
||
"un jeu des plus habile. Par exemple, dans les niveaux les plus difficiles, "
|
||
"l'ennemi peut avoir plus de revenus, des unités de plus hauts niveaux, plus "
|
||
"d'hexagones de château, ainsi de suite..."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Règles fondamentales du jeu'</header>\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
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 ""
|
||
"En cours de partie, gardez en tête qu'une brève explication apparaîtra si "
|
||
"vous glissez le curseur sur différents éléments du jeu, comme par exemple "
|
||
"dans le panneau d'état, à droite. Cela est très utile quand vous voyez pour "
|
||
"la première fois une nouvelle <ref>dst='..abilities_section' "
|
||
"text='capacité'</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Victoire et défaite"
|
||
|
||
#. [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"
|
||
"Après avoir gagné un scénario, la carte se grise et le bouton de fin de tour "
|
||
"se transforme en bouton de fin de scénario. Vous pouvez ainsi, par exemple, "
|
||
"changer vos options de sauvegarde ou, en jeu multijoueur, discuter avec les "
|
||
"autres avant de continuer."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
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 ""
|
||
"Faites très attention aux <bold>text='objectifs'</bold> du scénario en début "
|
||
"de partie. Souvent, vous gagnerez en tuant tous les chefs ennemis et ne "
|
||
"serez battu qu'en perdant votre propre chef. Mais certains scénarios ont "
|
||
"d'autres conditions de victoire : amener une unité à un point précis de la "
|
||
"carte, secourir quelqu'un, résoudre une énigme ou résister à un siège "
|
||
"pendant un certain nombre de tours."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Recruter et rappeler"
|
||
|
||
#. [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"
|
||
"Si vous faites un clic-droit sur un hexagone de château et sélectionnez "
|
||
"« Recruter », la nouvelle unité apparaîtra sur la case choisie. Autrement, "
|
||
"elle apparaîtra sur une case libre près du donjon. Vous pouvez recruter "
|
||
"autant d'unités qu'il y a de cases libres dans votre château, mais vous ne "
|
||
"pouvez pas dépenser plus d'or que vous n'en disposez."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
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 ""
|
||
"Chaque camp commence avec un chef dans son donjon. Au début de chaque "
|
||
"bataille, et parfois au cours de celle-ci, vous aurez besoin d'enrôler des "
|
||
"<ref>dst='..units' text='unités'</ref> dans votre armée. Pour recruter, vous "
|
||
"devez avoir votre chef (par exemple, Konrad dans la campagne « L'Héritier du "
|
||
"trône ») sur une case de donjon dans un <ref>dst='..terrain_castle' "
|
||
"text='château'</ref>. Vous pourrez alors recruter soit en choisissant "
|
||
"<bold>text='Recruter'</bold> dans le menu soit par un clic-droit sur un "
|
||
"hexagone pour sélectionner <bold>text='Recruter'</bold>. Cela affichera le "
|
||
"menu de recrutement, avec la liste des unités disponibles et leur coût en "
|
||
"or. Sélectionnez une unité pour afficher ses caractéristiques, puis appuyez "
|
||
"sur le bouton « Recruter » pour l'enrôler."
|
||
|
||
#. [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"
|
||
"Les unités recrutées arrivent avec deux <ref>dst='..traits_section' "
|
||
"text='traits'</ref> choisis au hasard qui modifient leurs caractéristiques."
|
||
|
||
#. [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"
|
||
"Dans les scénarios suivants, vous pourrez rappeler des survivants de "
|
||
"batailles antérieures, à choisir dans la liste des unités ayant servi dans "
|
||
"les scénarios précédents. Le rappel coûte toujours 20 pièces d'or."
|
||
|
||
#. [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"
|
||
"Les unités coûtent de l'or, non seulement pour les recruter ou les rappeler, "
|
||
"mais aussi pour les entretenir. Consultez <ref>dst='income_and_upkeep' "
|
||
"text='Revenu et entretien'</ref> pour plus d'informations."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Revenu et entretien"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
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"
|
||
"Le revenu se calcule simplement : vous avez un revenu de base de 2 pièces "
|
||
"d'or par tour et vous gagnez une pièce d'or supplémentaire par tour pour "
|
||
"chaque village contrôlé ; vous gagnez donc normalement 12 pièces d'or chaque "
|
||
"tour si vous possédez 10 villages. Vos coûts d'entretien sont soustraits "
|
||
"comme détaillé ci-dessous."
|
||
|
||
#. [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 ""
|
||
"Dans Wesnoth, il ne suffit pas d'enrôler des unités et de combattre. Vous "
|
||
"devez aussi surveiller votre or, particulièrement en campagne, où vous "
|
||
"pouvez conserver de l'or d'un scénario au suivant. Il y a deux aspects à "
|
||
"cela : le <italic>text='revenu'</italic> et l'<italic>text='entretien'</"
|
||
"italic>."
|
||
|
||
#. [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"
|
||
"L'entretien se calcule tout aussi simplement. Chaque unité requiert un "
|
||
"montant d'entretien égal à son niveau ; vous pouvez soutenir gratuitement "
|
||
"autant de niveaux d'unités que vous possédez de villages, et ne commencerez "
|
||
"à payer 1 pièce d'or par tour que pour chaque niveau d'unité au-delà de ce "
|
||
"nombre. Par exemple, si vous avez 12 unités de niveau 1 et 10 villages, vous "
|
||
"devrez dépenser 2 pièces d'or par tour en entretien."
|
||
|
||
#. [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"
|
||
"Les coûts d'entretien sont soustraits de votre revenu ; si vos unités "
|
||
"regroupées cumulent 12 niveaux et que vous possédez 10 villages, votre "
|
||
"revenu net sera de 10 pièces d'or par tour."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"En général, le revenu de base, c'est-à-dire la quantité d'or que vous "
|
||
"obtenez par village et par tour, ainsi que le nombre de niveaux d'unité que "
|
||
"chaque village peut entretenir est configurable. Mais lors des campagnes, "
|
||
"ces valeurs sont presque toujours configurées comme ci-dessus. Les "
|
||
"<italic>text='Paramètres du Scénario'</italic> de la <italic>text='Table des "
|
||
"statuts'</italic> affichent les valeurs pour le scénario en cours."
|
||
|
||
#. [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"
|
||
"Il y a deux exceptions importantes : les unités avec le trait « fidèle » et "
|
||
"les chefs ne nécessitent jamais d'entretien. Les unités avec lesquelles vous "
|
||
"débutez le scénario (comme Delfador) ou les unités qui vous rejoignent au "
|
||
"cours d'un scénario (tel le cavalier dans le deuxième scénario de "
|
||
"<italic>text='L\\'Héritier du trône'</italic>) auront généralement le trait "
|
||
"fidèle. Le héros que vous incarnez (comme Konrad) sera presque toujours un "
|
||
"chef."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Points de vie et expérience"
|
||
|
||
#. [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 ""
|
||
"Chaque unité a un certain nombre de <italic>text='points de vie'</italic> "
|
||
"(PV) et meurt s'ils tombent en dessous de 1. Chaque unité a aussi des "
|
||
"<italic>text='points d\\'expérience'</italic> (XP) ; une nouvelle recrue "
|
||
"démarre sans point d'expérience mais en gagne en combattant."
|
||
|
||
#. [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 ""
|
||
"Les points de vie et d'expérience sont indiqués dans le panneau d'état par "
|
||
"deux nombres (la valeur actuelle et la valeur maximum que l'unité peut "
|
||
"avoir)."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:244
|
||
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 ""
|
||
"Les points de vie sont aussi indiqués par une barre d'énergie verte, jaune, "
|
||
"ou rouge, près de chaque unité. Une unité avec au moins un point "
|
||
"d'expérience a une barre d'expérience bleue, qui devient blanche quand "
|
||
"l'unité est sur le point d'<ref>dst='advancement' text='avancer d\\'un "
|
||
"niveau'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
msgid "Advancement"
|
||
msgstr "Avancement"
|
||
|
||
#. [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"
|
||
"Les unités nécessitent une certaine quantité d'expérience pour s'améliorer "
|
||
"(quantité réduite pour les unités intelligentes). Une fois ce seuil atteint, "
|
||
"elles progressent immédiatement au niveau suivant, se soignant complètement. "
|
||
"Dans certains cas, vous pourrez choisir entre plusieurs promotions."
|
||
|
||
#. [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 ""
|
||
"Deux unités qui survivent à un combat gagnent un nombre de points "
|
||
"d'expérience égal au niveau de l'unité qu'elles ont combattue. Une unité qui "
|
||
"en tue une autre reçoit plus d'expérience : 4 pour une unité de niveau 0, 8 "
|
||
"pour le niveau 1, 16 pour le niveau 2, 24 pour le niveau 3 et ainsi de suite."
|
||
|
||
# Damien : j'ai allégé la traduction car les règles du jeu ont un peu changé.
|
||
#. [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"
|
||
"La plupart des unités ont trois niveaux, mais pas toutes. Quelques-unes "
|
||
"(comme les <ref>dst=unit_Mage text='mages'</ref>) peuvent en avoir quatre. "
|
||
"Une unité qui atteint son niveau maximum peut avoir une « Amélioration Post-"
|
||
"Niveau Maximum » (APNM), qui la transformera à chaque palier d'expérience : "
|
||
"l'unité reste au même niveau mais, généralement, l'APNM augmente son maximum "
|
||
"de PV de 3 points et la soigne complètement. Cependant, chaque nouvelle APNM "
|
||
"obtenue par une unité rendra les suivantes de plus en plus difficiles à "
|
||
"gagner ; il est donc généralement plus utile d'essayer de faire progresser "
|
||
"vos unités de niveau inférieur."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Mouvement"
|
||
|
||
#. [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"
|
||
"Chaque unité dispose d'un certain nombre de points de mouvement qui sont "
|
||
"dépensés en fonction du terrain lors d'un déplacement vers un nouvel "
|
||
"hexagone. Par exemple, une case de prairie coûte presque toujours un point "
|
||
"de mouvement. Le nombre exact de points dépensés pour pénétrer dans un "
|
||
"hexagone dépend du type d'unité : en forêt, les unités elfes n'utilisent "
|
||
"qu'un point, la plupart des unités humaines et orcs en consomment deux, "
|
||
"alors que les cavaliers en dépensent trois. Vous pouvez connaître ce nombre "
|
||
"avec un clic-droit sur une unité, en choisissant « Description de l'unité », "
|
||
"puis en consultant la rubrique <bold>text='Modificateurs de terrain'</bold>."
|
||
|
||
#. [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 ""
|
||
"Le déplacement dans « Bataille pour Wesnoth » est simple : cliquez sur "
|
||
"l'unité à déplacer pour la sélectionner, puis cliquez sur l'hexagone de "
|
||
"destination ; tous les hexagones que l'unité sélectionnée peut atteindre ce "
|
||
"tour-ci sont éclairés et les autres sont grisés. Passer la souris sur une "
|
||
"case éclairée affiche le taux de défense que l'unité aura dessus, passer la "
|
||
"souris sur une case grisée affiche aussi le nombre de tours nécessaires pour "
|
||
"l'atteindre ; une unité se déplacera par le chemin le plus court. Une unité "
|
||
"à qui il reste des points de déplacement peut être bougée de nouveau : ceci "
|
||
"est très utile pour échanger des positions. Le mouvement est terminé quand "
|
||
"une unité attaque ou prend un village que vous ne possédez pas ; dans ce "
|
||
"dernier cas, elle peut toujours attaquer."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:266
|
||
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"
|
||
"Pendant les déplacements, il ne faut pas oublier la notion de "
|
||
"<italic>text='zone de contrôle'</italic>. Chaque unité, à l'exception des "
|
||
"unités de niveau 0, contrôle les hexagones qui l'entourent, et empêche toute "
|
||
"unité ennemie qui y pénètre de continuer son mouvement. Apprendre à utiliser "
|
||
"des zones de contrôle à votre avantage constitue un élément important de "
|
||
"Wesnoth, puisque seuls les <ref>dst='ability_skirmisherskirmisher' "
|
||
"text='tirailleurs'</ref> peuvent les ignorer."
|
||
|
||
#. [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"
|
||
"Pour voir où l'ennemi peut se déplacer à son prochain tour, pressez « Ctrl-"
|
||
"v » ou « Cmd-v ». « Ctrl-b » ou « Cmd-b » montrent où l'ennemi pourrait se "
|
||
"déplacer si vos unités n'étaient pas sur la carte pour bloquer sa "
|
||
"progression."
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:277
|
||
#, fuzzy
|
||
#| msgid "Vision:"
|
||
msgid "Vision"
|
||
msgstr "Vision : "
|
||
|
||
#. [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 "Voile et brouillard de guerre"
|
||
|
||
#. [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 ""
|
||
"Certaines parties de la carte vous seront cachées dans certains scénarios. "
|
||
"Deux effets peuvent être utilisés ensemble ou séparément : le "
|
||
"<italic>text='voile'</italic> cache à la fois le terrain et les unités "
|
||
"ennemies mais, quand une zone est découverte, vous pourrez toujours la "
|
||
"voir ; le <italic>text='brouillard de guerre'</italic> dissimule seulement "
|
||
"les unités et le possesseur d'un village (autre que vous ou vos alliés). Le "
|
||
"brouillard de guerre disparaît temporairement lorsque vous avez des unités "
|
||
"dans les parages, mais réapparaît dès que celles-ci quittent la zone. Le "
|
||
"voile et le brouillard de guerre sont tous deux découverts par les unités "
|
||
"dans la portée d'un tour de leurs déplacements, sans tenir compte des zones "
|
||
"de contrôle et des ennemis.\n"
|
||
"\n"
|
||
"En principe, vous pouvez annuler une action tant qu'un événement aléatoire "
|
||
"n'a pas eu lieu ; ainsi, un combat, un recrutement, l'exploration de lieux "
|
||
"cachés par le voile ou le brouillard rendent impossible une annulation. "
|
||
"Activer l'option « Différer les mises à jour du voile », dans le menu "
|
||
"« Actions », permet de différer les mises à jour du voile et du brouillard "
|
||
"jusqu'à un prochain événement aléatoire, une mise à jour manuelle via "
|
||
"l'option « Mettre à jour le voile maintenant » ou la fin de votre tour, et "
|
||
"permet ainsi de conserver la possibilité d'annuler des déplacements."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:290
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr "<header>text='Multijoueurs et annulation'</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 ""
|
||
"Dans les jeux multi-joueurs, les mouvements envoyés sur le réseau ne peuvent "
|
||
"pas être annulés. Le jeu retarde l'envoi des données pour essayer de "
|
||
"préserver votre capacité d'annulation. Lorsque vous discutez avec vos "
|
||
"coéquipiers, n'oubliez pas que les autres joueurs sont en train de voir un "
|
||
"instantané du dernier combat ou du dernier mouvement révélant le brouillard. "
|
||
"Les messages du chat et les étiquettes de carte sont envoyés immédiatement, "
|
||
"mais ils ne permettent pas de voir les mouvements annulable."
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid "Save-loading"
|
||
msgstr "Sauvegarder-recharger"
|
||
|
||
#. [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 ""
|
||
"Les réussites aléatoires font partie de Wesnoth, les attaques peuvent "
|
||
"échouer et les unités peuvent mourir faute de chance. Cela fait entièrement "
|
||
"partie du jeu. Revenir à un tour précédent pour essayer une autre stratégie "
|
||
"permet d'apprendre à mieux jouer, mais nous vous déconseillons de recharger "
|
||
"pour tenter à nouveau la même stratégie en espérant avoir plus de chance."
|
||
|
||
#. [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 ""
|
||
"Un des défis du jeu est d'arriver à protéger vos héros. Les dégâts légers "
|
||
"s’accumulent rapidement : si vous avez cinq unités importantes, et qu'elles "
|
||
"ont chacune 1% de chance de mort à chaque tour, vous pouvez "
|
||
"<italic>text='prévoir'</italic> d'en voir une disparaître tous les 20 tours. "
|
||
"C'est pourquoi vous terminerez rarement un scénario sans perte."
|
||
|
||
#. [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 ""
|
||
"Vos unités non héroïques rencontrent aussi des difficultés. Si l'histoire et "
|
||
"les dialogues visent à créer un lien avec vos troupes, les mécanismes du jeu "
|
||
"récompensent le fait de se rappeler que ce n'est qu'un jeu - il y a rarement "
|
||
"de pénalité si ces unités périssent, si ce n'est l'impossibilité de les "
|
||
"rappeler dans les scénarios suivants. Votre plan de bataille doit répartir "
|
||
"les risques en fonction des troupes que vous souhaitez pouvoir rappeler plus "
|
||
"tard."
|
||
|
||
#. [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 ""
|
||
"Les niveaux de difficulté sont équilibrés en partant du principe que les "
|
||
"joueurs ne vont pas sauvegarder/charger. Dans les campagnes officielles, les "
|
||
"niveaux les plus hauts ont souvent plus d'ennemis et donc plus de points "
|
||
"d'expérience possibles ; elles seront équilibrées si le joueur peut recruter "
|
||
"assez d'unités pour faire face à la perte de quelques unités de niveau 2 ou "
|
||
"3."
|
||
|
||
#. [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 ""
|
||
"Cela dit, Wesnoth reste un jeu ; la meilleure façon d'y jouer est celle qui "
|
||
"vous amuse le plus."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:316
|
||
msgid "Learning from Losses"
|
||
msgstr "Apprendre de ses échecs"
|
||
|
||
#. [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 ""
|
||
"<italic>text='Pourquoi ai-je perdu ce scénario ?'</italic>\n"
|
||
"\n"
|
||
"Une des difficultés de Wesnoth est la compréhension de la raison de la "
|
||
"défaite."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Lorsque vous débutez le jeu, vous allez perdre quelques scénarios. C'est "
|
||
"normal et cela fait partie de l'apprentissage. Lorsque cela arrive, essayez "
|
||
"d'apprendre de vos erreurs : regardez le film du jeu, essayez de comprendre "
|
||
"ce que vous avez mal fait, <ref>dst='saveload' text='recommencez le "
|
||
"scénario'</ref> et essayez à nouveau."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Les raisons classiques des défaites sont :"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Jouer une campagne dans une <ref>dst='..gameplay' text='difficulté'</ref> "
|
||
"trop élevée. Essayez de recommencer un niveau en dessous."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Jouer une mauvaise stratégie : par exemple, recruter le mauvais type "
|
||
"d'unité, combattre au mauvais <ref>dst='time_of_day' text='moment de la "
|
||
"journée'</ref>, ne pas utiliser les avantages du terrain ou des unités, etc."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Rater les indices. Souvent des indices sont présents dans l'histoire des "
|
||
"campagnes et les dialogues, concernant ce qui arrivera par la suite et "
|
||
"comment s'y préparer. Si vous avez un mage loyal à vos côtés, prenez le "
|
||
"temps d'écouter son avis, cela pourrait vous sauver la vie."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Victoire à l'arrachée lors d'un précédent scénario. Les campagnes "
|
||
"supposent d'habitude que vous ayez de l'<italic>text='or restant'</italic> "
|
||
"et quelques unités avancées dans votre liste de rappel. (Ces concepts sont "
|
||
"expliqués dans le tutoriel). Si vous gagnez un scénario en perdant la "
|
||
"plupart de vos unités avancées et votre or, les scénarios suivants seront "
|
||
"très difficiles à passer, même pour un joueur expérimenté. Si vous vous "
|
||
"trouvez dans cette situation, vous pouvez essayer de retourner en arrière "
|
||
"d'un scénario ou deux pour vaincre de façon plus probante, ou bien de "
|
||
"réduire la difficulté. (Cependant, souvenez-vous que "
|
||
"<italic>text='certaines'</italic> pertes sont attendues, surtout dans les "
|
||
"niveaux difficiles)."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Mauvaise gestion de l'or. Dans les niveaux de difficultés élevés, la "
|
||
"gestion de l'or — capturer des villages pour accroître votre revenu et "
|
||
"utiliser des unités de faible niveau ou de nouvelles recrues pour limiter la "
|
||
"dépense — devient importante. Si vous utilisez beaucoup d'unités de haut "
|
||
"niveau, vous gagnerez facilement mais vous n'aurez pas assez d'or pour le "
|
||
"prochain scénario."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:333
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Raisons improbables'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"En plus des raisons classiques, citées précédemment, il y en a quelques unes "
|
||
"assez improbables, mais pas impossible :"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Vous avez joué une stratégie que le créateur de la campagne n'a pas "
|
||
"anticipé, et ainsi terminé avec un ensemble d'unités de haut niveau qui ne "
|
||
"correspond pas à la difficulté du scénario suivant."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Vous avez trouvé un scénario qui ne peut être gagné qu'au deuxième ou "
|
||
"troisième essai, car nécessitant une chance supérieure à la moyenne ou "
|
||
"attendant du joueur une connaissance anticipée — savoir ce qui va arriver "
|
||
"avant que cela n'arrive. (La discussion est toujours ouverte pour savoir si "
|
||
"la connaissance anticipée est souhaitable à haut niveau. Avoir besoin d'une "
|
||
"chance supérieure à la moyenne doit cependant être considéré comme un bogue.)"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"• Mauvaise chance inhabituelle. Qu'une attaque touche ou pas est aléatoire, "
|
||
"il arrive ainsi qu'un ennemi soit très chanceux et ait beaucoup de touches, "
|
||
"tandis que vous êtes malchanceux et avez beaucoup de ratés. Cependant c'est "
|
||
"un cas très rare, quasiment inobservé, si ce n'est sur de très petits "
|
||
"scénarios. En réalité, les ratés sont communément causés par une "
|
||
"<italic>text='mauvaise'</italic> stratégie avec une chance <italic>text='au-"
|
||
"dessus'</italic> de la moyenne, plutôt qu'en ayant une <italic>text='bonne'</"
|
||
"italic> stratégie avec une chance <italic>text='en-dessous'</italic> de la "
|
||
"moyenne. De plus avoir une chance en-dessous de la moyenne n'est pas une "
|
||
"excuse pour perdre, c'est parfaitement normal, et les scénarios sont conçus "
|
||
"pour être gagnés dans ce cas. C'est seulement l'excès de malchance sur "
|
||
"plusieurs tours qui doit être considéré ici."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Faites attention à ne pas attribuer votre défaite à l'une de ces raisons. Si "
|
||
"vous n'êtes pas un joueur confirmé, votre défaite s'explique sans doute par "
|
||
"une des erreurs <italic>text='communes'</italic>, citées plus haut et cela "
|
||
"ne relève pas d'un bogue dans une campagne. Cependant, si vous pensez avoir "
|
||
"trouvé un bogue, n'hésitez pas à en faire un rapport !"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"La boîte de dialogue « Calcul des dégâts » présente quelques statistiques "
|
||
"pouvant aider à déterminer si une confrontation a été chanceuse ou pas. "
|
||
"Cependant, la lecture des statistiques n'est pas un substitut au visionnage "
|
||
"de la partie et à la recherche d'erreur stratégique, ou à de petits manques "
|
||
"de chance lors de l'affrontement."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:354
|
||
msgid "Combat"
|
||
msgstr "Combat"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ordre et nombre d\\'attaques'</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 ""
|
||
"Un combat dans « Bataille pour Wesnoth » confronte toujours deux unités sur "
|
||
"des cases adjacentes. Cliquez sur votre unité, puis sur l'ennemi que vous "
|
||
"voulez attaquer : votre unité se déplacera vers l'adversaire et le combat "
|
||
"commencera quand elles seront côte à côte. L'attaquant et le défenseur se "
|
||
"frappent tour à tour jusqu'à ce qu'ils aient utilisé toutes leurs frappes. "
|
||
"L'attaquant choisit une de ses armes pour attaquer et le défenseur riposte "
|
||
"avec une de ses attaques du même type. Il y a deux types d'attaques : celles "
|
||
"au <italic>text='corps à corps'</italic> (exemples : épées, haches ou crocs) "
|
||
"et celles <italic>text='à distance'</italic> (exemples : arcs, lances et "
|
||
"boules de feu)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:357
|
||
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"
|
||
"L'attaquant a l'initiative, puis le défenseur riposte ; un coup qui touche "
|
||
"fait des dégâts, un coup qui rate n'en fait aucun. Les attaques et les "
|
||
"ripostes alternent jusqu'à épuiser le nombre de coups de chaque unité ; ce "
|
||
"nombre varie : par exemple, un guerrier elfe avec une attaque 5×4 peut "
|
||
"asséner 4 coups infligeant chacun 5 points de dégâts, alors qu'un grognard "
|
||
"orc avec 9×2 ne dispose que de 2 coups, chacun pouvant faire 9 points de "
|
||
"dégâts."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Probabilité de toucher'</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"
|
||
"Chaque unité a une probabilité d'être touchée qui dépend du "
|
||
"<italic>text='terrain'</italic> sur lequel elle se tient. C'est affiché dans "
|
||
"le panneau d'état ou peut être trouvé par un clic-droit sur une unité, en "
|
||
"choisissant <bold>text='Description de l\\'unité'</bold> puis en consultant "
|
||
"la rubrique <bold>text='Modificateurs de terrain'</bold>. Par exemple, les "
|
||
"elfes ont une défense de 70 % en forêt, ce qui signifie qu'une unité les "
|
||
"attaquant n'a que 30 % de chance de les atteindre. Inversement, la "
|
||
"probabilité pour l'elfe de toucher son assaillant dépend du terrain sur "
|
||
"lequel ce dernier se trouve."
|
||
|
||
#. [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"
|
||
"Il y a deux exceptions à cette règle : les <ref>dst='weaponspecial_magical' "
|
||
"text='attaques magiques'</ref> et les <ref>dst='weaponspecial_marksman' "
|
||
"text='tireurs d\\'élite'</ref>. Les attaques enchantées ont toujours une "
|
||
"probabilité de toucher de 70 %, indépendamment du terrain, et celle des "
|
||
"tireurs d'élite est d'au moins 60 % quand ils engagent le combat, là encore "
|
||
"indépendamment du terrain."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Dégâts'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:367
|
||
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"
|
||
"Chaque coup qui porte inflige une quantité de dégâts qui dépend de plusieurs "
|
||
"facteurs. Par exemple, un guerrier elfe avec une attaque 5×4 cause 5 points "
|
||
"de dégâts comme base. Généralement modifié par deux éléments : "
|
||
"<ref>dst='damage_types_and_resistance' text='la résistance'</ref> et "
|
||
"<ref>dst='time_of_day' text='le moment de la journée'</ref>. Pour voir "
|
||
"l'influence de ces paramètres, sélectionnez <bold>text='Calcul des dégâts'</"
|
||
"bold> pendant le choix de l'attaque."
|
||
|
||
#. [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"
|
||
"Quelques unités possèdent des <ref>dst='..abilities_section' "
|
||
"text='capacités'</ref> spéciales qui affectent la quantité de dégâts "
|
||
"infligés en combat. La plus courante d'entre elles est la "
|
||
"<ref>dst='weaponspecial_charge' text='charge'</ref>, qui double les dégâts "
|
||
"infligés par l'attaquant et par le défenseur lorsque l'unité attaquante "
|
||
"charge."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:377
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Types de dégâts et résistance"
|
||
|
||
#. [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"
|
||
"Les résistances fonctionnent de manière très simple : une unité avec 40 % de "
|
||
"résistance contre un type de dégâts subira 40 % de dégâts en moins par un "
|
||
"coup de ce type. Il est également possible pour une unité d'avoir une "
|
||
"faiblesse contre certains types de dégâts : une unité avec -100 % de "
|
||
"résistance contre un type de dégâts subira 100 % de dégâts en plus par une "
|
||
"attaque de ce type."
|
||
|
||
#. [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 ""
|
||
"Dans Wesnoth, il y a trois types de dégât habituellement associés aux "
|
||
"attaques physiques : <italic>text='tranchant, perforant et contondant'</"
|
||
"italic>. Trois autres types de dégât sont communément associés aux attaques "
|
||
"enchantées : <italic>text='feu, froid et arcane'</italic>. Les unités ont "
|
||
"différentes résistances qui modifient la quantité de dégâts reçus par les "
|
||
"différents types d'attaques."
|
||
|
||
#. [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"
|
||
"Par exemple, les squelettes sont hautement résistants aux attaques "
|
||
"tranchantes et perforantes, mais sont vulnérables aux attaques contondantes "
|
||
"et de feu et extrêmement vulnérables aux attaques arcanes."
|
||
|
||
#. [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"
|
||
"Une attaque qui touche fera toujours au moins un point de dégâts, même si la "
|
||
"résistance du défenseur est de 100 % pour ce type de dégât."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:390
|
||
msgid "Orbs and ellipses"
|
||
msgstr "Orbes et ellipses"
|
||
|
||
#. [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 ""
|
||
"Il y a des indicateurs au dessus de la barre d'énergie de certaines unités, "
|
||
"montrant une orbe colorée (et parfois une <ref>dst='crowns' text='couronne'</"
|
||
"ref>)."
|
||
|
||
#. [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 ""
|
||
"Les orbes montrent quand une unité peut se déplacer ou attaquer. Leur "
|
||
"statuts et leurs couleurs standards sont :\n"
|
||
"• <bold>text='vert'</bold> Si l'unité n'a ni bougé ni attaqué pendant ce "
|
||
"tour.\n"
|
||
"• <bold>text='Jaune'</bold> Si l'unité a bougé (ou attaqué), et peut encore "
|
||
"attaquer. Elle peut aussi être capable de bouger à nouveau.\n"
|
||
"• <bold>text='Rouge'</bold> Si l'unité ne peut plus se déplacer ni attaquer "
|
||
"ce tour.\n"
|
||
" • Rouge est utilisé aussi après la commande \"finir le tour de l'unité\" "
|
||
"et\n"
|
||
" • Quand une unité est au milieu d'un mouvement multi-turn (il lui a été "
|
||
"demandé de se déplacer plus loin qu'elle pouvait pour ce tour).\n"
|
||
"• <bold>text='Rouge et jaune'</bold>Si l'unité s'est déplacée (ou a "
|
||
"attaqué), peut encore bouger mais ne peut plus attaquer.\n"
|
||
" • Cela peut arriver dans certaines campagnes avec des évenements ou "
|
||
"capacités spécifique, par exemple la capacité <italic>text='repli'</italic> "
|
||
"dans la campagne <italic>text='Sous les soleils brulants'</italic>.\n"
|
||
"• <bold>text='Bleu'</bold> Pour les unités alliées, en dehors du tour de "
|
||
"celui-ci.\n"
|
||
" • Durant le tour de l'allié, ses unités auront les orbes de couleurs "
|
||
"correspondantes à leurs mouvements, cependant leurs mouvements et l'orbe "
|
||
"correspondante ne s'afficheront pas forcément en temps réel comme expliqué "
|
||
"dans <ref>dst='shroud_and_fog' text='Voile et brouillard de guerre'</ref>.\n"
|
||
"• Normalement, les unités ennemies n'ont pas d'orbes, mais il est possible "
|
||
"de les activer dans les options avancées \"Personnaliser les couleurs des "
|
||
"orbes\". "
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:415
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr "<header>text='Ellipses'</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 ""
|
||
"Une forme au couleur de l'équipe est dessinée sur le sol sous chaque unité. "
|
||
"Elle est appelée \"ellipse\" quand bien même certaines ne soient pas de "
|
||
"forme elliptique. "
|
||
|
||
#. [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 ""
|
||
"• La plupart des unités ont une ellipse circulaire.\n"
|
||
"• Les unités qui peuvent recruter ont une étoile à 7 branches.\n"
|
||
"• Les <ref>dst='crowns' text='héros'</ref> ont une variante de l'étoile à 7 "
|
||
"branches, ces unités ne peuvent pas recruter.\n"
|
||
"• Les unités sans <ref>dst='movement' text='zone de contrôle'</ref> ont une "
|
||
"ellipse pointillée.\n"
|
||
"• Certaines campagnes commencent avec un chef de niveau zéro. Capable de "
|
||
"recruter mais sans zone de contrôle, ces unités ont une version pointillée "
|
||
"de l'étoile à 7 branches."
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:440
|
||
msgid "Crowns and loyal markers"
|
||
msgstr "Couronnes et marqueurs d'unité loyale."
|
||
|
||
#. [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 ""
|
||
"Certaines unités ont un marqueur supplémentaire superposé sur leur "
|
||
"<ref>dst='orbs' text='orbe'</ref> et une forme correspondante pour leur "
|
||
"<ref>dst='orbs' text='ellipses'</ref>:"
|
||
|
||
#. [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 ""
|
||
"•Les chefs sont représentés avec une<bold>text='couronne d\\'or'</bold>.\n"
|
||
"• Les héros ont une <bold>text='couronne bleu-argent'</bold>.\n"
|
||
"• les meneurs secondaires sont représentés avec une <bold>text='couronne "
|
||
"d\\'argent'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Les unités loyales'</ref> ont "
|
||
"l'<bold>text='icône loyale'</bold>.\n"
|
||
"\n"
|
||
"Parmi ces catégories, seuls les chefs sont intégrés dans les règles de base "
|
||
"du jeu. Les autres se trouvent dans les campagnes et sont des personnages "
|
||
"qui font partie de la narration. Les règles exactes les concernant sont "
|
||
"définies par leur campagne, qui peut s'écarter des attentes standard à leur "
|
||
"égard : \n"
|
||
"\n"
|
||
"• La mort d'un héros entraîne une défaite immédiate..\n"
|
||
"• .La mort d'un meneur secondaire n'entraîne pas de défaite immédiate, même "
|
||
"s'il peut recruter.\n"
|
||
"• Toutes ces unités ont l'avantage principal du trait loyal, à savoir "
|
||
"qu'elles ne coûtent rien en entretien.\n"
|
||
"• Perdre l'une de ces unités crée un désavantage pour le reste de la "
|
||
"campagne, si elle ne s'arrête pas aussitôt.\n"
|
||
"• Ces unité ne seront jamais recrutées par hasard."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:474
|
||
msgid "Time of Day"
|
||
msgstr "Moment de la journée"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:475
|
||
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 ""
|
||
"Le moment de la journée modifie la quantité de dégâts infligés par les "
|
||
"unités :\n"
|
||
"\n"
|
||
"• <bold>text='les loyales'</bold> infligent +25 % de dégâts le jour et -25 % "
|
||
"la nuit ;\n"
|
||
"• <bold>text='les chaotiques'</bold> infligent +25 % de dégâts la nuit et "
|
||
"-25 % le jour ;\n"
|
||
"• <bold>text='les neutres'</bold> ne sont pas affectées par le moment de la "
|
||
"journée ;\n"
|
||
"• <bold>text='les liminales'</bold> infligent -25 % de dégâts aussi bien le "
|
||
"jour que la nuit."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:480
|
||
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"
|
||
"Le moment de la journée est affiché sous la mini-carte dans le panneau "
|
||
"d'état. Pour un cycle habituel, le matin et l'après-midi correspondent au "
|
||
"jour, le premier et le deuxième quart correspondent à la nuit :\n"
|
||
"\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 "Aube"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "Matinée"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "Après-midi"
|
||
|
||
#. [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 "Crépuscule"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "Premier quart"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "Deuxième quart"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:491
|
||
msgid ""
|
||
"Keep in mind that some scenarios take place underground, where it is "
|
||
"perpetually night!\n"
|
||
msgstr ""
|
||
"Retenez que certains scénarios se déroulent sous terre, où il fait toujours "
|
||
"nuit !\n"
|
||
|
||
#. [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 ""
|
||
"Quelques places souterraines sont illuminées. Elles sont perpétuellement "
|
||
"entre le jour et la nuit.\n"
|
||
|
||
#. [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 ""
|
||
"Quelques scénarios ont lieu à l'intérieur — ces lieux sont également entre "
|
||
"le jour et la nuit.\n"
|
||
|
||
#. [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 ""
|
||
"Enfin, les unités avec la capacité "
|
||
"<ref>dst='ability_illuminationilluminates' text='illumination'</ref> ainsi "
|
||
"que les terrains tels que la <ref>dst='terrain_lava' text='lave'</ref> "
|
||
"changent le bonus du moment de la journée autour d'eux."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:504
|
||
msgid "Healing"
|
||
msgstr "Soins"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
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"
|
||
"• <bold>text='Repos'</bold> : une unité qui ne bouge pas, n'attaque pas et "
|
||
"ne se fait pas attaquer, se soignera de 2 PV à son prochain tour."
|
||
|
||
#. [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 ""
|
||
"Lors des combats, vos unité subiront inévitablement des dégâts. Plusieurs "
|
||
"façons existent pour les soigner. Cependant, à l'exception du repos, elles "
|
||
"ne se cumulent pas ; une seule peut intervenir par tour."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:507
|
||
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"
|
||
"• <bold>text='Villages'</bold> : une unité qui commence un tour dans un "
|
||
"village ou un <ref>dst='terrain_oasis' text='oasis'</ref> se soignera de 8 "
|
||
"PV. Si cette unité est empoisonnée, elle sera guérie à la place."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:508
|
||
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_regeneratesregenerates' text='Régénération'</ref> : "
|
||
"certaines unités (comme les trolls) se soigneront automatiquement de 8 PV à "
|
||
"chaque tour. Si cette unité est empoisonnée, elle sera guérie à la place."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:509
|
||
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"
|
||
"• <bold>text='Unités soignantes'</bold> : les unités avec la capacité de "
|
||
"<ref>dst='ability_healingheals +4' text='soins'</ref> soigneront les unités "
|
||
"alliées adjacentes, habituellement de <ref>dst='ability_healingheals +4' "
|
||
"text='4 PV'</ref> ou de <ref>dst='ability_healingheals +8' text='8 PV'</ref> "
|
||
"par tour, ou empêcheront le poison de leur faire des dégâts."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:510
|
||
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"
|
||
"• <bold>text='Unités guérisseuses'</bold> : les unités avec la capacité de "
|
||
"<ref>dst='ability_curingcures' text='guérison'</ref> guériront de "
|
||
"l'empoisonnement toutes les unités adjacentes (au lieu de les soigner, si "
|
||
"l'unité est aussi soignante)."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"• <bold>text='Avancement'</bold>: Lorsqu'une unité <ref>dst='advancement' "
|
||
"text='progresse'</ref>, elle est entièrement soignée. Cela se produit "
|
||
"aussitôt qu'elle gagne suffisamment d'expérience, que cela soit votre tour "
|
||
"ou non."
|
||
|
||
#. [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"
|
||
"Le repos peut être combiné avec d'autres formes de soins, mais les villages, "
|
||
"la régénération, les soins et la guérison ne peuvent se cumuler : seule "
|
||
"l'option la plus intéressante sera utilisée. Par ailleurs, les unités "
|
||
"guérissent complètement d'un scénario à l'autre."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:514
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Avancé'</bold>"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"À la différence des autres forme de soin, la capacité de soin ne prend pas "
|
||
"effet lors du tour de l'unité soignée, mais lors de celui de l'unité "
|
||
"soignante. Cela signifie qu'une unité entourée de plusieurs soigneurs d'un "
|
||
"même camp ne sera soignée qu'une fois par tour, tandis qu'une unité entourée "
|
||
"de plusieurs soigneurs de camps alliés sera soignée une fois par tour de "
|
||
"chaque allié."
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:524
|
||
msgid "Wrap Up"
|
||
msgstr "Conclusion"
|
||
|
||
#. [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 ""
|
||
"Ceci conclut les bases de Wesnoth. Vous pourriez vouloir en lire plus sur la "
|
||
"stratégie de base ou vous familiariser avec les <ref>dst='..traits_section' "
|
||
"text='traits'</ref> et les <ref>dst='..abilities_section' text='capacités'</"
|
||
"ref>, mais vous connaissez maintenant le nécessaire pour jouer la campagne "
|
||
"<italic>text='L\\'Héritier du trône'</italic>. Amusez-vous bien et bonne "
|
||
"chance !"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:530
|
||
msgid "License"
|
||
msgstr "Licence"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"La plupart des unités ont deux traits. Cependant les gobelins n'ont qu'un "
|
||
"seul trait, les morts-vivants ne possèdent que le trait <italic>text='mort-"
|
||
"vivant'</italic> et dans certains cas <italic>text='intrépide'</italic> et "
|
||
"les woses n'en ont pas. "
|
||
|
||
#. [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 ""
|
||
"Les traits sont des modifications qui changent sensiblement les attributs "
|
||
"d'une unité. Ils sont habituellement assignés de façon aléatoire lors du "
|
||
"recrutement. Les traits disponibles pour une unité donnée sont déterminés "
|
||
"par sa <italic>text='race'</italic>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:543
|
||
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"
|
||
"La plupart des unités, sauf les morts-vivants, peuvent disposer des traits "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='rapide'</ref>, <ref>dst='traits_resilient' "
|
||
"text='robuste'</ref> ou <ref>dst='traits_strong' text='fort'</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:545
|
||
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"
|
||
"Les elfes peuvent également posséder le trait <ref>dst='traits_dextrous' "
|
||
"text='habile'</ref>, les nains le trait <ref>dst='traits_healthy' "
|
||
"text='vigoureux'</ref>. Les trolls et certains humains peuvent recevoir le "
|
||
"trait <ref>dst='traits_fearless' text='intrépide'</ref>\n"
|
||
". D'autres traits peuvent être accordés, comme <ref>dst='traits_loyal' "
|
||
"text='fidèle'</ref>, <ref>dst='traits_feral' text='sauvage'</ref> et "
|
||
"<ref>dst='traits_undead' text='mort-vivant'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les terrains peuvent être de deux types : <italic>text='basique'</italic> ou "
|
||
"<italic>text='mixte'</italic>."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"Les cartes du jeu comprennent des terrains variés qui influent à la fois sur "
|
||
"le déplacement et sur les capacités défensives des unités."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Types de terrains basiques'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les terrains basiques incluent les plaines, collines, montagnes, déserts, "
|
||
"eau et marais. Il y en a beaucoup plus que cela — une liste des terrains que "
|
||
"vous avez déjà découverts est disponible à la fin de cette page.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Chaque unité possède un taux défensif et un coût de mouvement pour chaque "
|
||
"type de terrain basique. Ces valeurs sont listées dans la page d'aide de "
|
||
"chacune des unités. Les types de terrains basiques peuvent avoir des "
|
||
"propriétés uniques comme l'illumination par exemple."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:565
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Types de terrains mixtes'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les terrains mixtes partagent les propriétés de plusieurs terrains basiques "
|
||
"— les unités profitent en général de la <italic>text='meilleure défense'</"
|
||
"italic> et du plus <italic>text='mauvais mouvement'</italic> des types de "
|
||
"terrains sous-jacents, lorsqu'elles se trouvent sur un terrain mixte. C'est "
|
||
"le cas par exemple pour les terrains : <italic>text='colline boisée'</"
|
||
"italic>, <italic>text='colline désertique'</italic> et <italic>text='colline "
|
||
"caverneuse'</italic>.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Une exception notable concerne les ponts, comme les <italic>text='ponts au-"
|
||
"dessus d\\'eau peu profonde'</italic>, <italic>text='gués'</italic> et "
|
||
"<italic>text='ponts au-dessus de crevasses'</italic>. Les gués sont "
|
||
"facilement franchissables par des ondins ou des humains — toutes les unités "
|
||
"se déplaçant sur un gué profitent de la meilleure défense et du meilleur "
|
||
"mouvement entre la plaine et l'eau peu profonde, au lieu du pire des deux. "
|
||
"De façon similaire, les ponts au-dessus des crevasses sont franchissables "
|
||
"par les unités qui ne volent pas (sans surprise).\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les villages sur terre offrent généralement une meilleure défense ainsi que "
|
||
"de meilleurs mouvements. Ces villages sont sur des terrains mixtes, basés "
|
||
"sur le type de terrain village avec conjointement colline, marais et cave.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Finalement, les villages maritimes sont généralement inhospitaliers pour les "
|
||
"unités terrestres, ne donnant aucun bonus de défense ou de mouvement associé "
|
||
"au type de terrain village. À la place, ils comptent comme des tuiles "
|
||
"d'eau.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Vous pouvez vérifier de quels types basiques est composé un terrain mixte en "
|
||
"passant la souris dessus et en vérifiant les icônes affichées en haut à "
|
||
"droite (dans le thème par défaut)."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Vous pouvez vérifier le comportement offert par un terrain mixte en "
|
||
"déplaçant la souris dessus et en regardant la <italic>text='description du "
|
||
"terrain'</italic>, soit en pressant le raccourci clavier, soit en consultant "
|
||
"le menu contextuel."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:587
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Limites défensive'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"Quelques unités ont une <italic>text='limite défensive'</italic> pour un "
|
||
"type de terrain basique. Ces unités souffrent d'une pénalité sur les "
|
||
"terrains mixtes contenant ce type basique — leur défense ne pouvant dépasser "
|
||
"cette limite."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Par exemple les <ref>text='cavaliers' dst='unit_Cavalryman'</ref> ont une "
|
||
"défense de 30% dans les forêts et une limite défensive pour les forêts. "
|
||
"Ainsi, sur une colline boisée, ils ont une défense de 30% au lieu de 40% "
|
||
"(celle de la colline) à cause de la limite provoquée par le type de terrain "
|
||
"forêt."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Si une unité a une limite défensive sur un type de terrain, ce sera toujours "
|
||
"la même que son taux de défense sur ce terrain (elle ne peut pas être plus "
|
||
"élevé)."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:595
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Types de terrains basiques'</header>\n"
|
||
|
||
#. [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 ""
|
||
"Le moteur de jeu de Wesnoth permet aux joueurs de créer leur propre contenu "
|
||
"de jeu, ce qui inclut des nouveaux scénarios, campagnes... Tout cela permet "
|
||
"de profiter de Wesnoth bien au-delà du contenu officiel du jeu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:618
|
||
msgid "Using Add-ons"
|
||
msgstr "Utiliser des extensions"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campagnes et scénarios'</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 ""
|
||
"Le jeu prend en charge différents types d'extensions qui ne sont pas tous "
|
||
"disponibles dans tous les modes de jeu."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les campagnes solos sont des groupes de scénarios qui se suivent pour "
|
||
"raconter une histoire. Les scénarios indépendants — s'ils sont destinés à "
|
||
"être joués en tant que tel — et les campagnes ordinaires sont disponibles à "
|
||
"partir du menu <italic>text='Campagnes'</italic> dans l'écran d'accueil."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:623
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campagnes multijoueurs, scénarios et cartes additionnelles'</"
|
||
"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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les parties <italic>text='multijoueurs'</italic> peuvent être entièrement "
|
||
"personnalisées. Elles se présentent sous la forme de scénarios déterminés ou "
|
||
"de campagnes spécialement conçues pour ça. Il y a aussi des extensions qui "
|
||
"fournissent des ensembles de scénarios multijoueurs individuels sous la "
|
||
"forme d'une campagne."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ères multijoueurs et Factions'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"À des fins de jouabilité, diverses races de créatures dans le monde "
|
||
"coopèrent les unes avec les autres au sein de factions. Les factions sont "
|
||
"regroupées dans des ensembles équilibrés avec un thème commun; par exemple, "
|
||
"les principales factions de Wesnoth peuvent être trouvées dans l'ère par "
|
||
"défaut.\n"
|
||
"\n"
|
||
"En mode <italic>text='multijoueur'</italic>, vous pouvez choisir une ère à "
|
||
"la création d'un nouveau jeu, et les joueurs peuvent choisir parmi les "
|
||
"factions disponibles pour cette ère lorsqu'ils mettent en place leur camp et "
|
||
"leur équipe."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Vous pouvez vérifier l'ère que vous avez chargée dans la <ref>text='section "
|
||
"ère' dst='..eras_section'</ref> de l'aide."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les modifications sont des scripts indépendants des scénarios et des ères, "
|
||
"qui peuvent modifier les règles par défaut de différentes manières. Vous "
|
||
"pouvez les choisir et les configurer à la création de la partie."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:639
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Noyaux'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les noyaux permettent une reconversion totale de la Bataille pour Wesnoth. "
|
||
"Un noyau peut remplacer n’importe quel contenu de Wesnoth : lorsqu'un noyau "
|
||
"est chargé, les unités, terrains et assimilés n'existent plus.\n"
|
||
"\n"
|
||
"Les noyaux permettent une expérience de jeu radicalement différente : par "
|
||
"exemple, une campagne sur la seconde guerre mondiale ou bien un jeu "
|
||
"complètement différent, tant qu'il peut être représenté par une carte "
|
||
"d'hexagones avec des sortes d'unités dessus."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:645
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Créateur de ressources'</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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les auteurs des extensions peuvent utiliser des packs de ressources "
|
||
"disponibles sur le serveur d'extensions pour enrichir leur propre contenu "
|
||
"avec les ressources existantes tels que des images, de la musique et du "
|
||
"code. Ceux-ci ne sont généralement pas destinés à être utilisés par les "
|
||
"joueurs et ne peuvent être utilisés directement dans le jeu, cependant, "
|
||
"d'autres extensions jouables peuvent dépendre d'eux et suggérer ou exiger "
|
||
"leur installation pendant le téléchargement."
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:656
|
||
msgid "Installing Add-ons"
|
||
msgstr "Installation des extensions"
|
||
|
||
#. [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 ""
|
||
"Les extensions conçues par la communauté peuvent être obtenues et mises à "
|
||
"jour via l'option <italic>text='Extensions'</italic> dans le menu principal. "
|
||
"Une fois connecté au serveur d'extensions (par défaut <italic>text='add-ons."
|
||
"wesnoth.org'</italic>), vous pourrez voir la liste des extensions "
|
||
"disponibles sur le serveur en téléchargement.\n"
|
||
"\n"
|
||
"L'état de l'installation pour chaque extension est indiqué en dessous de "
|
||
"chaque entrée. Pour les extensions qui ont une <italic>text='mise à jour "
|
||
"disponible'</italic> sur le serveur ou qui sont <italic>text='obsolètes'</"
|
||
"italic>, la version installée et la version disponible sur le serveur seront "
|
||
"affichées dans la colonne <italic>text='Version'</italic>.\n"
|
||
"\n"
|
||
"Pour rechercher des extensions à l'aide de mots-clés, tapez-les dans "
|
||
"n'importe quel ordre dans la zone <bold>text='Filtre'</bold>, en les "
|
||
"séparant par des espaces. Vous pouvez également trier la liste des "
|
||
"extensions en cliquant sur les en-têtes de colonnes. Il est également "
|
||
"possible de choisir d'afficher uniquement les extensions de catégories "
|
||
"spécifiques en cliquant sur le bouton <bold>text='Type'</bold> dans le coin "
|
||
"supérieur droit.\n"
|
||
"\n"
|
||
"Pour installer une extension, sélectionnez-la dans la liste et cliquez sur "
|
||
"<bold>text='+'</bold> ou double-cliquez simplement le titre de l'extension. "
|
||
"Si la fenêtre est trop petit pour les afficher, le bouton "
|
||
"<bold>text='Description'</bold> vous fournit des détails supplémentaires sur "
|
||
"l'extension, comme sa description complète, l'état de l'installation, et les "
|
||
"langues disponibles."
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:670
|
||
msgid "Removing Add-ons"
|
||
msgstr "Suppression des extensions"
|
||
|
||
#. [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 ""
|
||
"Pour supprimer des extensions, cliquez sur <bold>text='Supprimer des "
|
||
"extensions'</bold> dans la boîte de dialogue de connexion au serveur "
|
||
"d'extensions. Vous pourrez choisir avec des cases à cocher les extensions à "
|
||
"supprimer parmi celles que vous avez installées.\n"
|
||
"\n"
|
||
"Cette fonction ne peut pas supprimer les extensions pour lesquelles il y a "
|
||
"des informations publiées (fichiers <italic>text='.pbl'</italic>) attachées, "
|
||
"afin d'éviter toute perte accidentelle. Au lieu de cela, vous devez "
|
||
"supprimer manuellement les fichiers d'information ou les extensions elles-"
|
||
"mêmes en passant par le gestionnaire de fichiers de votre système "
|
||
"d'exploitation."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:686
|
||
msgid "General Commands"
|
||
msgstr "Commandes générales"
|
||
|
||
#. [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
|
||
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 ""
|
||
"Ces commandes peuvent soit être exécutées via la ligne de commande en les "
|
||
"préfixant d'un « : » (comme montré ici) ou via le chat en les préfixant d'un "
|
||
"« / » (après avoir appuyé sur « m » pour ouvrir le chat).\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 ""
|
||
"\n"
|
||
"Semblable à la commande 'fps', mais force alors de tout redessiner plutôt "
|
||
"que seulement ce qui a changé.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Efface les messages de la discussion.\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"
|
||
"Passe en mode débogage (cela ne fonctionne pas en mode multijoueur). Voir "
|
||
"<ref>dst='debug_commands' text='Commandes du mode débogage'</ref>.\n"
|
||
"Le mode débogage est désactivé à la fin de la partie ou par la commande :"
|
||
"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 ""
|
||
"\n"
|
||
"Sélectionne le contrôle d'un camp entre humain et IA. Le second paramètre "
|
||
"peut-être \"on\" pour donner le contrôle du camp à un humain, \"off\" pour "
|
||
"le donner à l'IA, ou \"full\" pour que le tour de l'IA soit le même que le "
|
||
"tour d'un autre joueur. Si aucun second paramètre n'est défini, il bascule "
|
||
"entre \"on\" et \"off\". Si aucun paramètre n'est défini, le camp par défaut "
|
||
"est celui du joueur actif.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:702
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Affiche le joueur/IA qui contrôle un camp.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:705
|
||
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"
|
||
"Active/désactive l'affichage du nombre d'images par seconde. Écrit aussi ces "
|
||
"valeurs dans un fichier du répertoire personnel de l'utilisateur.\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"
|
||
"Passe d'un niveau de journalisation à un autre.\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"
|
||
"Redessine l'écran et recharge les images qui ont été modifiées.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:714
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Affiche le menu de sélection des thèmes.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:717
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Finit le scénario (sans confirmer).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:720
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sauvegarde la partie (sans confirmer).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:723
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Sauvegarde la partie et quitte le scénario (sans confirmer)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:731
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Commandes multijoueurs"
|
||
|
||
#. [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"
|
||
"Éjecte et bannit un utilisateur en mode multijoueur, ainsi que l'IP utilisée "
|
||
"par cet utilisateur. Peut être utilisée sur les utilisateurs ne jouant pas "
|
||
"mais connectés sur le serveur. (Il ne seront alors évidemment pas éjectés du "
|
||
"jeu)\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"
|
||
"Donne le contrôle du camp (écrire ici le numéro de camp) au joueur (écrire "
|
||
"ici le pseudonyme de l'utilisateur ou de l'observateur). Vous pouvez "
|
||
"regarder à qui appartient un camp dans la fenêtre <bold>text='Paramètres du "
|
||
"Scénario'</bold> (appuyez sur le bouton <bold>text='Suite'</bold> de la "
|
||
"<bold>text='fenêtre d\\'état'</bold> pour y accéder (alt+s par défaut)). "
|
||
"L'hôte peut changer le contrôle de n'importe quel camp.\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 ""
|
||
"\n"
|
||
"Lance une boite de dialogue pour aider l'hébergeur à changer les "
|
||
"responsables humains des différents camps.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Bascule le statut de repos pour un camp. L'hébergeur peut mettre un camp en "
|
||
"repos après une déconnexion réseau.\n"
|
||
"\n"
|
||
|
||
#. [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"
|
||
"Éjecte un utilisateur en mode multijoueur. Il pourra rejoindre la partie. Si "
|
||
"vous voulez seulement changer le contrôle de son camp, utilisez plutôt la "
|
||
"commande « :control ».\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"
|
||
"Envoie un message privé à un utilisateur. Vous ne pouvez pas envoyer de "
|
||
"messages privés aux joueurs qui contrôlent un camp dans une partie où vous "
|
||
"êtes.\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"
|
||
"Ignore l'observateur spécifié. Si aucun nom n'est fourni, affiche la liste "
|
||
"des utilisateurs ignorés.\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"
|
||
"Bascule entre ignorer/ne pas ignorer les messages de tous les observateurs.\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"
|
||
"Dé-bannit un utilisateur en mode multijoueur, en spécifiant l'IP utilisée "
|
||
"par cet utilisateur. Peut être utilisé sur un utilisateur n'étant pas en jeu "
|
||
"mais sur le serveur.\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"
|
||
"Dé-ignore l'observateur spécifié. Si aucun nom n'est fourni, affiche la "
|
||
"liste des utilisateurs ignorés."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:769
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Commandes du mode débug"
|
||
|
||
#. [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"
|
||
"Active un menu de choix de scénario pour avancer immédiatement dans une "
|
||
"campagne.\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"
|
||
"Crée une unité du type demandé sur la case sélectionnée.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:778
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Active/désactive voile et brouillard pour le joueur en train de jouer.\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"
|
||
"Donne cette quantité de pièces d'or au joueur en train de jouer.\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"
|
||
"Avance immédiatement jusqu'au prochain scénario dans une campagne.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:787
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Permet de définir manuellement une variable du jeu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:790
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Affiche la valeur d'une variable du jeu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:793
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Déclenche manuellement un évènement précis.\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"
|
||
"Modifie une propriété de l'unité sélectionnée. Par exemple : :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"
|
||
"Augmente N fois le niveau de l'unité sélectionnée. Par exemple : :unit "
|
||
"advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:11
|
||
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 ""
|
||
"Permet à cette unité de soigner les unités adjacentes au début de chaque "
|
||
"tour.\n"
|
||
"\n"
|
||
"Une unité soignée peut soit regagner jusqu'à 4 points de vie, soit ne pas "
|
||
"subir les effets du poison ce tour-ci.\n"
|
||
"Cette capacité ne guérira pas une unité infectée par le poison, mais en "
|
||
"retardera l'effet."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:37
|
||
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 ""
|
||
"Cette unité combine des remèdes à base de plantes avec des incantations "
|
||
"magiques pour soigner plus rapidement que la normale sur le champ de "
|
||
"bataille.\n"
|
||
"\n"
|
||
"Une unité soignée peut soit regagner jusqu'à 8 points de vie, soit ne pas "
|
||
"subir les effets du poison ce tour-ci.\n"
|
||
"Cette capacité ne guérira pas une unité infectée par le poison, mais en "
|
||
"retardera l'effet."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "guérison"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:63
|
||
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 ""
|
||
"Un guérisseur peut guérir une unité empoisonnée, mais celle-ci ne recevra "
|
||
"alors pas de soins supplémentaires ce tour-là."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "régénération"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:96
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"L'unité se soigne de 8 PV par tour. Si elle est empoisonnée, elle élimine le "
|
||
"poison au lieu de se soigner."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
msgid "regenerates +4"
|
||
msgstr "régénération +4 PV"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
msgid "female^regenerates +4"
|
||
msgstr "régénération +4 PV"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:110
|
||
msgid ""
|
||
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"L'unité se soigne de 4 PV par tour. Si elle est empoisonnée, elle élimine le "
|
||
"poison au lieu de se soigner."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr ""
|
||
"Cette unité se régénère naturellement mais avec un effet moindre que si elle "
|
||
"était toujours stationnée dans un village."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:132
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Les résistances de cette unité sont doublées, jusqu'à un maximum de 50 %, en "
|
||
"défense. Les points faibles ne sont pas modifiés."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr "Diversion"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
msgid "female^diversion"
|
||
msgstr "diversion"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
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 ""
|
||
"Si un ennemi de la cible se trouve du coté opposé, cette unité peut attirer "
|
||
"l'attention de la cible et réduire sa chance de toucher de 20%."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
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 ""
|
||
"Si un ennemi de la cible se trouve du coté opposé durant une attaque, cette "
|
||
"unité peut attirer l'attention de la cible et réduire sa chance de toucher."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "commandement"
|
||
|
||
#. [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 ""
|
||
"Cette unité peut commander les troupes à la bataille\n"
|
||
"\n"
|
||
"Toutes les unités de niveau inférieur du même camp infligent 25% de dégâts "
|
||
"de plus pour chaque différence de niveau."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "tirailleur"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:221
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"Cette unité est très habile pour aller rapidement derrière les lignes "
|
||
"ennemies et ignore les zones de contrôle des adversaires."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "illumination"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:239
|
||
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 ""
|
||
"Cette unité illumine les cases environnantes, rendant les unités loyales "
|
||
"plus fortes et les unités chaotiques plus faibles.\n"
|
||
"\n"
|
||
"Les unités adjacentes à cette unité combattront la nuit comme si c'était le "
|
||
"crépuscule, et comme s'il faisait jour au crépuscule."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "téléportation"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:255
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Cette unité peut se téléporter instantanément entre deux villages d'un même "
|
||
"camp pour un point de mouvement."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "embuscade"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:287
|
||
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 ""
|
||
"Cette unité peut se cacher dans les forêts et y rester invisible.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve en forêt, "
|
||
"sauf s'ils sont juste à côté. Le premier à découvrir cette unité perd "
|
||
"immédiatement tous ses points de mouvement."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr "enfouissement"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
msgid "female^burrow"
|
||
msgstr "enfouissement"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
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 ""
|
||
"Cette unité peut se reposer dans les forêts ou dans le sable (si elle n'a "
|
||
"pas bougé le dernier tour) et y rester invisible de ces ennemis.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité tant qu'elle se repose en forêt "
|
||
"ou dans le sable, sauf s'ils sont juste à côté. Le premier à découvrir cette "
|
||
"unité perd immédiatement tous ses points de mouvement."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:330
|
||
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 ""
|
||
"Cette unité devient invisible la nuit.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité la nuit, sauf s'ils sont juste à "
|
||
"côté. Le premier à découvrir cette unité perd immédiatement tous ses points "
|
||
"de mouvement."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "dissimulation"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
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 ""
|
||
"Cette unité peut se cacher dans les villages, et y rester invisible des "
|
||
"ennemis à l'exception de ceux qui se tiennent juste à côté.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve dans un "
|
||
"village, sauf s'ils sont juste à côté. Le premier à découvrir cette unité "
|
||
"perd immédiatement tous ses points de mouvement."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "immersion"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "immersion"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:370
|
||
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 ""
|
||
"Cette unité peut se cacher dans les eaux profondes et y rester invisible.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve dans les "
|
||
"eaux profondes, sauf s'ils sont juste à côté. Le premier à découvrir cette "
|
||
"unité perd immédiatement tous ses points de mouvement."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "nécrophagie"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:391
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr ""
|
||
"Cette unité ajoute un point de vie à son maximum à chaque fois qu'elle tue "
|
||
"une unité sauf si celle-ci est immunisé contre la nécrophagie."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Bonus de PV max +3, XP max +20 %"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr "Midi"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr "Minuit"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Deuxième quart - Première heure"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Deuxième quart - Deuxième heure"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Deuxième quart - Troisième heure"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Deuxième quart - Quatrième heure"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Deuxième quart - Cinquième heure"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Deuxième quart - Sixième heure"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr "Matin - Première heure"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Matin - Deuxième heure"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Matin- Troisième heure"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Matin - Quatrième heure"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Après-midi - Première heure"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Après-midi - Deuxième heure"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Après-midi - Troisième heure"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Après-midi - Quatrième heure"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Après-mid - Cinquième heure"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Après-midi - Sixième heure"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Premier quart - Première heure"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Premier quart - Deuxième heure"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Premier quart - Troisième heure"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Premier quart - Quatrième heure"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
msgid "First Dawn"
|
||
msgstr "Première aube"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
msgid "Second Dawn"
|
||
msgstr "Deuxième aube"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
msgid "First Morning"
|
||
msgstr "Premier matin"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
msgid "Second Morning"
|
||
msgstr "Deuxième matin"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
msgid "First Midday"
|
||
msgstr "Premier midi"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
msgid "Second Midday"
|
||
msgstr "Second midi"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
msgid "First Afternoon"
|
||
msgstr "Premier après-midi"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
msgid "Second Afternoon"
|
||
msgstr "Deuxième après-midi"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
msgid "First Dusk"
|
||
msgstr "Premier crépuscule"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
msgid "Second Dusk"
|
||
msgstr "Deuxième crépuscule"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr "La nuit courte"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr "La longue nuit (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr "La longue nuit (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr "La longue nuit (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr "La longue nuit (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:9
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
"Les fantômes ont une résistance aux dégâts assez inhabituelle et se meuvent "
|
||
"assez lentement sur l'eau."
|
||
|
||
#: data/core/macros/special-notes.cfg:12
|
||
msgid ""
|
||
"This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
"L'attaque arcane de cette unité provoque des dégâts considérables sur les "
|
||
"créatures magiques et aussi quelques dégâts sur les créatures non magiques."
|
||
|
||
#: data/core/macros/special-notes.cfg:19
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr " Cette unité est capable de prodiguer des soins de base."
|
||
|
||
#: data/core/macros/special-notes.cfg:22
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr " Cette unité est capable de prodiguer des soins rapides."
|
||
|
||
#: data/core/macros/special-notes.cfg:25
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
"Cette unité est capable de soigner les unités adjacentes et de les guérir du "
|
||
"poison."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
"Cette unité est capable de neutraliser les effets du poison sur les unités "
|
||
"adjacentes."
|
||
|
||
#: data/core/macros/special-notes.cfg:31
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr ""
|
||
"Cette unité se régénère naturellement, ce qui lui permet de se soigner comme "
|
||
"si elle était toujours stationnée dans un village."
|
||
|
||
#: data/core/macros/special-notes.cfg:34
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
"Cette unité inébranlable reçoit moins de dégâts pour certains types "
|
||
"d'attaque lorsqu'elle se défend."
|
||
|
||
#: data/core/macros/special-notes.cfg:37
|
||
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 ""
|
||
"Le commandement de cette unité permet aux unités du même camp adjacentes de "
|
||
"faire plus de dégâts lors d'un combat. Cela ne s'applique qu'aux unités de "
|
||
"niveau inférieur."
|
||
|
||
#: data/core/macros/special-notes.cfg:40
|
||
msgid ""
|
||
"This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
"La capacité de tirailleur de cette unité lui permet d'ignorer les zones de "
|
||
"contrôle ennemies et donc de se faufiler dans les lignes ennemies."
|
||
|
||
#: data/core/macros/special-notes.cfg:43
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr " L'illumination éclaire les zones adjacentes."
|
||
|
||
#: data/core/macros/special-notes.cfg:46
|
||
msgid ""
|
||
"This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
"Cette unité peut se téléporter instantanément entre deux villages d'un même "
|
||
"camp pour un point de mouvement."
|
||
|
||
#: data/core/macros/special-notes.cfg:49
|
||
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 ""
|
||
"Dans les forêts, le camouflage de cette unité la rend invisible aux ennemis, "
|
||
"sauf s'ils sont présents dans les zones adjacentes ou si l'unité a révélé sa "
|
||
"présence en attaquant."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
"Cette unité peut se cacher la nuit, sans laisser de trace de sa présence."
|
||
|
||
#: data/core/macros/special-notes.cfg:55
|
||
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 ""
|
||
"Cette unité peut se cacher dans les villages (à l'exception des villages "
|
||
"aquatiques), restant invisible de ses ennemis, sauf s'ils sont juste à coté."
|
||
|
||
#: data/core/macros/special-notes.cfg:58
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
"Cette unité peut se mouvoir sans être vue dans les eaux profondes, sans "
|
||
"avoir besoin d'air de la surface."
|
||
|
||
#: data/core/macros/special-notes.cfg:61
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
"Cette unité gagne un point de vie rajouté à chaque fois qu'elle tue une "
|
||
"unité vivante. Ce point de vie est aussi ajouté au maximum."
|
||
|
||
#: data/core/macros/special-notes.cfg:64
|
||
msgid ""
|
||
"Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
"Quand son attaque de fureur berserk est utilisée, cette unité se bat jusqu'à "
|
||
"sa mort ou jusqu'à celle de son adversaire."
|
||
|
||
#: data/core/macros/special-notes.cfg:67
|
||
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 ""
|
||
"Si un ennemi de la cible se trouve du coté opposé, cette unité peut "
|
||
"l'attaquer en la frappant dans le dos et infliger des dégâts doublés en se "
|
||
"glissant derrière elle."
|
||
|
||
#: data/core/macros/special-notes.cfg:70
|
||
msgid ""
|
||
"Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
"Ceux qui meurent de la peste deviendront des morts-vivants, sauf s'ils sont "
|
||
"dans un village."
|
||
|
||
#: data/core/macros/special-notes.cfg:73
|
||
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 ""
|
||
"Ceux qui meurent de certaines horreurs de la nature deviennent une réserve "
|
||
"de nourriture pour une larve en développement rapide, sauf s'ils sont dans "
|
||
"un village."
|
||
|
||
#: data/core/macros/special-notes.cfg:76
|
||
msgid ""
|
||
"This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
"Cette unité peut ralentir ses ennemis, réduisant de moitié leur déplacement "
|
||
"et leurs dégâts jusqu'à la fin de leur tour."
|
||
|
||
#: data/core/macros/special-notes.cfg:79
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
"Cette capacité de pétrification rend cette unité extrêmement dangereuse."
|
||
|
||
#: data/core/macros/special-notes.cfg:82
|
||
msgid ""
|
||
"This unit’s marksmanship gives it a high chance of hitting targeted enemies, "
|
||
"but only on the attack."
|
||
msgstr ""
|
||
"Le tir d'élite donne à cette unité de fortes chances de toucher l'ennemi, "
|
||
"mais seulement en attaque."
|
||
|
||
#: data/core/macros/special-notes.cfg:85
|
||
msgid ""
|
||
"This unit has magical attacks, which always have a high chance of hitting an "
|
||
"opponent."
|
||
msgstr ""
|
||
"L'attaque à distance de cette unité est magique et a toujours de fortes "
|
||
"chances de toucher sa cible."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
"L'attaque multiple de cette unité devient moins efficace lorsqu'elle est "
|
||
"blessée."
|
||
|
||
#: data/core/macros/special-notes.cfg:91
|
||
msgid ""
|
||
"Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
"La charge double à la fois les dégâts infligés et subits. Cela n'affecte pas "
|
||
"la riposte en défense."
|
||
|
||
#: data/core/macros/special-notes.cfg:94
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr ""
|
||
"Pendant un combat, cette unité draine la vie de ses victimes pour renouveler "
|
||
"la sienne."
|
||
|
||
#: data/core/macros/special-notes.cfg:97
|
||
msgid ""
|
||
"The length of this unit’s weapon allows it to strike first in melee, even in "
|
||
"defense."
|
||
msgstr ""
|
||
"La longueur de son arme permet à cette unité d'attaquer en premier au corps "
|
||
"à corps, en attaque comme en défense."
|
||
|
||
#: data/core/macros/special-notes.cfg:100
|
||
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 ""
|
||
"Les victimes du poison de cette unité subiront continuellement des dégâts "
|
||
"jusqu'à ce qu'elles soient guéries dans un village ou par une unité "
|
||
"guérisseuse."
|
||
|
||
#: 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 ""
|
||
"Cette unité a une limite défensive sur certains terrains — elle ne peut pas "
|
||
"obtenir une meilleure défense sur un terrain mixte composé de ces types de "
|
||
"terrain."
|
||
|
||
#. 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 "Notes spéciales :"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "fidèle"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "fidèle"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "Sans entretien"
|
||
|
||
#. [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"
|
||
"Durant une campagne, certaines unités rejoignent spontanément le joueur. "
|
||
"Signalées par le trait « fidèle », elles ont toujours un coût de rappel mais "
|
||
"ne coûtent ensuite aucun entretien. Elles sont donc incontournables pendant "
|
||
"une longue campagne, lorsque l'or devient rare. Une unité recrutée ne "
|
||
"possède jamais ce trait ; il n'est donc pas sage de renvoyer des troupes "
|
||
"fidèles ou de les envoyer inconsidérément à une mort certaine."
|
||
|
||
#. [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 ""
|
||
"La plupart des unités ont un coût d'entretien égal à leur niveau, payé à la "
|
||
"fin de chaque tour. Cela ne concerne pas les unités <italic>text='fidèles'</"
|
||
"italic>, qui ne nécessitent pas d'entretien."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "morte-vivante"
|
||
|
||
#. [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 "Immunisé contre le poison, la peste et le drain de vie"
|
||
|
||
#. [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"
|
||
"Les unités mortes-vivantes n'ont normalement que ce trait. Constituées de "
|
||
"corps décédés relevés pour combattre par-delà la mort, elles sont "
|
||
"insensibles au poison ; cela les rend sans pareil contre les ennemis "
|
||
"utilisant des attaques empoisonnées."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"Les unités <italic>text='mortes-vivantes'</italic> sont insensibles au "
|
||
"poison, à la peste et au drain de vie."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "mécanique"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "mécanique"
|
||
|
||
#. [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"
|
||
"Les unités mécaniques ont généralement « mécanique » comme seul trait. Comme "
|
||
"elles n'ont pas vraiment de vie propre, le drain de vie, la peste et le "
|
||
"poison n'ont aucun effet sur elles."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Les unités <italic>text='mécaniques'</italic> sont insensibles au poison, à "
|
||
"la peste et au drain de vie."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "élémental"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "élémentale"
|
||
|
||
#. [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"
|
||
"Les unités élémentales ont généralement « élémental » comme seul trait. "
|
||
"Comme ce sont des êtres de pure énergie, le drain de vie, la peste et le "
|
||
"poison n'ont aucun effet sur elles."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Les unités <italic>text='élémentales'</italic> sont insensibles au poison, à "
|
||
"la peste et au drain de vie."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "fort"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "forte"
|
||
|
||
#. [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"
|
||
"Même si la force est toujours utile pour les combats au corps à corps, elle "
|
||
"favorise surtout les unités qui ont un nombre élevé de coups, comme les "
|
||
"guerriers elfes. Les unités fortes sont très utiles quand un ou deux dégâts "
|
||
"supplémentaires suffisent à transformer une touche en un coup mortel."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"Les unités <italic>text='fortes'</italic> ont 1 point de vie en plus et "
|
||
"infligent 1 point de dégât supplémentaire par touche au corps à corps."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "habile"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "habile"
|
||
|
||
#. [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"
|
||
"Seuls les elfes peuvent avoir le trait habile. Cette race est bien connue "
|
||
"pour sa grâce sans pareil et pour ses dons à l'arc. Certains surpassent même "
|
||
"leurs semblables et possèdent un talent naturel encore supérieur ; ces elfes "
|
||
"infligent un point de dégât supplémentaire pour chaque tir au but."
|
||
|
||
#. [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 ""
|
||
"Les unités <italic>text='habiles'</italic> font un point de dégât en plus "
|
||
"pour chaque coup porté à distance."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "rapide"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "rapide"
|
||
|
||
#. [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"
|
||
"Le trait rapide est le plus remarquable, surtout pour des troupes lentes "
|
||
"comme des trolls ou de l'infanterie lourde. Les unités rapides bénéficient "
|
||
"souvent d'une mobilité améliorée sur les terrains difficiles ; prenez cela "
|
||
"en compte lorsque vous déployez vos forces. Rappelez-vous également que les "
|
||
"unités rapides sont plus fragiles que les autres et ne sont donc pas "
|
||
"adaptées pour tenir des positions."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"Les unités <italic>text='rapides'</italic> ont un point de mouvement "
|
||
"supplémentaire, mais 5 % de points de vie en moins que la normale."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "intelligente"
|
||
|
||
#. [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"
|
||
"Les unités <italic>text='intelligentes'</italic> sont très utiles au début "
|
||
"d'une campagne parce qu'elles progressent plus rapidement vers les niveaux "
|
||
"supérieurs. Elles s'avèrent moins utiles plus tard car une amélioration au-"
|
||
"delà du niveau maximum ne représente pas un changement aussi significatif "
|
||
"qu'un changement de niveau. Si vous avez plusieurs unités au niveau maximum, "
|
||
"vous devriez privilégier celles qui ont des traits plus intéressants."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Les unités intelligentes ont besoin de 20 % d'expérience en moins pour "
|
||
"progresser d'un niveau."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "robuste"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "robuste"
|
||
|
||
#. [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"
|
||
"Les unités robustes peuvent être utiles à toutes les périodes d'une campagne "
|
||
"et c'est un trait utile pour tous. La résistance sert surtout une unité qui "
|
||
"combine peu de points de vie, une bonne défense, ou de bonnes résistances. "
|
||
"Les unités robustes sont particulièrement adéquates pour tenir des positions "
|
||
"stratégiques."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr ""
|
||
"Les unités <italic>text='robustes'</italic> ont 4 points de vie, et gagnent "
|
||
"1 point de vie de plus par niveau."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "vigoureux"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "vigoureuse"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les unités <italic>text='vigoureuse'</italic> ont 1 point de vie "
|
||
"supplémentaire et en gagne un de plus par niveau. Elles se soigne également "
|
||
"de 2 point de vie par tour, qu'elles soient ou non engagées dans un combat "
|
||
"au tour précédent."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:230
|
||
msgid ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when traveling."
|
||
msgstr ""
|
||
"Certains nains, connus pour leur vitalité, sont plus vigoureux que les "
|
||
"autres et peuvent même récupérer lorsqu'ils se déplacent."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "intrépide"
|
||
|
||
#. [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 "Combat sans malus lors des périodes défavorables de jour ou de nuit"
|
||
|
||
#. [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 "La lumière et l'obscurité n'ont aucun effet sur ces braves."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "sauvage"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "sauvage"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Reçoit seulement 50% de défense dans les villages terrestres"
|
||
|
||
#. [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 ""
|
||
"Les habitations d'êtres pensants ne fournissent pas de bonne protection aux "
|
||
"créatures sauvages à faible intelligence. Par conséquent, les unités "
|
||
"<italic>text='sauvages'</italic> reçoivent un maximum de 50% en défense dans "
|
||
"tout village terrestre, quel que soit son terrain."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "faible"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "faible"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:306
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"Les unités <italic>text='faibles'</italic> ont 1 point de vie en moins et "
|
||
"infligent 1 point de dégât en moins par coup au corps à corps."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "lent"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "lente"
|
||
|
||
#. [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"
|
||
"Empâtées et maladroites, les unités lentes, comme par exemple les gobelins, "
|
||
"compensent leur vitesse réduite par une légère augmentation de leur "
|
||
"endurance."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"Les unités <italic>text='lentes'</italic> ont 1 point de mouvement en moins, "
|
||
"mais 5 % de points de vie en plus."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "idiot"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "idiote"
|
||
|
||
#. [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"
|
||
"Le trait idiot est très fréquent chez les gobelins et d'autres espèces dites "
|
||
"« mineures ». Ceci explique en partie ce qualificatif."
|
||
|
||
#. [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 ""
|
||
"Les unités <italic>text='idiotes'</italic> ont besoin de 20 % d'expérience "
|
||
"en plus pour progresser d'un niveau."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "âgé"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "âgée"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:361
|
||
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 ""
|
||
"Les unités <italic>text='âgées'</italic> ont 8 points de vie en moins et 1 "
|
||
"point de mouvement et de dégâts de mêlée en moins."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "fureur berserk"
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:10
|
||
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 ""
|
||
"En attaque comme en défense, cette attaque force le combat jusqu'à la mort "
|
||
"de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/weapon_specials.cfg:22
|
||
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 ""
|
||
"Lorsqu'elle est utilisée offensivement, cette attaque occasionne des dégâts "
|
||
"doublés si une unité ennemie (ni pétrifiée ni paralysée) de la cible se "
|
||
"trouve en vis-à-vis de l'attaquant."
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/weapon_specials.cfg:42
|
||
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 ""
|
||
"Une unité tuée par la peste est remplacée par une unité appartenant à la "
|
||
"même armée que celle ayant la peste. Cela ne fonctionne pas sur les morts-"
|
||
"vivants ou sur les unités stationnées dans les villages."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/weapon_specials.cfg:65
|
||
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 ""
|
||
"Cette attaque ralentit la cible jusqu'à la fin de son tour. Une unité "
|
||
"ralentie inflige moitié moins de dégâts et voit le coût de ses mouvements "
|
||
"multiplié par deux. Lorsqu'elle est sélectionnée, une unité ralentie aura un "
|
||
"petit escargot dans son profil."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "pétrification"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:76
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Cette attaque transforme la cible en pierre. Les unités ainsi pétrifiées ne "
|
||
"peuvent plus se déplacer ou attaquer."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/weapon_specials.cfg:87
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"Utilisée en attaque, cette attaque a toujours au moins 60 % de chance "
|
||
"d'atteindre sa cible."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr "esquive"
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"Utilisée en défense, cette attaque réduit de 10 % les chances de toucher de "
|
||
"son adversaire."
|
||
|
||
#. [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 ""
|
||
"Les techniques défensives de cette unité réduisent les chances de réussite "
|
||
"d'une attaque ennemie."
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "magique"
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:116
|
||
msgid ""
|
||
"This attack always has a 70% chance to hit regardless of the defensive "
|
||
"ability of the unit being attacked."
|
||
msgstr ""
|
||
"Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que soit "
|
||
"la capacité défensive de l'ennemi."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "essaim"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:129
|
||
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 ""
|
||
"Le nombre de frappes de cette attaque diminue lorsque l'unité est blessée. "
|
||
"Ce nombre est proportionnel aux points de vie restants. Par exemple une "
|
||
"unité avec 3/4 de ses points de vie aura 3/4 de ses frappes."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "charge"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:140
|
||
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 ""
|
||
"Lorsqu'elle est utilisée offensivement, cette attaque inflige le double de "
|
||
"dégâts à la cible, mais l'attaquant recevra également le double de dégâts "
|
||
"lors de la riposte."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr "amortissement"
|
||
|
||
#. [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 ""
|
||
"Cette attaque met l'unité en position de défense et amortit une partie des "
|
||
"dégâts infligés par une frappe ennemie. "
|
||
|
||
#. [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 "Cette unité pare les coups ennemis et réduit les dégâts subits. "
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/weapon_specials.cfg:167
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Cette unité draine la vie des unités vivantes et se régénère de la moitié "
|
||
"des dégâts causés (arrondis à l'inférieur)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
msgid "first strike"
|
||
msgstr "initiative"
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:178
|
||
msgid ""
|
||
"This unit always strikes first with this attack, even if they are defending."
|
||
msgstr "Cette unité attaque toujours en premier, même quand elle se défend."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/weapon_specials.cfg:189
|
||
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 ""
|
||
"Cette attaque empoisonne des cibles vivantes, qui perdent 8 points de vie "
|
||
"chaque tour, jusqu'à ce qu'elles soient guéries ou qu'elles n'aient plus "
|
||
"qu'un seul point de vie. Le poison seul ne peut pas tuer une unité."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr "étourdissant"
|
||
|
||
#. [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 ""
|
||
"Cette attaque frappe si fort qu'elle assomme l'adversaire et lui fait perdre "
|
||
"sa zone de contrôle. Les effets se dispersent au prochain tour de "
|
||
"l'adversaire."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
"Cette unité peut étourdir ses ennemis, leur faisant perdre leur zone de "
|
||
"contrôle."
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:208
|
||
msgid "arcane"
|
||
msgstr "arcane"
|
||
|
||
# L'anglais n'est pas clair, mais la chaîne suivante clarifie un peu le sujet.
|
||
# Le traduction est basée sur une compréhension de la capacité plutôt qu'une traduction littérale.
|
||
#. [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 ""
|
||
"Cette attaque combine son type de dommage avec le type arcane afin que ses "
|
||
"dégâts ne soient pas réduits par la résistance du défenseur au type de "
|
||
"dommage original."
|
||
|
||
#. [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 ""
|
||
"Cette unité peut opter pour le type de dommage arcane pour cette attaque si "
|
||
"son adversaire est particulièrement sensible à l'arcane."
|
||
|
||
#: 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 ""
|
||
"Bien que les orcs croient en la force brute, peu de leurs enfants sont "
|
||
"destinés à en posséder. Les gobelins, malgré leur apparence, sont de la même "
|
||
"race que les orcs. Alors que d'autres races élèvent un ou deux enfants à la "
|
||
"fois, les orcs ont des portée d'enfants plus grandes en même temps, causant "
|
||
"l'explosion de leur populations. Au sein d'une portée, seuls un ou deux "
|
||
"auront la force d'un « vrai orc », quelques-uns auront une force et une "
|
||
"taille inférieure, pour le reste, souvent la moitié d'une portée, sera trop "
|
||
"faible et destinée à être des gobelins. À l'image de la naissance, le "
|
||
"système de classes de la société orc est visible, les plus faibles étant "
|
||
"remis à leur place par les plus forts. Ces derniers dévorent l'essentiel de "
|
||
"la nourriture et deviennent plus musclés encore, alors que les plus faibles "
|
||
"ne grandissent pas."
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "Chauve-souris"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "Chauve-souris"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "Chauves-souris"
|
||
|
||
#. [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 ""
|
||
"Les chauves-souris existent sous de nombreuses formes et tailles, et la "
|
||
"plupart sont sans grand danger, se nourrissant simplement d'insectes et "
|
||
"autres petits animaux. Les espèces plus grandes et malfaisantes sont connues "
|
||
"pour poser problème aux humains et aux autres races aussi bien qu'à leur "
|
||
"bétail, en particulier quand elles arrivent en groupe. Habituellement "
|
||
"nocturnes, elles sont souvent gardées, voire apprivoisées, par ceux qui "
|
||
"partagent leur amour de la nuit."
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:49
|
||
#, fuzzy
|
||
#| msgid "race^Bat"
|
||
msgid "race^Cat"
|
||
msgstr "Chauve-souris"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:50
|
||
#, fuzzy
|
||
#| msgid "race+female^Bat"
|
||
msgid "race+female^Cat"
|
||
msgstr "Chauve-souris"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:51
|
||
#, fuzzy
|
||
#| msgid "race^Bats"
|
||
msgid "race^Cats"
|
||
msgstr "Chauves-souris"
|
||
|
||
#. [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 "Dracan"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:62
|
||
msgid "race+female^Drake"
|
||
msgstr "Dracane"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:63
|
||
msgid "race^Drakes"
|
||
msgstr "Dracans"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:64
|
||
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 ""
|
||
"Les dracans sont de larges créatures ailées qui crachent du feu, à l'image "
|
||
"des vrais dragons. En moyenne, un dracan adulte mesure près de trois mètres "
|
||
"et pèse facilement plus qu'un homme et un cheval réunis. Leur peau est "
|
||
"couverte d'écailles solides, résistantes à la plupart des attaques physiques "
|
||
"à l'exception des attaques perforantes ou froides. La majorité des dracans "
|
||
"sont vraiment capables de voler et de parcourir ainsi de longues distances "
|
||
"rapidement. Cependant, le poids de leur corps massif limite quelque peu leur "
|
||
"agilité dans les airs. Quand c'est possible, ils se servent des points hauts "
|
||
"du terrain, comme des collines, des montagnes ou des forêts, comme point "
|
||
"d'envol dans le but d'atteindre une hauteur et une vitesse plus élevées. "
|
||
"Heureusement pour leurs ennemis, leur taille imposante en fait des cibles "
|
||
"faciles pour ceux qui osent les attaquer.\n"
|
||
"\n"
|
||
"Les dracans sont des créatures magiques par nature, dont la vie même est "
|
||
"nourrie par un mystérieux feu intérieur. On peut facilement l'observer quand "
|
||
"l'un d'eux meurt au combat : son feu intérieur est alors libéré, réduisant "
|
||
"ainsi ses restes en cendres. Leur feu intérieur est également leur plus "
|
||
"grand faiblesse, puisqu'il les rend vulnérables aux attaques froides. Malgré "
|
||
"leur nature magique, les dracans sont incapables de maîtriser l'appel à la "
|
||
"magie. Même si la magie contenue dans son corps lui permet de cracher du feu "
|
||
"et le maintient en vie, un dracan ne peut exercer aucun contrôle conscient "
|
||
"sur les fonctions de cette magie.\n"
|
||
"\n"
|
||
"<header>text='Société'</header>\n"
|
||
"Les dracans forment une race plutôt guerrière et leurs sociétés peuvent être "
|
||
"assimilées à des sociétés de culture martiale. Le cœur d'une tribu dracane "
|
||
"est un petit groupe de guerriers vétérans conduit par un dominant respecté, "
|
||
"ou craint, qui le dirige d'une main de fer. Les dracans doivent se faire une "
|
||
"place dans la stricte hiérarchie, en obéissant à leurs supérieurs et en "
|
||
"commandant leurs inférieurs. Entrer dans l'élite dirigeante n'est possible "
|
||
"qu'en défiant et en vainquant un supérieur en combat singulier, qui est le "
|
||
"fondement de la hiérarchie au sein de cette élite. La moindre sorte de "
|
||
"tromperie envers un congénère dracan est, sans exception, considérée comme "
|
||
"une lâcheté inacceptable.\n"
|
||
"\n"
|
||
"Alors que leur nature guerrière et leur sens du territoire les conduisent à "
|
||
"défendre sauvagement leurs terres, les dracans n'envahissent ou ne "
|
||
"traversent que rarement des régions déjà occupées par les principales autres "
|
||
"races. Ils s'installent plutôt dans des zones inhabitées afin d'y établir "
|
||
"leur propre territoire. Ils se nourrissent principalement de grands animaux "
|
||
"qu'ils chassent dans les environs de leurs colonies, mais des nouveaux-nés "
|
||
"et des dracans de caste inférieure sont connus pour manger aussi un certain "
|
||
"type de mousse et de champignons qu'ils cultivent dans les profondeurs de "
|
||
"leurs cavernes. La forge d'armes et d'armures dracanne a une grande valeur, "
|
||
"toute autre science ou culture ne les intéresse pas. Cependant les quelques "
|
||
"outils qu'ils affectionnent ont une qualité pratiquement sans aucune égale, "
|
||
"seule la production des fonderies naines les plus élaborées rivalise avec "
|
||
"elle.\n"
|
||
"\n"
|
||
"Les dracans naissent dans des œufs et peuvent vivre plusieurs décennies même "
|
||
"si certains ont pu survivre plus longtemps. Cependant, mourir au combat est "
|
||
"la manière préférée des dracans de quitter ce monde. Ainsi, la plupart des "
|
||
"dracans n'atteignent pas la limite naturelle de leur espérance de vie.\n"
|
||
"\n"
|
||
"<header>text='Géographie'</header>\n"
|
||
"Les dracans sont originaires d'un archipel d'îles volcaniques nommé "
|
||
"<ref>dst='morogor' text='Morogor'</ref> dans le <ref>dst='great_ocean' "
|
||
"text='Grand Océan'</ref>. Une combinaison de pression démographique et "
|
||
"d'engloutissement de nombre de leurs îles natales ont poussé les dracans à "
|
||
"établir des colonies sur l'ensemble du <ref>dst='great_continent' "
|
||
"text='Grand Continent'</ref>. Les dracans établissent leurs habitiations de "
|
||
"préférence dans des cavernes montagneuses proches de volcans afin de mettre "
|
||
"à l'abri leurs œufs et leurs forges. Même si les dracans préfèrent "
|
||
"naturellement la chaleur, leur feu intérieur est plus que capable de leur "
|
||
"permettre de vivre dans un climat relativement froid, une caractéristique "
|
||
"qui leur a permis de peupler même certaines montagnes dans l'extrême nord du "
|
||
"Grand Continent."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid "race^Dwarf"
|
||
msgstr "Nain"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:98
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Naine"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:99
|
||
msgid "race^Dwarves"
|
||
msgstr "Nains"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:100
|
||
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 ""
|
||
"Les nains sont célèbres pour leurs mineurs, leurs forgerons, leurs marchands "
|
||
"et leurs guerriers. Ils sont considérés comme la troisième race la plus "
|
||
"ancienne sur le Grand Continent, après les elfes et les trolls. Leur "
|
||
"histoire nimbée de mystères et de légendes parle d'un temps révolu où leurs "
|
||
"ancêtres ont commencé à sortir des profondeurs en suivant les souterrains. "
|
||
"Personne ne sait rien sur leur vie antérieure à leur venue, ou sur les "
|
||
"raisons de leur arrivée à la surface ; mais ils font partie de l'histoire du "
|
||
"continent. Peu après leur apparition, les nains ont combattu les elfes, "
|
||
"premiers habitants du pays ; la raison véritable du conflit est oubliée "
|
||
"depuis, mais les deux races ont livré trois longues guerres interrompues "
|
||
"seulement par quelques décennies de paix. Durant ces guerres, les nains "
|
||
"n'ont pu déloger les elfes de leurs profondes forêts, mais ont réussi à "
|
||
"fortifier leurs campements dans les collines et les montagnes au nord du "
|
||
"continent, connu sous le nom de Terres du Nord. Depuis, ils ont construit "
|
||
"des citadelles fantastiques et des refuges profonds dans les flancs escarpés "
|
||
"de leur territoire.\n"
|
||
"\n"
|
||
"Peut-être à cause de leur isolement, les nains sont souvent méfiants et "
|
||
"hostiles envers les autres races, surtout les elfes. Les humains constituent "
|
||
"une exception notable qui remonte à l'époque de l'arrivée Haldric Ier et des "
|
||
"orcs sur le continent. Les nains ont autorisé quelques humains, "
|
||
"principalement des hors-la-loi et des fugitifs recherchés par la Couronne, "
|
||
"de s'installer dans certaines zones des Terres du Nord. Leurs motivations "
|
||
"n'étaient pas une surprise : le destin de ces hommes leur rappelait leurs "
|
||
"premières persécutions et éveillait leur solidarité. Par ailleurs, les nains "
|
||
"profitaient grandement de ces nouveaux venus qui colonisaient des terres "
|
||
"indésirables : les plaines, les forêts et les marais n'avaient dès lors plus "
|
||
"besoin d'être défendus.\n"
|
||
"\n"
|
||
"Les nains mesurent moins que les humains mais ne sont pas du tout fragiles. "
|
||
"Leurs guerriers, forts et puissants, sont à la fois craints et respectés à "
|
||
"travers le continent car ils ont su prouver leur valeur pendant les "
|
||
"batailles. De plus, les nains sont fameux pour leur intelligence "
|
||
"calculatrice et leurs réalisations magnifiques. Leurs forgerons savent "
|
||
"fabriquer des armes mortelles et des armures solides ; ces équipements sont "
|
||
"inégalés, sauf peut-être par ceux des dracans. Leurs capacités "
|
||
"intellectuelles et leur curiosité naturelle en ont fait la race la plus "
|
||
"avancée techniquement sur ce continent. Leur invention la plus célèbre et la "
|
||
"plus terrible est cette poudre mystérieuse qui explose à la moindre flamme "
|
||
"ou à la plus petite étincelle ; des soldats utilisent cette poudre pour "
|
||
"projeter des petits objets à une vitesse incroyable. Leur technologie les "
|
||
"pousse à la méfiance envers les magiciens ; pourtant certains d'entre eux "
|
||
"gravent des runes magiques ; ces forgerons des runes, comme on les appelle, "
|
||
"les inscrivent sur des objets pour les améliorer par des enchantements."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:117
|
||
msgid "race^Elf"
|
||
msgstr "Elfe"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
msgid "race+female^Elf"
|
||
msgstr "Elfe"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:119
|
||
msgid "race^Elves"
|
||
msgstr "Elfes"
|
||
|
||
#. [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 ""
|
||
"Comparés aux humains, les elfes sont un peu plus grand, plus agile mais "
|
||
"moins robustes. Ils ont des oreilles légèrement pointues, une peau pâle et "
|
||
"en général les cheveux blonds. Il n'y a pas de plus grande différence entre "
|
||
"les elfes et les humains que leur étonnante longévité - la plupart, sauf en "
|
||
"cas de maladie, accident ou guerre, vivent au moins deux siècles. Bien que "
|
||
"certains elfes, possédant une grande aptitude à la magie, soient connus pour "
|
||
"vivre plus longtemps, la plupart dépérissent autour des 250, 300 ans et "
|
||
"succombent rapidement ensuite.\n"
|
||
"\n"
|
||
"La plupart des elfes ont une affection profonde pour la nature sauvage et ne "
|
||
"sont pas à l'aise dans les lieux ouverts, sans végétaux. Ils vivent "
|
||
"principalement dans les forêts du Grand Continent, la forêt d'Aethen dans le "
|
||
"sud-ouest, Wesmere dans le nord ouest, et la grande forêt du nord que borde "
|
||
"au sud la forêt de Lintanir.\n"
|
||
"\n"
|
||
"Les elfes sont la plus ancienne race du continent, à l'exception peut-être "
|
||
"des trolls. Nombres de leurs monuments ne peuvent être datés avec certitude, "
|
||
"mais sont, sans aucun doutes, présents depuis plusieurs millénaires.\n"
|
||
"\n"
|
||
"<header>text='Magie'</header>\n"
|
||
"Bien que les elfes soient des créatures bien différentes du légendaire "
|
||
"peuple des fées, leur magie à un lien avec lui et est la source de leurs "
|
||
"sens exceptionnellement aiguisés et de leur longévité. La magie des elfes "
|
||
"se divisent en deux voies, l'une se concentre sur la manipulation du monde "
|
||
"terrestre ou naturel, l'autre sur la divination dans le plan des arcanes. "
|
||
"Plus commune est la voie de l'altération corporelle, plus tangible que les "
|
||
"effets de son pendant dans les arcanes. Bien que la magie naturelle elfique "
|
||
"ne soit pas adaptée au combat, sa puissante capacité à exploiter les "
|
||
"énergies terrestres pour nourrir et protéger est la principale raison de "
|
||
"l'efficacité des soins elfiques ainsi que de la beauté et de la vitalité de "
|
||
"leurs forêts. \n"
|
||
"\n"
|
||
"Ceux qui suivent la voie mystique sont également appréciés des autres elfes, "
|
||
"mais leur motivations et capacités ne sont pas toujours comprises en dehors "
|
||
"de leur ordre. Ceux qui vont au plus loin dans cette voie prennent plus de "
|
||
"traits féériques, gagnent une extraordinaire perception et longévité, mais "
|
||
"deviennent aussi plus sensibles et peuvent même être brûlés en présence de "
|
||
"fer.\n"
|
||
"\n"
|
||
"<header>text='Culture'</header>\n"
|
||
"Les elfes passent la plupart grande partie de leur temps à affuter leurs "
|
||
"compétences. Ceux qui ne sont pas disciples d'un art magique consacrent leur "
|
||
"temps à s'entrainer, souvent dans un but sportif. En conséquence, les elfes "
|
||
"excellent en archerie, une compétence particulièrement utile et appréciée "
|
||
"pour la guerre. Ce sont aussi des musiciens renommés, particulièrement doués "
|
||
"pour les instruments à vent et à cordes pincées dans de petits ensembles. "
|
||
"Les harpes Aeolian de la forêt d'Aethen, par exemple, sont fabriquées à "
|
||
"partir du bois fin d'if des elfes et sont réputées pour leur son doux et "
|
||
"léger. \n"
|
||
"\n"
|
||
"<header>text='Société'</header>\n"
|
||
"La société elfe est en gros, divisée en 3 factions : une faction pseudo-"
|
||
"militaire responsable de la défense des forêts, les paisibles civils, en "
|
||
"général artisans et artistes, et soignants et mystiques qui maintiennent le "
|
||
"lien des elfes avec faërie. Les nobles, responsables de la gouvernance de "
|
||
"ces différentes facettes, sont considérées comme des serviteurs de l'ordre "
|
||
"social général plutôt que strictement des dirigeants. Le protocole de "
|
||
"sélection de ceux-ci différe pour les différents conclaves elfes, avec le "
|
||
"conseil de gouvernance de Wesmere - Le Ka'lian - élu et la noblesse de "
|
||
"Lintanir généralement héritée.\n"
|
||
"\n"
|
||
"En période de conflit, la hiérarchie du commandement est plus accomodante, "
|
||
"l'aristocratie ordinaire s'en remettant aux maréchaux plus enclins à la "
|
||
"guerre. Par tradition, à Wesmere comme à Lintanir, une enchanteresse de "
|
||
"l'ordre des mystiques est appelée pour faciliter la transition du pouvoir."
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Falcon"
|
||
msgstr "Faucon"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:148
|
||
msgid "race+female^Falcon"
|
||
msgstr "Fauconne"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:149
|
||
msgid "race^Falcons"
|
||
msgstr "Faucons"
|
||
|
||
#. [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 ""
|
||
"Les faucons sont des oiseaux de proie, reconnus pour leur vitesse et leur "
|
||
"agilité exceptionnelles. Plus légers et moins puissants que les autres "
|
||
"rapaces, les faucons favorisent l'utilisation de leur bec pour tuer leurs "
|
||
"cibles. Leur acuité visuelle et leur facilité de domestication en font des "
|
||
"créatures populaires et bien connues, utilisées aussi bien par des nobles "
|
||
"pour le sport que par des nomades qui les trouvent utiles pour la chasse. "
|
||
"Les faucons trouvent également leur place sur le champ de bataille ; certain "
|
||
"fauconnier entraînent leur oiseau à distinguer les amis des ennemis, faisant "
|
||
"d'eux des alliés utiles pour les charges sur les troupes adverses."
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:158
|
||
msgid "race^Goblin"
|
||
msgstr "Gobelin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:159
|
||
msgid "race+female^Goblin"
|
||
msgstr "Gobeline"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:160
|
||
msgid "race^Goblins"
|
||
msgstr "Gobelins"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:161
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
" Les gobelins sont chétifs et plutôt frêles, et ne dépassent que rarement la "
|
||
"taille et de la carrure d'un enfant humain.\n"
|
||
"\n"
|
||
"Les gobelins sont destinés à une vie proche de l'esclavage au profit de "
|
||
"leurs congénères plus forts et sont utilisés au combat comme chair à épée. "
|
||
"Ils ne sont pas méprisés pour autant ; en partie parce qu'ils sont vraiment "
|
||
"nombreux, mais aussi parce que leurs frères orcs savent combien ils "
|
||
"dépendent des gobelins. Les gobelins forment le gros de la force de travail "
|
||
"manuel des orcs, à la seule exception des travaux qui requièrent la force "
|
||
"brute des vrais orcs. Ceux-là sont l'occasion pour eux de faire étalage de "
|
||
"leurs prouesses."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:178
|
||
msgid "race^Gryphon"
|
||
msgstr "Griffon"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:179
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Griffonne"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:180
|
||
msgid "race^Gryphons"
|
||
msgstr "Griffons"
|
||
|
||
#. [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 ""
|
||
"Les griffons sont d'énormes bêtes très puissantes, possédant les "
|
||
"caractéristiques des prédateurs terrestres et des oiseaux de proies. Bien "
|
||
"qu’occasionnellement apprivoisés et montés par les plus audacieux, les "
|
||
"griffons sont très territoriaux et agressifs, particulièrement à l'égard de "
|
||
"leur nid.\n"
|
||
"\n"
|
||
"Le moyen par lequel les griffons sont capables de voler malgré leur poids "
|
||
"énorme, a été une source de débats depuis des siècles, mais il reste aussi "
|
||
"mystérieux que leurs origines."
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Horse"
|
||
msgstr "Cheval"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:192
|
||
msgid "race+female^Horse"
|
||
msgstr "Jument"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:193
|
||
msgid "race^Horses"
|
||
msgstr "Chevaux"
|
||
|
||
#. [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 ""
|
||
"Les chevaux domestiqués se présentent sous de nombreuses formes et tailles, "
|
||
"qu'il s'agisse de puissants chevaux de guerre, de robustes chevaux de trait "
|
||
"ou d'agiles chevaux de course. Bien qu'ils soient plus fragiles que de "
|
||
"nombreuses bêtes, leur vitesse et leur ruse permettent aux chevaux sauvages "
|
||
"de prospérer dans la nature, auprès de leurs congénères.\n"
|
||
"\n"
|
||
"Les chevaux ont joué un rôle important dans de nombreuses civilisations.Il "
|
||
"n'est donc pas surprenant que de nombreux mythes et histoires leur soient "
|
||
"consacrés. Les chevaux ailés, les hybrides homme-cheval et les chevaux "
|
||
"fantômes ont fait leur chemin dans l'histoire écrite, bien que peu de gens "
|
||
"puissent honnêtement prétendre avoir vu de telles choses."
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:211
|
||
msgid "race^Human"
|
||
msgstr "Humain"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:212
|
||
msgid "race+female^Human"
|
||
msgstr "Humaine"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:213
|
||
msgid "race^Humans"
|
||
msgstr "Humains"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:214
|
||
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 ""
|
||
"Les humains sont une race très diversifiée. Bien qu'ils viennent du Vieux "
|
||
"Continent, ils se sont répandus à travers le monde et se sont divisés en "
|
||
"plusieurs cultures. Même si la magie ne les imprègne pas, ils peuvent "
|
||
"apprendre mieux que les autres à en maîtriser plusieurs types. Ils ne "
|
||
"possèdent pas de caractéristiques particulières, exceptés leur adaptabilité "
|
||
"et leur dynamisme. Malgré quelques tensions avec les autres races, ils "
|
||
"peuvent s'allier avec les moins agressives d'entre elles, comme les elfes et "
|
||
"les nains ; les moins scrupuleux n'hésitent pas à recruter des mercenaires "
|
||
"orcs. Ils n'ont pas de vrais ennemis, malgré un dégoût partagé par les "
|
||
"autres peuples pour les morts-vivants. Les hommes sont plus petits que les "
|
||
"elfes et plus grands que les nains. La couleur de leur peau peut varier d'un "
|
||
"blanc presque parfait à un noir ébène.\n"
|
||
"\n"
|
||
"<header>text='Les sujets de la Couronne'</header>\n"
|
||
"Malgré le nombre de communautés qui existent, la majorité des hommes sur le "
|
||
"Grand Continent vivent sous la domination de la Couronne de Wesnoth. Les "
|
||
"humains ont commencé à débarquer sur le continent pour fuir un pays très "
|
||
"éloigné perdu dans l'Océan Occidental, l'Île Verte, et ont vite établi leur "
|
||
"capitale dans une ville intérieure nommée Weldyn. Ils ont fondé de "
|
||
"nombreuses cités sur ces terres pendant les siècles qui ont suivi. Les "
|
||
"soldats de la Couronne protègent le royaume et forment la principale force "
|
||
"militaire du monde connu ; ils viennent des provinces où la conscription "
|
||
"s'impose aux jeunes gens.\n"
|
||
"\n"
|
||
"<header>text='Les clans'</header>\n"
|
||
"La topographie des provinces orientales de Wesnoth, nommées les Territoires "
|
||
"des Clans, comprend plus de plaines et de collines que sa partie "
|
||
"occidentale, plus peuplée. Ces terres abritent les Clans des Cavaliers, "
|
||
"alliés de la Couronne mais agissant en toute indépendance et développant "
|
||
"leur propre culture ; certains les considèrent comme un état vassal qui "
|
||
"envoie de la nourriture et des troupes en échange de protection ; d'autres "
|
||
"disent qu'ils traitent d'égal à égal avec Wesnoth. Quoi qu'il en soit, les "
|
||
"provinces de l'est n'entretiennent pas une armée régulière comme le fait "
|
||
"Wesnoth. S'entraîner à combattre fait partie du mode de vie des clans : les "
|
||
"parents enseignent dès le plus jeune âge à leurs enfants la façon de monter "
|
||
"à cheval, de combattre et de tirer à l'arc. En général, les guerriers des "
|
||
"clans sont moins organisés que ceux de Wesnoth, mais les forces et les "
|
||
"faiblesses des différents clans se compensent mutuellement."
|
||
|
||
# En greque ancien, sable se dit « ammos », cela donne donc les « Ammorites » => validé sur la liste de diffusion des traducteurs francophones
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Ammorite"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:230
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Ammorite"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:231
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Ammorites"
|
||
|
||
#. [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 ""
|
||
"Rejeton d'un civilisation nomade oubliée, les ammorites revendiquent les "
|
||
"vallées de la rivière et les oasis de Sandy Wastes. Pourquoi en sont-ils "
|
||
"venus à habiter ce coin reculé du Grand Continent est une question sans "
|
||
"réponse. Leurs légendes parlent de longs et périlleux voyages à travers de "
|
||
"vastes pays, mais leur véritable origine est un sujet de débats houleux et "
|
||
"sans fin même pour les plus érudits de leurs savants.\n"
|
||
"\n"
|
||
"Quelle que soit leur origine, les ammorites ont prospéré. Des villes "
|
||
"débordantes d'activités se tiennent fièrement dans les plus grandes régions "
|
||
"fertiles. Des artisans doués, de fins forgerons et des marchands opulents "
|
||
"forment la colonne vertébrale de leur économie urbaine. Chacune de ces cités "
|
||
"profite d'un degré d'indépendance peu commun par rapport aux nations plus "
|
||
"centralisées du nord. Certaines entretenant même leurs propres armées. En "
|
||
"temps de crise, cependant, elles se rassemblent sous une haute autorité "
|
||
"désignée pour protéger l'intérêt supérieur de la nation.\n"
|
||
"\n"
|
||
"Ceux qui ne se sont pas installés dans ces centres urbains adhérent encore "
|
||
"au mode de vie de leurs ancêtres, parcourant les dunes et menant leurs "
|
||
"hordes d'un point d'eau à un autre. Ils sont plus actifs aux petites heures "
|
||
"de l'aube et à l'arrivée du crépuscule, lorsque les terres arides ne sont ni "
|
||
"trop chaudes ni trop froides. Leur habilité à se déplacer sur le sable est "
|
||
"excellente même à l'aune d'un ammorite. Bien que parfois regardés avec "
|
||
"dédain par leur contrepartie citadine, ils fournissent un service sans prix "
|
||
"en tant que troupe légère et mobile en temps de guerre ou comme escorte pour "
|
||
"les caravanes en temps de paix.\n"
|
||
"\n"
|
||
"L'inclinaison des ammorites pour le commerce et l'exploration a permis à "
|
||
"leurs cités d’amasser d'immenses fortunes. Un fait vu avec admiration et "
|
||
"envie par d'autres races. Des intérêts mutuels ont encouragé des relations "
|
||
"cordiales avec leur voisin Naga, mais des races plus secrètes comme les "
|
||
"Dracans ou les elfes ont toujours considéré les incursions du peuple du "
|
||
"désert comme trop intrusives, en particulier lorsqu'elles s'approchaient "
|
||
"trop près des frontières. Il n'est pas rare pour des caravanes de tomber "
|
||
"dans une embuscade de trolls dans les montagnes, ce qui a donné lieu à de "
|
||
"nombreux contes sur d'inimaginables trésors amassés dans des cavernes "
|
||
"secrètes.\n"
|
||
"\n"
|
||
"À force de vivre dans un environnement hostile depuis des siècles, les "
|
||
"ammorites ont développé des méthodes rationnelles de questionnement à "
|
||
"travers lesquelles ils continuent d'améliorer leur compréhension du monde. "
|
||
"Leur étude des herbes médicinales garde leurs guerriers et leur travailleurs "
|
||
"frais et bien portants. Leur connaissance de l'alchimie leur permet "
|
||
"d'apprivoiser le feu et de le brandir comme une arme mortelle sur les champs "
|
||
"de bataille. Pourtant, cet état d'esprit analytique leur a fait prendre de "
|
||
"la distance par rapport aux arts magiques ; pour un esprit rationnel, la "
|
||
"magie est incontrôlable, imprévisible et par conséquent n'est fiable. Pour "
|
||
"cette raison, les ammorites répugnent les perversions de la nécromancie et "
|
||
"la magie noire, bien plus que d'autres races.\n"
|
||
"\n"
|
||
"La nature curieuse et exploratrice des ammorites n'empêche pas leur force "
|
||
"militaire. Non seulement ils produisent des troupes légères agiles, des "
|
||
"cataphractes et de l’infanterie lourdement armée, mais leur savoir "
|
||
"technologique leur garantit un avantage décisif sur leurs adversaires. Lors "
|
||
"d'un affrontement avec les ammorites, la vue la plus terrifiante, cependant, "
|
||
"est le déploiement de bêtes féroces et bizarres. Du Roc majestueux à "
|
||
"l'imposante Wyverne, leur synergie avec ces créatures leur permet un grande "
|
||
"diversité dans les combats. Les origines de cette tradition prend ses "
|
||
"racines dans le lointain héritage des ammorites, en provenance des coins "
|
||
"exotiques reculés d'Irdya."
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Saurian"
|
||
msgstr "Saurien"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:255
|
||
msgid "race+female^Saurian"
|
||
msgstr "Saurienne"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Saurians"
|
||
msgstr "Sauriens"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:257
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Les Sauriens sont des créatures ayant l'apparence de lézards. Plus petits et "
|
||
"plus minces que les humains, ils sont rarement plus grands qu'un enfant de "
|
||
"dix ans, mais du bout du museau au bout de la queue un Saurien peut être "
|
||
"plus long qu'un homme moyen est grand. Légers et habiles, les guerriers "
|
||
"préfèrent se battre comme ils chassent — glissant à travers les lignes "
|
||
"ennemies pour viser les plus faibles et les blessés tout en esquivant les "
|
||
"attaques.\n"
|
||
"\n"
|
||
"<header>text='Societé'</header>\n"
|
||
"Les mystères entourant les Sauriens sont dus à leur tendance à vivre dans "
|
||
"des lieux inhospitaliers, comme les marais. Fatalistes à l’extrême, les "
|
||
"Sauriens croient que les évènements de la vie peuvent être prédits par "
|
||
"l'utilisation d'une forme complexe d'astrologie.\n"
|
||
"\n"
|
||
"La culture saurienne est très nettement scindée en deux genres. Au sein de "
|
||
"chaque genre la compétition fait rage, à travers la compétence, la "
|
||
"détermination et la réputation pour établir une hiérarchie claire, "
|
||
"comportant un chef au sommet. Au cours des rencontres entre les deux genres, "
|
||
"il n'y a pas de compétition pour la domination ; c'est la situation qui "
|
||
"détermine le genre dominant. Le chef des mâles est l'alpha au sein du "
|
||
"campement ou du village du clan, tandis que la chef des femelles est "
|
||
"dominante partout ailleurs. Cette règle s'applique à tous les rangs de la "
|
||
"hiérarchie, chaque mâle ou femelle étant le dominant sur tous les membres du "
|
||
"genre opposé de rang inférieur et se soumettant aux membres du genre opposé "
|
||
"d'un rang supérieur.\n"
|
||
"\n"
|
||
"La ségrégation et l'alternance du genre dominant de la société saurienne est "
|
||
"une conséquence du rôle bien déterminé de chaque genre. Il est de la "
|
||
"responsabilité de la femelle de chasser et de trouver de la nourriture, "
|
||
"compétence qui les entraîne à devenir guerrières : les fameux tirailleurs, "
|
||
"embusqueurs et flanqueurs que les autres races craignent tant. Les mâles, "
|
||
"cependant, sont responsables du nid — les œufs laissés par les femelles. "
|
||
"Bien que cela laisse le temps aux mâles de développer et d'aiguiser l'art de "
|
||
"l'astrologie, du soin et de la magie, cela les expose également à de grands "
|
||
"dangers, car ils représentent des cibles stationnaires pour leur ennemi "
|
||
"numéro un — les autres clans sauriens.\n"
|
||
"\n"
|
||
"Les nouveaux clans sauriens sont créés lorsque les bons signes astrologiques "
|
||
"font leur apparition dans le ciel. Au cours de cet évènement appelé "
|
||
"« éclosion », chaque femelle désignée par la conjonction sélectionne un "
|
||
"groupe d'individus de rang inférieur et quitte son clan d'origine. Il arrive "
|
||
"fréquemment que toutes les femelles possédant une capacité particulière "
|
||
"soient désignées, causant « l'éclosion » de plusieurs clans simultanément. "
|
||
"La sélection est simple : aucun groupe nouvellement créé ne peut être plus "
|
||
"gros qu'un autre, tous les groupes réunis ne peuvent être plus gros que le "
|
||
"groupe d'origine et un rang supérieur permet à une femelle d'avoir priorité "
|
||
"sur une autre femelle quand au choix d'un membre de son nouveau clan.\n"
|
||
"\n"
|
||
"À cause de leur forte natalité, des fréquentes scissions dans les clans et "
|
||
"du cannibalisme qui n'est pas un tabou, la violence est un trait commun la "
|
||
"vie saurienne. La culture saurienne ne se répand ainsi que par à-coups, car "
|
||
"l'essentiel de leur connaissance est transmise par la tradition orale et "
|
||
"leurs possessions doivent être facilement transportables.\n"
|
||
"\n"
|
||
"<header>text='Géographie'</header>\n"
|
||
"Les Sauriens peuvent vivre dans de nombreux endroits, cependant les marais "
|
||
"sont leur habitat le plus commun.\n"
|
||
"\n"
|
||
"<header>text='Biologie'</header>\n"
|
||
"Les Sauriens ont une espérance de vie particulièrement courte en comparaison "
|
||
"des autres races de Wesnoth, ils atteignent l'âge adulte en trois ans et "
|
||
"mourent entre 10 et 15 ans. La cause la plus courante de décès est de loin "
|
||
"la violence. Les femelles sauriennes produisent des portées d'une vingtaine "
|
||
"d'œufs environ une fois par an, ce qui crée une pression constante sur la "
|
||
"population et mettrait à mal la plupart des chaînes alimentaires carnivores. "
|
||
"Chasseurs et charognards, les Sauriens ont de fortes mâchoires et un "
|
||
"puissant système digestif doté de fluides très acides, les rendant capables "
|
||
"de manger et digérer leurs proies en entier, peau, dents, cornes et os. De "
|
||
"plus, ils n'ont pas d'aversion pour la charogne et le cannibalisme, ce qui "
|
||
"se produit assez fréquemment."
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:283
|
||
msgid "race^Mechanical"
|
||
msgstr "Mécanique"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:284
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mécaniques"
|
||
|
||
#. [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 ""
|
||
"Animée ni de vie naturelle ni par la nécromancie, une entité "
|
||
"<italic>text='mécanique'</italic> est l'œuvre d'une créature intelligente. "
|
||
"La plupart des choses mécaniques n'ont pas de conscience et ne se déplacent "
|
||
"pas par elles-mêmes, mais quelques-unes le font grâce à un enchantement."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:294
|
||
msgid "race^Merman"
|
||
msgstr "Ondin"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:295
|
||
msgid "race^Mermaid"
|
||
msgstr "Ondine"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:296
|
||
msgid "race^Merfolk"
|
||
msgstr "Ondins"
|
||
|
||
#. [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 ""
|
||
"Quelque part entre les humains et les poissons, les ondins forment une race "
|
||
"énigmatique qui mélange les caractéristiques des deux. Ils ont de fortes "
|
||
"queues qui leur donnent un mouvement rapide dans tout environnement "
|
||
"aquatique tandis que leurs mains habiles et leurs esprits affûtés permettent "
|
||
"un artisanat et une fabrication d'outils élaborés. Moitié aquatiques par "
|
||
"nature, les ondins peuvent respirer aussi bien sous l'eau que dans l'air. "
|
||
"Même s'ils peuvent survivre sur terre, ils sont plus rapide et plus agiles "
|
||
"dans l'eau, c'est pourquoi on les trouve rarement loin de l'océan. Ils se "
|
||
"méfient typiquement des terrains secs, car ils y sont maladroits, et ils ont "
|
||
"beaucoup de mal sur un terrain minéral ou forestier."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Monster"
|
||
msgstr "Monstre"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:307
|
||
msgid "race+female^Monster"
|
||
msgstr "Monstre"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Monsters"
|
||
msgstr "Monstres"
|
||
|
||
#. [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 ""
|
||
"Le terme « monstre » recouvre de nombreuses bêtes qui hantent les cavernes, "
|
||
"les déserts, les profondeurs des océans et les autres contrées du monde. Ils "
|
||
"sont aussi très présents dans les contes et les cauchemars de ses habitants."
|
||
|
||
#. [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 "Nagas"
|
||
|
||
#. [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 ""
|
||
"Les nagas serpentins sont l'une des races les moins comprises du Grand "
|
||
"Continent. Cela est dû en partie à leur nature xénophobe, en partie à leur "
|
||
"environnement inhabituel. Les nagas sont l'une des rares races à disposer "
|
||
"d'une mobilité significative dans l'eau, ce qui leur donne accès à un monde "
|
||
"inconnu des habitants terrestres et qui les éloigne encore plus des piétons "
|
||
"qu'ils évitent. Cependant, ce ne sont pas de vraies créatures des mers, et "
|
||
"leur incapacité à respirer sous l'eau les laisse dans l'appréhension de "
|
||
"l'abysse. Vivre dans des zones côtières leur donne une échappatoire face aux "
|
||
"habitants des profondeurs tout en les tenant hors de portée des créatures à "
|
||
"pieds, à ailes ou à pattes. Bien que les nagas soit un peu frêles dans leur "
|
||
"constitution, ils sont souvent plus rapides et plus agiles que leurs "
|
||
"adversaires. Ils se retrouvent quelques fois en conflit avec des ondins "
|
||
"quand leurs territoires se chevauchent, mais dans l'ensemble les nagas "
|
||
"tendent à favoriser les marais et les rivières aussi bien que l'eau profonde."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:327
|
||
msgid "race^Ogre"
|
||
msgstr "Ogre"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:328
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ogresse"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:329
|
||
msgid "race^Ogres"
|
||
msgstr "Ogres"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:330
|
||
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 ""
|
||
"Les ogres sont une race sauvage et non civilisée qui vit principalement dans "
|
||
"les terres sauvages du Grand Continent. Physiquement, ils ressemblent à des "
|
||
"humains ou à des orcs mais en plus larges et plus forts. Même leurs "
|
||
"adolescents font plus que rivaliser avec la plupart des hommes. Les ogres ne "
|
||
"sont pas appréciés dans de nombreuses régions habitées, qu'ils évitent "
|
||
"normalement ou dont ils sont éconduits par force. Ils errent donc plutôt "
|
||
"dans des régions montagneuses aux confins de la civilisation, où des ogres "
|
||
"bandits affamés constituent une menace constante pour les voyageurs et les "
|
||
"caravanes. Même si les ogres ne sont pas particulièrement intelligents ni "
|
||
"rapides, leur robustesse et leur force physique en font un atout dans les "
|
||
"armées des autres races. Ils sont notamment appréciés des commandants sans "
|
||
"scrupules que la brutalité des ogres ne dérange pas. On en sait peu sur leur "
|
||
"biologie ou leur société, s'ils en ont une vraiment, mais on dit qu'ils se "
|
||
"battent aux côtés de loups ou d'autres bêtes. On ignore s'il s'agit d'un "
|
||
"signe de coopération, de domestication ou de simple opportunisme mutuel."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:338
|
||
msgid "race^Orc"
|
||
msgstr "Orc"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:339
|
||
msgid "race+female^Orc"
|
||
msgstr "Orc"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:340
|
||
msgid "race^Orcs"
|
||
msgstr "Orcs"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:341
|
||
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 ""
|
||
"Les orcs ressemblent pour moitié à des hommes, pour moitié à des bêtes. Ils "
|
||
"sont plus grands et plus forts que les humains. Ils sont belliqueux, "
|
||
"sauvages, et cruels. Leur sang est plus sombre et plus épais que celui d'un "
|
||
"homme normal ; ils se soucient peu de leur hygiène ou de leur apparence. "
|
||
"Bien qu'ils soient violents, même entre eux, ils aiment vivre en groupes : "
|
||
"un orc ne vit ou ne voyage jamais en bandes de moins d'une demi-douzaine "
|
||
"d'individus.\n"
|
||
"\n"
|
||
"<header>text='Société'</header>\n"
|
||
"Presque chaque orc fait partie d'une tribu ou d'un clan. Les relations de "
|
||
"voisinage sont souvent violentes, sauf si un ennemi commun les menace ou "
|
||
"s'ils entrevoient un pillage fructueux. Parfois, un chef très fort émerge "
|
||
"pour diriger plusieurs tribus, généralement en intimidant ses sujets. Un "
|
||
"groupe en paix a surtout tendance à s'endurcir uniquement pour préparer le "
|
||
"prochain conflit. Les orcs possèdent un système d'écriture rudimentaire, "
|
||
"souvent en lettres de sang, surtout utilisé pour échanger des insultes ou "
|
||
"des menaces entre meneurs.\n"
|
||
"\n"
|
||
"La société orc se base surtout sur la loi du plus fort. Un chef dirige et "
|
||
"survit tant que personne n'arrive à le renverser. Cette lutte de pouvoir "
|
||
"agite tous les dirigeants potentiels, qui ne vivent d'ailleurs pas plus de "
|
||
"quelques années avant de succomber sous les coups d'un autre convoitant "
|
||
"cette autorité absolue. L'histoire enseigne néanmoins quelques notables "
|
||
"exceptions. Les orcs ne suivent pas de véritable code de l'honneur et si la "
|
||
"brutalité obtient souvent les préférences, l'assassinat et l'empoisonnement "
|
||
"sont d'autres méthodes totalement acceptables pour atteindre un but.\n"
|
||
"\n"
|
||
"Les orcs vivent principalement dans les zones rurales, aux pieds des "
|
||
"collines ou dans les régions montagneuses, parfois dans les cavernes. Ils ne "
|
||
"cultivent rien et ne constituent pas de provisions, mais ils chassent bien : "
|
||
"ils sont capables de vider une région de tout gibier plus gros qu'un rongeur "
|
||
"en peu de temps. Ceci combiné à leur hiérarchie volatile explique pourquoi "
|
||
"ces tribus mènent un mode de vie semi-nomade, ne s'installant jamais bien "
|
||
"longtemps en un endroit. Les groupes les plus nombreux colonisent parfois "
|
||
"des aires pendant des années, voire des décennies, et construisent de grands "
|
||
"campements qui ressemblent à des villes, néanmoins rapidement détruites et "
|
||
"abandonnées s'il faut faire migrer la horde.\n"
|
||
"\n"
|
||
"Les plus vieux orcs atteignent cinquante ou soixante ans, mais peu dépassent "
|
||
"deux ou trois décennies avant de trouver la mort à la guerre ou sous les "
|
||
"coups d'un de leur frère. Les plus vieux sont souvent les chamans, qui sont "
|
||
"souvent les seuls êtres modérés à qui faire confiance. L'origine de cette "
|
||
"coutume est inconnue, car les chamans contribuent peu à la société orc, se "
|
||
"contentant de donner des conseils (ce qui est généralement peu apprécié "
|
||
"venant des autres). Ils contrastent avec les autres de leur espèce : ils "
|
||
"sont souvent petits et frêles, et manquent d'adresse au combat.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Les orcs qui ne sont pas les plus vigoureux de leur portée tendent à se "
|
||
"spécialiser dans d'autres disciplines, comme l'archerie ou l'assassinat."
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:361
|
||
msgid "race^Raven"
|
||
msgstr "Corbeau"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:362
|
||
msgid "race+female^Raven"
|
||
msgstr "Corbeau"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:363
|
||
msgid "race^Ravens"
|
||
msgstr "Corbeaux"
|
||
|
||
# Essayer d'éviter d'associer "bec" et "gryphon"
|
||
#. [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 ""
|
||
"Les corbeaux sont des charognards qui suivent souvent les prédateurs et "
|
||
"autres chasseurs dans l'espoir de partager les carcasses. Leur bec n'est "
|
||
"guère dangereux et leurs griffes sont bien moins puissantes que celles des "
|
||
"gryphons et des rapaces, mais ils restent une menace grâce à leur "
|
||
"intelligence et leur opportunisme.\n"
|
||
"\n"
|
||
"Au lendemain des batailles, les corbeaux font un festin des cadavres et des "
|
||
"blessés ce qui porte préjudice aux vaincus et leurs alliés mais fait partie "
|
||
"du rituel martial pour les vainqueurs. L'omniprésence et la sauvagerie "
|
||
"propre aux races humaine et orque font qu'elles traînent les nuées de "
|
||
"corbeaux comme de fidèles compagnons sur lesquels elles ont de nombreuses "
|
||
"chansons, fables et superstitions de guerre.\n"
|
||
"\n"
|
||
"Ces charognards sont suffisamment intelligents pour ne pas dépendre de la "
|
||
"mort des champs de bataille pour survivre. Ils peuvent harceler les paysans "
|
||
"pour piquer leurs nouvelles semailles, si bien que certains s'en accommodent "
|
||
"et se servent des corbeaux pour faire le guet."
|
||
|
||
#. [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 "Trollesse"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Trolls"
|
||
msgstr "Trolls"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:378
|
||
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 ""
|
||
"Les trolls sont une race ancienne, l'une des plus vieilles du Grand "
|
||
"Continent. Ils sont lents, grands, simples, et vivent très longtemps ; ils "
|
||
"habitent dans des cavernes profondes ou aux sommets de hautes montagnes. "
|
||
"Leur exceptionnelle vitalité les fortifie et les guérit. Ils ont donc des "
|
||
"existences très différentes de la majorité des autres créatures vivantes. "
|
||
"Les trolls ont des besoins réels limités : ils mangent et boivent peu, et "
|
||
"sont donc peu agressifs sauf pour se protéger des ceux qui leur sont "
|
||
"hostiles. Cela implique qu'ils se préoccupent de peu de choses et peuvent "
|
||
"passer leur temps à dormir ou en contemplation. Les trolls ont une étrange "
|
||
"affinité avec la nature, non pas avec ce qui vit, comme les elfes, mais pour "
|
||
"l'inanimé comme la terre et les pierres. Ils sont curieux et les jeunes "
|
||
"aiment voyager pour découvrir leur environnement ; en vieillissant, les "
|
||
"trolls perdent leur intérêt pour ce qui les entoure et deviennent plus "
|
||
"passifs, passant leur temps à dormir dans un endroit familier de la caverne "
|
||
"où ils habitent. Ils meurent finalement quand leur corps s'est totalement "
|
||
"transformé en statue de pierre.\n"
|
||
"\n"
|
||
"Les trolls sont souvent considérés comme un type particulier de monstre "
|
||
"sauvage. Cette erreur commune provient du fait que les orcs arrivent souvent "
|
||
"à facilement convaincre les trolls, plutôt naïfs, de rejoindre leurs armées. "
|
||
"Parce qu'ils sont plutôt simples et ne comprennent pas les autres races et "
|
||
"parfois ne peuvent même pas les distinguer, c'est très facile pour une bande "
|
||
"d'orcs de les convaincre de les rejoindre pour se venger de ceux qui les "
|
||
"chassent. Ces nouvelles recrues attaquent alors tout ceux que les orcs "
|
||
"combattent, que ce soient de nouveaux ennemis ou d'anciens adversaires, "
|
||
"allongeant ainsi la liste de ceux qui en veulent aux pauvres trolls. Les "
|
||
"nains sont leurs grands ennemis et l'animosité entre ces deux races est "
|
||
"ancienne.\n"
|
||
"\n"
|
||
"<header>text='Localisation'</header>\n"
|
||
"Les trolls occupent les montagnes du Grand Continent depuis plus longtemps "
|
||
"que les nains qui ont migré là ensuite. Ils peuvent facilement être aperçus "
|
||
"sur les massifs au nord et à l'est de Wesnoth, et partout là où voyagent les "
|
||
"hordes orcs."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:398
|
||
msgid "race^Undead"
|
||
msgstr "Mort-vivant"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:399
|
||
msgid "race+female^Undead"
|
||
msgstr "Morte-vivante"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:400
|
||
msgid "race+plural^Undead"
|
||
msgstr "Morts-vivants"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:401
|
||
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 ""
|
||
"Les morts-vivants ne sont pas une race à proprement parler, même s'ils sont "
|
||
"souvent classés en tant que tels. Presque toutes les créatures décédées "
|
||
"peuvent être réanimées en quelques créatures par un nécromancien "
|
||
"suffisamment doué. Les morts-vivants sont dans leur grande majorité des "
|
||
"créatures artificielles et dénuées de toute conscience, obéissant à celui "
|
||
"qui les a invoqués sans interrogations et sans arrière-pensées. Un des "
|
||
"grands mystères de la nécromancie réside dans la capacité du nécromancien à "
|
||
"subvenir aux besoins et contrôler ses créatures animées sans fournir "
|
||
"d'effort continu. La plupart des nécromanciens ne prêtent pas attention ou "
|
||
"soins à leurs créations, les laissant plutôt fonctionner avec une autonomie "
|
||
"limitée pour l'exécution des ordres. I arrive, quand ils sont laissés à eux-"
|
||
"mêmes, que certains morts-vivants gagnent suffisamment de souveraineté pour "
|
||
"briser le joug de leurs maîtres et parfois même se retourner contre eux. "
|
||
"Ainsi, si les morts-vivants les plus simples demandent rarement des soins, "
|
||
"c'est d'autant plus vrai pour les morts-vivants plus puissants, en "
|
||
"particulier les fantômes supérieurs et les chevaliers de la mort qui "
|
||
"disposent à un haut degré d'une conscience propre. Dans ces conditions, la "
|
||
"nécromancie devient une lutte de volonté entre le nécromancien et sa "
|
||
"créature. Le nécromancien doit maintenir un équilibre délicat entre un "
|
||
"contrôle de ses serviteurs et une autonomie qui est la source de leurs "
|
||
"pouvoirs individuels.\n"
|
||
"\n"
|
||
"La nécromancie est presque exclusivement réservée aux humains. Même les "
|
||
"légendes des races naturellement douées pour la magie, comme les elfes ou "
|
||
"les ondins, ne parlent que de quelques individus qui ont versé dans les arts "
|
||
"des ténèbres. On suppose qu'ils nécessitent une grande adaptabilité et un "
|
||
"esprit très flexible, caractéristiques naturelles des humains. Le but ultime "
|
||
"des nécromanciens est de parvenir à exploiter le même art de préservation "
|
||
"sur eux-mêmes pour s'imprégner de la vie, coûte que coûte, quitte à être "
|
||
"déformés, et d'échapper à la mort en préservant leur esprit et leur "
|
||
"intelligence.\n"
|
||
"\n"
|
||
"<header>text='Localisation'</header>\n"
|
||
"Même si les grands seigneurs morts-vivants ont débarqué sur le Grand "
|
||
"Continent avec l'avènement d'Haldric Ier, les elfes et les nains en avaient "
|
||
"déjà entendu parler auparavant."
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:414
|
||
msgid "race^Wolf"
|
||
msgstr "Loup"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:415
|
||
msgid "race+female^Wolf"
|
||
msgstr "Louve"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:416
|
||
msgid "race^Wolves"
|
||
msgstr "Loups"
|
||
|
||
#. [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 ""
|
||
"Les loups sont des prédateurs canins fréquemment rencontrées à l'état "
|
||
"sauvage. Rapide, solide et endurant, un loup solitaire suffit pour "
|
||
"facilement blesser ou tuer des civils et des soldats sous-entraînés. Mais "
|
||
"c'est leur penchant aux voyages en meute et aux attaques organisées qui les "
|
||
"rend particulièrement terrifiants aux yeux des voyageurs. Ils ont tendance à "
|
||
"rester à l'écart de le civilisation, s'aventurant près d'un cheptel "
|
||
"uniquement pour attraper une proie."
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:426
|
||
msgid "race^Wose"
|
||
msgstr "Wose"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:427
|
||
msgid "race^Woses"
|
||
msgstr "Woses"
|
||
|
||
#. [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 ""
|
||
"Les woses résident dans les forêts les plus profondes du monde connu. Pour "
|
||
"des yeux non-entraînés, les woses peuvent se confondre avec des arbres "
|
||
"anciens. En tant que gardiens de la forêt, les woses partagent une plus "
|
||
"grande connexion encore avec la forêt que les elfes. Bien que les woses "
|
||
"soient une race pacifique, perturber les anciennes forêts dont ils sont les "
|
||
"protecteurs peut provoquer la colère de la nature elle-même. Les woses sont "
|
||
"des créatures très lentes et peuvent rester pendant des siècles à la même "
|
||
"place sans se préoccuper du temps qui passe.\n"
|
||
"\n"
|
||
"Bien qu'ils ne puissent pas pratiquer la magie de leur plein gré, les woses "
|
||
"partagent une forte connexion avec la magie féerique. Tout ce que l'on sait "
|
||
"à propos de cette ancienne race vient de certains savants elfes qui croient "
|
||
"que ce pouvoir mystique, que beaucoup d'elfes ont cherché à maîtriser durant "
|
||
"toutes leurs vies, est inhérent aux woses. Et bien que les woses leurs "
|
||
"ressemblent, ils ne partagent pas d'ancêtres communs avec les arbres. On "
|
||
"pense que les woses sont les plus anciennes créatures de ce monde, voire "
|
||
"peut-être même aussi anciens que les forêts où ils résident, et ce seraient "
|
||
"sans doute les fées qui auraient donné aux woses la tâche éternelle d'être "
|
||
"les gardiens de la forêt. \n"
|
||
"\n"
|
||
"Les woses ne sont pas des guerriers et sont donc très peu habitués à "
|
||
"combattre. Ils peuvent par contre défendre très violemment leur territoire "
|
||
"forestier. Les woses sont particulièrement lents et sont ainsi très "
|
||
"vulnérables en dehors des forêts. En raison de leur connexion avec les fées, "
|
||
"les woses sont particulièrement sensible aux arcanes. Le bois dur des woses "
|
||
"les rend quasiment insensibles aux attaques physiques mais les rend très "
|
||
"vulnérables au feu. Leurs écorces épaisses et leurs capacités à utiliser le "
|
||
"pouvoir des fées afin de se régénérer après avoir été blessés leurs "
|
||
"permettent de survivre assez longtemps à une attaque ennemie pour pouvoir "
|
||
"riposter en les écrasant. Dans leurs forêts, les woses peuvent se camoufler "
|
||
"entre les arbres et prendre en embuscade le plus entraîné des éclaireurs "
|
||
"elfes.\n"
|
||
"\n"
|
||
"La durée de vie d'un wose est inconnue, bien que l'on sache que certains "
|
||
"membres de leur race ont vécu quelques centaines d'années et avaient une "
|
||
"taille incommensurable. On pense donc que les woses ne peuvent mourir qu'au "
|
||
"combat et ont une durée de vie quasi-illimitée. Se contentant de passer des "
|
||
"siècles debout comme une sentinelle, désintéressés des événements du monde "
|
||
"civilisé, les woses ne se réveillent que pour la défense du monde naturel et "
|
||
"en particulier des forêts."
|
||
|
||
#. [lua]: action
|
||
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
|
||
msgid "+1 max HP"
|
||
msgstr "+1 PV max"
|
||
|
||
#. [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 "étourdi : cette unité est étourdie. Elle a perdu sa zone de contrôle."
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
msgid "female^stunned"
|
||
msgstr "étourdie"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr "étourdi"
|
||
|
||
#: src/help/help.cpp:207
|
||
msgid "Close"
|
||
msgstr "Fermer"
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Help"
|
||
msgstr "Aide"
|
||
|
||
#: src/help/help.cpp:263 src/help/help.cpp:267
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "Erreur d'analyse lors de la lecture du texte d'aide : "
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Best of"
|
||
msgstr "Le meilleur"
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Worst of"
|
||
msgstr "Le pire"
|
||
|
||
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
|
||
#: src/help/help_topic_generators.cpp:94
|
||
#, fuzzy
|
||
#| msgid "Base Terrain: "
|
||
msgid "base terrain"
|
||
msgstr "Terrain de base : "
|
||
|
||
#: src/help/help_topic_generators.cpp:165
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
"Les villages permettent de soigner les unités qui s'y trouvent ou de les "
|
||
"guérir du poison."
|
||
|
||
#. 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] ""
|
||
"Ce terrain permet aux unités qui l'occupent de guérir du poison ou d’être "
|
||
"soignées d'un point de vie."
|
||
msgstr[1] ""
|
||
"Ce terrain permet aux unités qui l'occupent d’être soignées de $amount "
|
||
"points de vie ou de guérir du poison comme sur un village."
|
||
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
"Ce terrain est un château : des unités peuvent y être recrutées à partir "
|
||
"d'un donjon attenant."
|
||
|
||
#. 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 ""
|
||
"Ce terrain est un donjon : un chef se trouvant sur cet hexagone peut "
|
||
"recruter sur tout hexagone 'château' attenant."
|
||
|
||
#. 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 ""
|
||
"Ce donjon particulier permet à un chef qui l'occupe de recruter mais ne "
|
||
"permet pas à un chef sur un donjon attenant de recruter sur cet hexagone."
|
||
|
||
#: src/help/help_topic_generators.cpp:188
|
||
#: src/help/help_topic_generators.cpp:618
|
||
msgid "Special Notes:"
|
||
msgstr "Notes spéciales :"
|
||
|
||
#. 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 "Base Terrain: "
|
||
msgid "Basic terrain type: $types"
|
||
msgid_plural "Basic terrain types: $types"
|
||
msgstr[0] "Terrain de base : "
|
||
msgstr[1] "Terrain de base : "
|
||
|
||
#. 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
|
||
msgid "Movement properties: "
|
||
msgstr "Coût des mouvements : "
|
||
|
||
#: src/help/help_topic_generators.cpp:231
|
||
msgid "Defense properties: "
|
||
msgstr "Caractéristiques de défense : "
|
||
|
||
#: src/help/help_topic_generators.cpp:311
|
||
msgid "Level"
|
||
msgstr "Niveau"
|
||
|
||
#: src/help/help_topic_generators.cpp:375
|
||
msgid "Advances from: "
|
||
msgstr "Évolue à partir de : "
|
||
|
||
#: src/help/help_topic_generators.cpp:377
|
||
msgid "Advances to: "
|
||
msgstr "Évolue en : "
|
||
|
||
#: src/help/help_topic_generators.cpp:406
|
||
msgid "Base unit: "
|
||
msgstr "Unité de base : "
|
||
|
||
#: src/help/help_topic_generators.cpp:411
|
||
msgid "Base units: "
|
||
msgstr "Unités de base : "
|
||
|
||
#: src/help/help_topic_generators.cpp:429
|
||
msgid "Variations: "
|
||
msgstr "Variantes : "
|
||
|
||
#: src/help/help_topic_generators.cpp:453
|
||
msgid "race^Miscellaneous"
|
||
msgstr "Divers"
|
||
|
||
#: src/help/help_topic_generators.cpp:455
|
||
msgid "Race: "
|
||
msgstr "Race : "
|
||
|
||
#: src/help/help_topic_generators.cpp:525
|
||
msgid "Abilities: "
|
||
msgstr "Capacités : "
|
||
|
||
#: src/help/help_topic_generators.cpp:551
|
||
msgid "Ability Upgrades: "
|
||
msgstr "Mise à jour des capacités : "
|
||
|
||
#. 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
|
||
msgid "HP:"
|
||
msgstr "PV : "
|
||
|
||
#. 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
|
||
msgid "Moves:"
|
||
msgstr "Déplacements : "
|
||
|
||
#. 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 "Vision : "
|
||
|
||
#. 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
|
||
msgid "Jamming:"
|
||
msgstr "Brouillage : "
|
||
|
||
#. 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
|
||
msgid "Cost:"
|
||
msgstr "Coût : "
|
||
|
||
#. 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
|
||
msgid "Alignment:"
|
||
msgstr "Alignement : "
|
||
|
||
#. 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
|
||
msgid "Required XP:"
|
||
msgstr "Expérience requise : "
|
||
|
||
#: src/help/help_topic_generators.cpp:630
|
||
msgid "unit help^Attacks"
|
||
msgstr "Attaques"
|
||
|
||
#: src/help/help_topic_generators.cpp:637
|
||
msgid "unit help^Name"
|
||
msgstr "Nom"
|
||
|
||
#: src/help/help_topic_generators.cpp:638
|
||
msgid "Strikes"
|
||
msgstr "Attaques"
|
||
|
||
#: src/help/help_topic_generators.cpp:639
|
||
msgid "Range"
|
||
msgstr "Portée"
|
||
|
||
#: src/help/help_topic_generators.cpp:640
|
||
msgid "Type"
|
||
msgstr "Type"
|
||
|
||
#: src/help/help_topic_generators.cpp:641
|
||
msgid "Special"
|
||
msgstr "Spécial"
|
||
|
||
#: src/help/help_topic_generators.cpp:716
|
||
msgid "Resistances"
|
||
msgstr "Résistances"
|
||
|
||
#: src/help/help_topic_generators.cpp:720
|
||
msgid "Attack Type"
|
||
msgstr "Type d'attaque"
|
||
|
||
#: src/help/help_topic_generators.cpp:721
|
||
msgid "Resistance"
|
||
msgstr "Résistance"
|
||
|
||
#: src/help/help_topic_generators.cpp:751
|
||
msgid "Terrain Modifiers"
|
||
msgstr "Modifications dues au terrain"
|
||
|
||
#: src/help/help_topic_generators.cpp:755
|
||
msgid "Terrain"
|
||
msgstr "Terrain"
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Defense"
|
||
msgstr "Défense"
|
||
|
||
#: src/help/help_topic_generators.cpp:757
|
||
msgid "Movement Cost"
|
||
msgstr "Coût des mouvements"
|
||
|
||
#: src/help/help_topic_generators.cpp:761
|
||
msgid "Defense Cap"
|
||
msgstr "Limite défensive"
|
||
|
||
#: src/help/help_topic_generators.cpp:766
|
||
msgid "Vision Cost"
|
||
msgstr "Coût de la vision"
|
||
|
||
#: src/help/help_topic_generators.cpp:770
|
||
msgid "Jamming Cost"
|
||
msgstr "Coût du brouillage"
|
||
|
||
#~ 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 ""
|
||
#~ "Une barrière naturelle presque infranchissable entre la région de la "
|
||
#~ "<ref>dst='arkan_thoria' text='rivière'</ref> et les <ref>dst='far_north' "
|
||
#~ "text='Plaines du Nord'</ref>."
|
||
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "initiative"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Dusk"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "Deuxième crépuscule"
|
||
|
||
#~ msgid ""
|
||
#~ "When loading a .cfg file, the scenario editor understands files created "
|
||
#~ "by the scenario editor, but is likely to have difficulty with files that "
|
||
#~ "have been edited by hand.\n"
|
||
#~ "\n"
|
||
#~ "Files created by the scenario editor omit the opening [scenario] and "
|
||
#~ "closing [/scenario] tags. If you are creating a campaign (or other add-"
|
||
#~ "on), then those tags need to be added; there is more detail about this in "
|
||
#~ "the <ref>dst='editor_map_format' text='map file format'</ref> "
|
||
#~ "documentation.\n"
|
||
#~ "\n"
|
||
#~ "One workflow is to create a separate WML file, also with the .cfg "
|
||
#~ "extension, which uses the WML preprocessor to include the editor-created "
|
||
#~ "file. This separate file contains both the [scenario] tag and any hand-"
|
||
#~ "edited WML such as events. With this workflow, the add-on’s file "
|
||
#~ "structure could look like this:\n"
|
||
#~ "\n"
|
||
#~ "<header>text='For Wesnoth 1.14'</header>\n"
|
||
#~ "\n"
|
||
#~ "• _main.cfg:\n"
|
||
#~ " ◦ use “{./scenarios}” to include the “scenarios” directory\n"
|
||
#~ "• maps/map_from_01.cfg\n"
|
||
#~ " ◦ this is the file created by the scenario editor\n"
|
||
#~ "• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in "
|
||
#~ "these four lines:\n"
|
||
#~ " ◦ [scenario]\n"
|
||
#~ " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n"
|
||
#~ " ◦ [/scenario]\n"
|
||
#~ " ◦ [+scenario]\n"
|
||
#~ "\n"
|
||
#~ "The first three of those lines insert the scenario-generated file inside "
|
||
#~ "a [scenario] tag. The ‘+’ sign on the fourth line means that two scenario "
|
||
#~ "tags will be combined, with attributes in the second one overriding "
|
||
#~ "attributes in the first one.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='1.16 and later'</header>\n"
|
||
#~ "\n"
|
||
#~ "If your add-on will only be used on 1.16 and later, there are new "
|
||
#~ "features to load .cfg files via map_file, and to avoid repeating the add-"
|
||
#~ "on’s name within the .cfg files.\n"
|
||
#~ "\n"
|
||
#~ "• _main.cfg:\n"
|
||
#~ " ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
#~ "which makes “map_file” search the “maps” directory.\n"
|
||
#~ " ◦ use “{./scenarios}” to include the “scenarios” directory\n"
|
||
#~ "• maps/map_from_01.cfg\n"
|
||
#~ " ◦ this is the file created by the scenario editor\n"
|
||
#~ "• scenarios/01_Forest.cfg\n"
|
||
#~ " ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to "
|
||
#~ "load that file"
|
||
#~ msgstr ""
|
||
#~ "Au chargement d'un fichier .cfg, l'éditeur de scénarios prendra en charge "
|
||
#~ "les fichiers créés par lui-même, mais il aura des difficultés à "
|
||
#~ "comprendre les fichiers édités à la main.\n"
|
||
#~ "\n"
|
||
#~ "Les fichiers créés par l'éditeur de scénarios omettent les tags "
|
||
#~ "[scenario] et [/scenario]. Si vous créez une campagne (ou une extension), "
|
||
#~ "alors ces tags sont nécessaires ; des détails supplémentaires sont "
|
||
#~ "disponibles dans la documentation du <ref>dst='editor_map_format' "
|
||
#~ "text='format de fichier des cartes'</ref>.\n"
|
||
#~ "Une façon de faire est de créer un fichier WML séparé avec également "
|
||
#~ "l'extension .cfg, qui utilise le préprocesseur WML pour inclure le "
|
||
#~ "fichier créé par l'éditeur. Ce fichier séparé contient à la fois les tags "
|
||
#~ "[scenario] et les infos WML édité à la main, comme les évènements. Avec "
|
||
#~ "cette façon de faire, la structure de fichier d'une extension peut "
|
||
#~ "ressembler à ceci :\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pour Wesnoth 1.14'</header>\n"
|
||
#~ "\n"
|
||
#~ "• _main.cfg:\n"
|
||
#~ " ◦ utiliser « {./scenarios} » pour inclure les répertoire de « scénarios "
|
||
#~ "»\n"
|
||
#~ "• maps/map_from_01.cfg\n"
|
||
#~ " ◦ le fichier créer par l'éditeur de scénarios\n"
|
||
#~ "• scenarios/01_Forest.cfg, au lieu du tag ouvrant [scenario], mettre les "
|
||
#~ "quatre lignes suivantes :\n"
|
||
#~ " ◦ [scenario]\n"
|
||
#~ " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n"
|
||
#~ " ◦ [/scenario]\n"
|
||
#~ " ◦ [+scenario]\n"
|
||
#~ "\n"
|
||
#~ "Les trois premières lignes insèrent le fichier généré du scénario dans un "
|
||
#~ "tag [scenario]. Le signe « + » de la quatrième ligne signifie que les "
|
||
#~ "deux tags de scénario seront combinés, avec les attributs du second "
|
||
#~ "écrasant ceux du premier.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='1.16 et suivant'</header>\n"
|
||
#~ "\n"
|
||
#~ "Si votre extension est pour les version 1.16 et suivantes, de nouvelles "
|
||
#~ "fonctionnalités sont disponibles pour charger les .cfg à partir de "
|
||
#~ "map_file, évitant de répéter le nom de l'extension dans les fichiers ."
|
||
#~ "cfg.\n"
|
||
#~ "\n"
|
||
#~ "• _main.cfg:\n"
|
||
#~ " ◦ utiliser « [binary_path] » pour ajouter les répertoire de l'extension "
|
||
#~ "au chemin du binaire, ce qui permet à la directive map_file de recherche "
|
||
#~ "dans le répertoire « maps ».\n"
|
||
#~ " ◦ utiliser “{./scenarios}” pour inclure le répertoire « scenarios »\n"
|
||
#~ "• maps/map_from_01.cfg\n"
|
||
#~ " ◦ le fichier créer par l'éditeur de scénarios\n"
|
||
#~ "• scenarios/01_Forest.cfg\n"
|
||
#~ " ◦ dans l'élément [scenario], utiliser “map_file=\"map_from_01.cfg\"” "
|
||
#~ "pour charger le fichier"
|
||
|
||
#~ msgid ""
|
||
#~ "<header>text='Which scenario files use the [scenario] tag'</header>\n"
|
||
#~ "\n"
|
||
#~ "Files created by the scenario editor have the contents of a WML scenario "
|
||
#~ "element, but don’t include the opening [scenario] and closing [/scenario] "
|
||
#~ "tags. For each .cfg file in the userdata folder’s editor/scenarios "
|
||
#~ "subfolder, the game will automatically try to load a scenario from it to "
|
||
#~ "include in the “Custom Scenarios” list (files that fail to load are "
|
||
#~ "ignored). In this folder each file is a separate item - files that fail "
|
||
#~ "to parse as a scenario are ignored, and files must not contain the "
|
||
#~ "[scenario][/scenario] tags.\n"
|
||
#~ "\n"
|
||
#~ "The opposite applies when a scenario is part of a campaign or other add-"
|
||
#~ "on. Typically each scenario has its own .cfg file, however this is "
|
||
#~ "unnecessary - all of the WML in an add-on will be combined by the "
|
||
#~ "preprocessor, it doesn’t matter whether the add-on is written as separate "
|
||
#~ "files or not. The engine needs the [scenario]...[/scenario] (or "
|
||
#~ "[multiplayer]...[/multiplayer]) tags to know which WML is part of each "
|
||
#~ "scenario."
|
||
#~ msgstr ""
|
||
#~ "<header>text='Quels fichiers scénario utilise le tag [scenario]'</"
|
||
#~ "header>\n"
|
||
#~ "\n"
|
||
#~ "Les fichiers créés par l'éditeur de scénarios ont le contenu des éléments "
|
||
#~ "d'un scénario WML, mais n'incluent pas les tags ouvrant et fermant "
|
||
#~ "[scenario] et [/scenario]. Pour chaque fichier .cfg dans le sous-"
|
||
#~ "répertoire de l'éditeur dédié à l'utilisateur, le jeu essayera de charger "
|
||
#~ "le scénario associé pour l'inclure dans la liste des « Scénarios "
|
||
#~ "personnalisés » (les fichiers qui n'ont pu être chargés sont ignorés). "
|
||
#~ "Dans ce répertoire, chaque fichier est un item séparé - les fichiers qui "
|
||
#~ "ne peuvent être analysés comme un scénario sont ignorés et les fichiers "
|
||
#~ "ne doivent pas contenir les tags [scenario][/scenario].\n"
|
||
#~ "\n"
|
||
#~ "C'est l'opposé qui s'applique lorsqu'un scénario fait partie d'une "
|
||
#~ "campagne ou d'une extension. Typiquement, chaque scénario a son propre "
|
||
#~ "fichier .cfg, cependant ce n'est pas nécessaire – tout le contenu WML "
|
||
#~ "d'une extension sera combiné par le préprocesseur, cela importe peu que "
|
||
#~ "l'extension soit composée de fichiers séparés ou non. Le moteur a besoin "
|
||
#~ "des tags[scenario]...[/scenario] (ou [multiplayer]...[/multiplayer]) pour "
|
||
#~ "savoir quel WML fait partie de chaque scénario."
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Plat"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Village"
|
||
|
||
#~ 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 ""
|
||
#~ "Cette unité peut commander les unités alliées présentes à ses côtés, les "
|
||
#~ "rendant meilleures au combat.\n"
|
||
#~ "\n"
|
||
#~ "Les attaques des unités de niveau inférieur aux côtés du commandant et "
|
||
#~ "appartenant au même camp feront 25% de dégâts supplémentaires pour chaque "
|
||
#~ "niveau d'écart entre elles et lui."
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "Aide de « Bataille pour Wesnoth »"
|
||
|
||
#, fuzzy
|
||
#~| msgid " green if it hasn’t moved this turn,"
|
||
#~ msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
|
||
#~ msgstr " vert si elle ne s'est pas encore déplacée pendant ce tour,"
|
||
|
||
#, 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 ""
|
||
#~ " jaune si elle a déjà bougé, mais pourrait encore se déplacer ou attaquer,"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "The following points are under discussion on the forums. At least for the "
|
||
#~ "1.15.x series before 1.16.0 please assume that the forum threads are more "
|
||
#~ "authoritative than the text on this page."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Les points suivants sont en discussion sur le forum. Pour les versions de "
|
||
#~ "la série 1.15.x, avant l'apparition de la version 1.16.0, veuillez "
|
||
#~ "considérer que les discussions du forum ont plus de valeur que cette page."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "In the mainline campaigns, on hard:\n"
|
||
#~ "• A sufficiently skilled player will have a good chance to win each "
|
||
#~ "scenario on the first time that they see that scenario, without "
|
||
#~ "foreknowledge of what will happen.\n"
|
||
#~ "• This assumes that the player picks up all of the clues given in the "
|
||
#~ "dialogue.\n"
|
||
#~ "• There are more experience points available than on easy, and the player "
|
||
#~ "will be able to train enough troops to cope with losing some L2 or L3 "
|
||
#~ "units."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Lors des campagnes principales, au niveau difficile :\n"
|
||
#~ "• Un joueur suffisamment expérimenté aura de bonnes chances de gagner "
|
||
#~ "chaque scénario la première fois qu'il le joue, sans connaissance "
|
||
#~ "préalable de ce qui arrivera.\n"
|
||
#~ "• Cela suppose que le joueur comprenne tous les indices donnés lors des "
|
||
#~ "dialogues.\n"
|
||
#~ "• Il y a plus de points d'expériences disponibles au niveau facile et le "
|
||
#~ "joueur peut entraîner suffisamment ses troupes pour s'autoriser à perdre "
|
||
#~ "quelques unités de niveau 2 ou 3."
|
||
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "Orbes"
|
||
|
||
#~ 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 ""
|
||
#~ "Il y a un orbe au-dessus de la barre d'énergie affichée à côté de chacune "
|
||
#~ "de vos unités. Pour une unité que vous contrôlez, cet orbe est :"
|
||
|
||
#~ msgid ""
|
||
#~ " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~ "turn."
|
||
#~ msgstr ""
|
||
#~ " rouge si elle ne peut plus se déplacer ni attaquer, ou si le joueur a "
|
||
#~ "mis fin à son tour."
|
||
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr " bleu si l'unité est sous le contrôle d'un allié."
|
||
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr ""
|
||
#~ " Les unités ennemies n'ont pas d'orbe au dessus de leur barre de vie."
|
||
|
||
#~ 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"
|
||
#~ "Sélectionne ou bascule le contrôle d'un camp entre un humain et l'IA. "
|
||
#~ "Cette commande doit être exécutée par le joueur/client qui contrôle ce "
|
||
#~ "camp. Si le second paramètre est absent, bascule entre humain et IA ; "
|
||
#~ "« on » sélectionne l'ordinateur, « off », un humain. Sans précision, le "
|
||
#~ "camp par défaut est celui du joueur actif. \n"
|
||
#~ "\n"
|
||
|
||
#~ 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 ""
|
||
#~ "Comparés aux humains, les elfes sont un peu plus grands, plus agiles mais "
|
||
#~ "moins robustes. Ils ont des oreilles légèrement pointues, une peau claire "
|
||
#~ "et le plus souvent des cheveux blonds. Ce qui distingue le plus les elfes "
|
||
#~ "des humains, c'est leur incroyable espérance de vie : la plupart, quand "
|
||
#~ "ils ne meurent pas prématurément d'une maladie, d'un accident ou dans une "
|
||
#~ "guerre, vivent au moins deux siècles et demi. Même si certains elfes "
|
||
#~ "doués de hautes aptitudes à la magie ont été connus pour vivre encore un "
|
||
#~ "siècle de plus, la plupart des elfes commencent à s'affaiblir "
|
||
#~ "physiquement à un certain moment entre 250 et 300 ans et meurent ensuite "
|
||
#~ "rapidement, en général un ou deux ans plus tard.\n"
|
||
#~ "\n"
|
||
#~ "Les elfes baignent naturellement dans la magie à un certain degré. Même "
|
||
#~ "si la plupart ne savent pas la canaliser directement, sa présence latente "
|
||
#~ "affûte leurs sens et allonge leur vie. Beaucoup d'elfes disposent de "
|
||
#~ "talents magiques comme l'habileté au tir ou la furtivité, ce qui leur "
|
||
#~ "permet d'accomplir des choses que d'aucuns trouveraient étonnantes. Ces "
|
||
#~ "elfes qui apprennent à exercer ce pouvoir de manière plus générale "
|
||
#~ "peuvent finir par s'en servir de manière vraiment impressionnante. "
|
||
#~ "Nombreux sont ceux qui choisissent de consacrer leur don à la guérison "
|
||
#~ "d'autrui.\n"
|
||
#~ "\n"
|
||
#~ "Certains elfes, qui se sont aventurés plus loin sur le chemin de la magie "
|
||
#~ "et du mysticisme, deviennent sensibles à la présence du fer froid, qui "
|
||
#~ "peut même les brûler. D'après la légende elfe, ce phénomène était plus "
|
||
#~ "répandu dans un lointain passé.\n"
|
||
#~ "\n"
|
||
#~ "Les elfes passent la plus grande partie de leur temps à aiguiser leurs "
|
||
#~ "talents et compétences. Ceux qui ne versent pas dans les arts magiques "
|
||
#~ "consacrent typiquement leur temps à entraîner leurs capacités physiques. "
|
||
#~ "Ainsi, les elfes excellent au tir à l'arc, qui est leur arme de guerre la "
|
||
#~ "plus répandue. La plupart des troupes elfes ont un arc et aucune autre "
|
||
#~ "race ne peut rivaliser avec leurs archers en vitesse et précision. Tous "
|
||
#~ "les elfes partagent aussi un amour intense pour la nature préservée. Ils "
|
||
#~ "ne sont souvent pas à l'aise dans les espaces ouverts sans végétation. "
|
||
#~ "Ils vivent surtout dans les forêts du Grand Continent : la Forêt d'Aethen "
|
||
#~ "au sud-ouest, Wesmere au nord-ouest et les grandes forêts du nord dont la "
|
||
#~ "Forêt de Lintanir est la limite sud.\n"
|
||
#~ "\n"
|
||
#~ "Les elfes sont la race la plus ancienne du continent, à la seule "
|
||
#~ "exception des trolls peut-être. La plupart de leurs colonies ne peut pas "
|
||
#~ "être datée de manière fiable, mais elles existent probablement depuis "
|
||
#~ "plus d'un millénaire."
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "Cette race n'a pour l'instant pas de description."
|
||
|
||
#~ msgid "Editor Brush"
|
||
#~ msgstr "Éditeur de brosse"
|
||
|
||
#~ msgid "TODO"
|
||
#~ msgstr "À FAIRE"
|
||
|
||
#~ msgid "Terrain Clipboard"
|
||
#~ msgstr "Presse-papier de terrain"
|
||
|
||
#~ msgid ""
|
||
#~ "Paint terrain tiles on the map.\n"
|
||
#~ "\n"
|
||
#~ "The paint tool utilizes the brushes and the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Peint des tuiles de terrain sur la carte.\n"
|
||
#~ "\n"
|
||
#~ "L'outil de peinture utilise les brosses et la palette de terrain."
|
||
|
||
#~ msgid ""
|
||
#~ "Fill continuous regions of terrain with a different one!\n"
|
||
#~ "\n"
|
||
#~ "The fill tool utilizes the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Remplit avec un terrain différent une région constituée d'un terrain "
|
||
#~ "donné !\n"
|
||
#~ "\n"
|
||
#~ "L'outil de remplissage utilise la palette de terrain."
|
||
|
||
#~ msgid ""
|
||
#~ "Selects a set of hex fields. The best tool ever!\n"
|
||
#~ "\n"
|
||
#~ "This tool utilizes the brushes."
|
||
#~ msgstr ""
|
||
#~ "Sélectionne un champ d'hexagones. Le meilleur outil !\n"
|
||
#~ "\n"
|
||
#~ "Cet outil utilise les brosses."
|
||
|
||
#~ msgid "Paste Tool"
|
||
#~ msgstr "Outil collage"
|
||
|
||
#~ msgid "Paste the terrain in the clipboard"
|
||
#~ msgstr "Colle le terrain du presse-papier"
|
||
|
||
#~ msgid "Starting Tool"
|
||
#~ msgstr "Outil de détermination des positions de départ"
|
||
|
||
#~ msgid ""
|
||
#~ "Defines the side leader starting position\n"
|
||
#~ "\n"
|
||
#~ "This tool sets the side leaders' default starting locations, and named "
|
||
#~ "special locations."
|
||
#~ msgstr ""
|
||
#~ "Définit la position de départ du héros\n"
|
||
#~ "\n"
|
||
#~ "Cet outil permet de définir la position de départ par défaut du héros, et "
|
||
#~ "de nommer les endroits spéciaux."
|
||
|
||
#~ msgid "Item Tool"
|
||
#~ msgstr "Outil d'objet"
|
||
|
||
#~ msgid "Soundsource Tool"
|
||
#~ msgstr "Outil source sonore"
|
||
|
||
#~ msgid ""
|
||
#~ "Places Soundsources on your maps!\n"
|
||
#~ "\n"
|
||
#~ "This tool has not been implemented yet."
|
||
#~ msgstr ""
|
||
#~ "Place les sources sonores sur vos cartes !\n"
|
||
#~ "\n"
|
||
#~ "Cet outil n'a pas encore été implémenté."
|
||
|
||
#~ msgid ""
|
||
#~ "Named Areas are sets of gamefields which can be addressed during scenario "
|
||
#~ "scripting by a given name.\n"
|
||
#~ "\n"
|
||
#~ "It can be used to abstract between the implementation of an effect and "
|
||
#~ "the map specific setting.\n"
|
||
#~ "This is a very powerful mechanism since it allows generic scenario "
|
||
#~ "codings working with different maps providing the needed named locations."
|
||
#~ msgstr ""
|
||
#~ "Les aires nommées sont un ensemble de zones de jeu qui peuvent être "
|
||
#~ "adressées durant le script d'un scénario par un nom dédié.\n"
|
||
#~ "\n"
|
||
#~ "Cela peut servir à abstraire l'implémentation d'un effet par rapport à la "
|
||
#~ "configuration spécifique de la carte.\n"
|
||
#~ "C'est un mécanisme très puissant puisqu'il permet de coder un scénario de "
|
||
#~ "façon générique avec différentes cartes fournissant chacune les mêmes "
|
||
#~ "noms d'emplacements."
|
||
|
||
#~ msgid ""
|
||
#~ "Saves a list of music tracks defining a random playlist to the scenario.\n"
|
||
#~ "\n"
|
||
#~ "Have a look at the addon server for easy to use additional music tracks."
|
||
#~ msgstr ""
|
||
#~ "Sauvegarde une liste de pistes musicales servant de liste de lecture "
|
||
#~ "aléatoire pour le scénario.\n"
|
||
#~ "\n"
|
||
#~ "Regardez sur le serveur d'extensions pour trouver des musiques facilement "
|
||
#~ "utilisables."
|
||
|
||
# Il s'agit du début d'une phrase terminée dans le texte suivant : attention à bien considérer l'ensemble pour la traduction.
|
||
#~ 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.\n"
|
||
#~ "\n"
|
||
#~ "The editor can be launched from the <italic>text='Map Editor'</italic>"
|
||
#~ msgstr ""
|
||
#~ "L'éditeur de carte/scénario de Wesnoth permet aux joueurs de créer et "
|
||
#~ "d'éditer des cartes sur lesquelles chaque scénario de Wesnoth prend vie. "
|
||
#~ "Il fournit également un ensemble limité de fonctionnalités pour mettre en "
|
||
#~ "place un scénario basique.\n"
|
||
#~ "\n"
|
||
#~ "L'éditeur peut être lancé à partir de l'option <italic>text='Éditeur de "
|
||
#~ "carte'</italic>"
|
||
|
||
# Voir note sur le texte précédent.
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ " sur l'écran de titre.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Ce que vous obtenez'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
|
||
#~ "An easy to use map editor, similar to simple paint applications.\n"
|
||
#~ "\n"
|
||
#~ "• Scenario Editor\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_terrain' text='Éditeur de terrain'</ref>\n"
|
||
#~ "Un éditeur de carte facile à utiliser, similaire aux applications simples "
|
||
#~ "de dessin.\n"
|
||
#~ "\n"
|
||
#~ "• Éditeur de scénario\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_playlist' text='Gestionnaire de liste de lecture'</ref>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "Predefine the scenario's music track playlist.\n"
|
||
#~ "\n"
|
||
#~ "• Time Schedule Editor\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Prédéfinit la liste de lecture du scénario.\n"
|
||
#~ "\n"
|
||
#~ "• Éditeur des phases temporelles\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "• What-you-see-is-what-you-get\n"
|
||
#~ "The editor is not a WYSIWYG application.\n"
|
||
#~ "\n"
|
||
#~ "Because which exact graphic tile represents a terrain in the map depends "
|
||
#~ "on all terrain rules loaded (which is different between the editor and "
|
||
#~ "each other use case) the map won't look exactly the same.\n"
|
||
#~ "\n"
|
||
#~ "• Event handlers and scripting\n"
|
||
#~ "The editor is not a tool to help you scripting the scenario's event "
|
||
#~ "handlers.\n"
|
||
#~ "\n"
|
||
#~ "• Infinite Backwards Compatibility\n"
|
||
#~ "The editor can't load maps from versions prior to 1.10.\n"
|
||
#~ "TODO is that true?\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "• What-you-see-is-what-you-get (ce que vous voyez est ce que vous "
|
||
#~ "obtenez)\n"
|
||
#~ "L'éditeur n'est pas une application WYSIWYG.\n"
|
||
#~ "\n"
|
||
#~ "La représentation exacte d'une tuile sur la carte dépend de toutes les "
|
||
#~ "règles actuellement chargées (qui sont différentes entre l'éditeur et "
|
||
#~ "d'autres cas d'utilisation), il est possible que la carte ne soit pas "
|
||
#~ "exactement la même qu'ailleurs.\n"
|
||
#~ "\n"
|
||
#~ "• Gestionnaire d'événements et de scripts\n"
|
||
#~ "L'éditeur n'est pas un outil pour vous aider à scripter le gestionnaire "
|
||
#~ "d'événements du scénario.\n"
|
||
#~ "\n"
|
||
#~ "• Compatibilité descendante infinie\n"
|
||
#~ "L'éditeur ne peut pas charger de carte antérieures à la version 1.10.\n"
|
||
#~ "À FAIRE : est-ce vrai ?\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
#~ "• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
#~ "• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
#~ "• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if "
|
||
#~ "it needs a topic on its own\n"
|
||
#~ "• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_modes' text='Modes d'édition'</ref>\n"
|
||
#~ "• <ref>dst='editor_toolkit' text='Boite à outils de l'éditeur'</ref>\n"
|
||
#~ "• <ref>dst='editor_palette' text='Palette de l'éditeur'</ref>\n"
|
||
#~ "• <ref>dst='editor_brush' text='Editor Brushes'</ref> À FAIRE : pas "
|
||
#~ "certain que cela mérite un sujet\n"
|
||
#~ "• <ref>dst='editor_clipboard' text='Presse papier de l'éditeur'</ref>"
|
||
|
||
#~ msgid "Editing Modes"
|
||
#~ msgstr "Modes d'édition"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Mode carte uniquement'</header>"
|
||
|
||
#~ msgid "The editor features two separate modes of operation:"
|
||
#~ msgstr "L'éditeur propose deux modes d'opérations séparés :"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Allows only the composing of the terrain map itself and the definition of "
|
||
#~ "leader starting positions."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Permet uniquement la composition du terrain et la définition des "
|
||
#~ "positions de départ pour les chefs."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "How the information is saved depends on the loaded file:\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Native'</bold>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Comment l'information est sauvegardée, dépend du fichier chargé :\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Natif'</bold>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "A new map or file containing only the arguments to the map_data "
|
||
#~ "attribute.\n"
|
||
#~ "\n"
|
||
#~ "The produced map can be played in the “User Maps” game type at the create "
|
||
#~ "multiplayer game dialog if saved to the default directory.\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Embedded'</bold>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Une nouvelle carte ou fichier contenant uniquement les arguments pour "
|
||
#~ "l'attribut map_data.\n"
|
||
#~ "\n"
|
||
#~ "La carte produite peut être jouée dans le mode de jeu « carte utilisateur "
|
||
#~ "» de la boite de dialogue « création d'une partie multijoueur », si elle "
|
||
#~ "est sauvegardée dans le répertoire par défaut.\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Intégré'</bold>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "Scenario files containing a valid map_data attribute (not a file include) "
|
||
#~ "will be opened in this submode. The editor replaces only the content of "
|
||
#~ "map_data and leaves everything else in the scenario untouched. Maps "
|
||
#~ "opened this way are marked [e] in the Maps menu."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Les fichiers de scénario contenant un attribut map_data valide (pas une "
|
||
#~ "inclusion de fichier) seront ouverts via ce sous-mode. L'éditeur remplace "
|
||
#~ "uniquement le contenu de map_data et laisse intact tout le reste du "
|
||
#~ "scénario. Les cartes ouvertes de cette façon sont notées [e] dans le menu "
|
||
#~ "Cartes."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Mode scénario'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "The Scenario mode allows several extra tools to be used, such as the Unit "
|
||
#~ "tool. At least one side must be defined in order to use these tools, "
|
||
#~ "however.\n"
|
||
#~ "\n"
|
||
#~ "In this mode, terrain data is stored in the map_data attribute and saved "
|
||
#~ "into a file with any applicable WML."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Le mode Scénario permet d'utiliser des outils supplémentaires, comme "
|
||
#~ "l'outil Unité. Cependant, au moins un camp doit être défini pour utiliser "
|
||
#~ "ces outils.\n"
|
||
#~ "\n"
|
||
#~ "Dans ce mode, les données de terrain sont stockées dans l'attribut "
|
||
#~ "map_data et sauvegardées dans un fichier avec d'éventuels codes WML."
|
||
|
||
#~ msgid "Editor Tools"
|
||
#~ msgstr "Outils d'édition"
|
||
|
||
#~ msgid ""
|
||
#~ "The editor provides several tools for editing your maps and scenarios. At "
|
||
#~ "all times, one of the editor tools is active. The active tool's context "
|
||
#~ "determines the content of the editor palette and context menu.\n"
|
||
#~ "\n"
|
||
#~ "These following tools are provided:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "L'éditeur fournit plusieurs outils pour éditer vos cartes et scénarios. "
|
||
#~ "L'un de ces outils est toujours actif. Le contexte de l'outil "
|
||
#~ "actuellement actif détermine le contenu de la palette de l'éditeur et le "
|
||
#~ "menu contextuel.\n"
|
||
#~ "\n"
|
||
#~ "Les outils suivants sont fournis :\n"
|
||
#~ "• <ref>dst='editor_tool_paint' text='Outil peinture'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_fill' text='Outil remplissage'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_select' text='Outil sélection'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_paste' text='Outil collage'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_starting' text='Outil de démarrage'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_label' text='Outil label'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_item' text='Outil objet'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_soundsource' text='Outil sonore'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_village' text='Outil village'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_unit' text='Outil unité'</ref>\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "The terrain editor's functionality is covered by the "
|
||
#~ "<ref>dst='editor_tool_paint' text='Paint'</ref> and "
|
||
#~ "<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Les fonctionnalités de l'éditeur de terrain sont couvertes par les outils "
|
||
#~ "<ref>dst='editor_tool_paint' text='Peinture'</ref> et "
|
||
#~ "<ref>dst='editor_tool_fill' text='Remplissage'</ref>."
|
||
|
||
#~ 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."
|
||
#~ msgstr ""
|
||
#~ "La palette de l'éditeur contient les objets utilisables par l'outil "
|
||
#~ "actuellement sélectionné. Par exemple, l'outil Peinture affichera une "
|
||
#~ "liste de tous les terrains disponibles, tandis que l'outil Unité "
|
||
#~ "affichera une liste de toutes les unités."
|
||
|
||
#~ msgid ""
|
||
#~ "Wesnoth stores its maps in human readable plain text files.\n"
|
||
#~ "\n"
|
||
#~ "A map file consists of rows with comma separated terrain code strings. "
|
||
#~ "The files can be edited with a general purpose text editor like notepad.\n"
|
||
#~ "\n"
|
||
#~ "The only additional information provided by the map syntax are the "
|
||
#~ "starting positions of the scenario's sides.\n"
|
||
#~ "\n"
|
||
#~ "Additional information, such as teams, custom events, and complex side "
|
||
#~ "setups still need to be manually coded in WML."
|
||
#~ msgstr ""
|
||
#~ "Wesnoth stocke ses cartes dans un format humainement lisible, sous forme "
|
||
#~ "de texte.\n"
|
||
#~ "\n"
|
||
#~ "Un fichier de carte est constitué d'une série de lignes contenant des "
|
||
#~ "chaînes de caractères séparées par des virgules. Un tel fichier peut être "
|
||
#~ "édité par n'importe quel éditeur de texte généraliste comme notepad.\n"
|
||
#~ "\n"
|
||
#~ "La seule information additionnelle fournie par la syntaxe est la position "
|
||
#~ "de départ de chaque camp dans le scénario.\n"
|
||
#~ "\n"
|
||
#~ "Les informations supplémentaires, comme les équipes, les événements "
|
||
#~ "personnalisés et d'éventuelles configurations complexes d'équipes "
|
||
#~ "nécessitent d'être développées dans le code WML."
|
||
|
||
#~ msgid "Scenario Format"
|
||
#~ msgstr "Format des scénarios"
|
||
|
||
#~ msgid "righteous rage"
|
||
#~ msgstr "fureur berserk"
|
||
|
||
#~ 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 ""
|
||
#~ "En attaque comme en défense, cette attaque force le combat jusqu'à la "
|
||
#~ "mort de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours."
|
||
|
||
#~ msgid "true strike"
|
||
#~ msgstr "initiative"
|
||
|
||
#~ msgid ""
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the champion being attacked."
|
||
#~ msgstr ""
|
||
#~ "Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que "
|
||
#~ "soit la capacité défensive de l'ennemi."
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "Ondins"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Contributeurs"
|
||
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Khâlifa"
|
||
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Khâlifa"
|
||
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Khâlifas"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "chasseuse nocturne"
|
||
|
||
#~ 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 ""
|
||
#~ "Une unité tuée par la peste se transforme en unité de même type "
|
||
#~ "appartenant à la même armée que celle ayant la peste. Cela ne fonctionne "
|
||
#~ "pas sur les morts-vivants ou sur les unités stationnées dans les villages."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Rapide"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Robuste"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Fort"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Intrépide"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Sauvage"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Fidèle"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Mort-vivant"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mécanique"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Élémental"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Habile"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Vigoureux"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Idiot"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Lent"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Faible"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Âgé"
|
||
|
||
#, 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 ""
|
||
#~ "Au combat, vos unités vont inévitablement subir des dégâts. Quand une "
|
||
#~ "unité <ref>dst=experience_and_advancement text='gagne un niveau'</ref>, "
|
||
#~ "elle se soigne complètement. Cela peut arriver à la fin d'un combat, que "
|
||
#~ "ce soit votre tour ou non. Wesnoth offre plusieurs solutions pour soigner "
|
||
#~ "vos unités, qui s'appliquent toutes au début de votre tour, avant que "
|
||
#~ "vous n'agissiez."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Factions"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Aperçu"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Bases du jeu"
|
||
|
||
#~ 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"
|
||
#~ "Pour commencer, l'idéal est de cliquer sur le bouton "
|
||
#~ "<bold>text='Didacticiel'</bold> du menu principal. Un apprentissage "
|
||
#~ "interactif vous enseignera les bases de Wesnoth. Après, il est recommandé "
|
||
#~ "de commencer par la campagne L'Héritier du trône : sélectionnez "
|
||
#~ "<bold>text='Campagne'</bold> puis <italic>text='L\\'Héritier du trône'</"
|
||
#~ "italic>. Comme le jeu peut sembler plutôt ardu au début, vous pourriez "
|
||
#~ "commencer en mode <italic>text='Débutant'</italic>."
|
||
|
||
#~ 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 ""
|
||
#~ "Ces pages résument tout ce dont vous aurez besoin pour jouer à « Bataille "
|
||
#~ "pour Wesnoth ». Elles couvrent les mécanismes élémentaires du jeu et "
|
||
#~ "s'enrichiront au fur et à mesure de vos parties, quand vous serez "
|
||
#~ "confrontés à de nouveaux aspects du jeu. Pour les cas particuliers et les "
|
||
#~ "exceptions, veuillez vous reporter aux liens indiqués."
|
||
|
||
#~ 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"
|
||
#~ "Les <italic>text='campagnes'</italic> consistent en une succession de "
|
||
#~ "scénarios autour d'une histoire. Vous aurez alors souvent besoin de jouer "
|
||
#~ "plus prudemment, afin de préserver vos meilleures troupes pour les "
|
||
#~ "rappeler dans les scénarios ultérieurs de la campagne."
|
||
|
||
#~ 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 ""
|
||
#~ "Le jeu consiste en des suites de batailles, appelés "
|
||
#~ "<italic>text='scénarios'</italic>. Dans chaque scénario, vous troupes "
|
||
#~ "affrontent celles d'un ou plusieurs adversaires. Vous pouvez jouer contre "
|
||
#~ "l'ordinateur ou avec des amis à tour de rôle sur la même machine (jeu en "
|
||
#~ "chaise tournante) ; si votre ordinateur est connecté à un réseau ou à "
|
||
#~ "Internet, vous pouvez aussi jouer en ligne."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Expérience et avancement"
|
||
|
||
#~ 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"
|
||
#~ "Les unités <italic>text='vigoureuses'</italic> ont 1 PV plus 1 PV par "
|
||
#~ "niveau de plus que la normale et peuvent récupérer 2 PV chaque tour où "
|
||
#~ "elles ne combattent pas. Qui plus est, les dégâts du poison sont réduits "
|
||
#~ "d'un quart."
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Unités ayant ce type d\\'attaque spéciale'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Unités ayant cette capacité'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Chefs : "
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Recrues : "
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Ère :"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Factions :"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Les factions ne sont utilisées qu'en mode multijoueur."
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Précédent"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Suivant >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Référence à un sujet inconnu : "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "fichier original corrompu"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Caste"
|
||
|
||
#~ 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 ""
|
||
#~ "Une des formes alternatives du dracan : soit un <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Cogneur'</ref> soit un <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Combattant dracan'</ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Nid de dragon"
|
||
|
||
#~ 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 ""
|
||
#~ "Une sorte de très grand château qui abrite un <ref>dst='flight' "
|
||
#~ "text='escadron'</ref>. C'est là que se trouvent leurs "
|
||
#~ "<ref>dst='breeding_pen' text='nids de reproduction'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "Nid de reproduction"
|
||
|
||
#~ 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 ""
|
||
#~ "La partie du <ref>dst='aerie' text='nid de dragon'</ref> où les "
|
||
#~ "<ref>dst='breeder' text='pondeuses'</ref> indolentes vivent sous le "
|
||
#~ "regard du <ref>dst='dominant' text='dominant'</ref>."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Cycle de ponte"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "Le temps qui passe entre une ponte d'<ref>dst=egg text='œufs'</ref> et la "
|
||
#~ "suivante."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Océan Mondial"
|
||
|
||
#~ 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 ""
|
||
#~ "L'Océan Mondial est le nom de l'ensemble des mers qui entourent "
|
||
#~ "l'archipel de<ref>dst='morogor' text='Morogor'</ref>. Les dracans pensent "
|
||
#~ "qu'il se termine par l'<ref>dst='abyss' text='Abysse'</ref>, une grande "
|
||
#~ "et mortelle chute d'eau."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Nouveau Continent"
|
||
|
||
#~ 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 ""
|
||
#~ "Le vaste continent qui s'étend à l'est de <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>. Son existence était inconnue des dracans jusqu'au "
|
||
#~ "vol de Galun."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Abysse"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "Dans la cosmologie dracane, une vaste et meurtrière chute d'eau où "
|
||
#~ "l'océan tombe du disque-monde."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Voie de la Spirale"
|
||
|
||
#~ 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 ""
|
||
#~ "Une organisation dracane presque secrète qui cherche à empêcher une "
|
||
#~ "ultime guerre malthusienne. Voir aussi <ref>dst='straight_path' text='Le "
|
||
#~ "droit chemin'</ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Le droit chemin"
|
||
|
||
#~ 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 ""
|
||
#~ "La tradition dracane de conquête et d'expansion perpétuelle. Ce terme est "
|
||
#~ "surtout utilisé par les membres de la <ref>dst='spiral_path' text='Voie "
|
||
#~ "de la Spirale'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Dominant"
|
||
|
||
#~ 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 ""
|
||
#~ "L'<ref>dst='aspirant' text='aspirant'</ref> qui finit par prendre la tête "
|
||
#~ "des dracans, le seul de la tribu autorisé à se reproduire avec les "
|
||
#~ "<ref>dst='breeder' text='pondeuses'</ref>. À de rares occasions, il peut "
|
||
#~ "transmettre ce privilège."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulcaniade"
|
||
|
||
#~ 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 ""
|
||
#~ "La période (irrégulière) qui sépare deux éruptions consécutives du "
|
||
#~ "<ref>dst='mount_morogor' text='mont Morogor'</ref>. C'est la base de "
|
||
#~ "l'<ref>dst='long_count' text='ancien calendrier'</ref>."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Greffier"
|
||
|
||
#~ 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 ""
|
||
#~ "Un greffier est un gardien de parchemins dracan qui a appris "
|
||
#~ "l'<ref>dst='drakish_script' text='écriture'</ref> dracane. Les greffiers "
|
||
#~ "forment la seule <ref>dst='caste' text='caste'</ref> de dracans qui n'est "
|
||
#~ "pas déterminée par la biologie : ils recrutent leurs membres dans toutes "
|
||
#~ "les autres castes."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Ponte"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr ""
|
||
#~ "L'aboutissement du <ref>dst='breeding_cycle' text='cycle de ponte'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Éclosion"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Nouveau-né"
|
||
|
||
#~ 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 ""
|
||
#~ "Un jeune dracan qui n'a pas encore vu l'éclosion de la génération "
|
||
#~ "suivante. Les plus jeunes de cette nouvelle génération ont le "
|
||
#~ "comportement le plus agressif de l'<ref>dst='flight' text='escadron'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Dragonnet"
|
||
|
||
#~ 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 ""
|
||
#~ "Un jeune dracan qui a vu l'éclosion d'une génération. Si "
|
||
#~ "l'<ref>dst='flight' text='escadron'</ref> peut se permettre de perdre une "
|
||
#~ "génération, ils commencent l'<ref>dst='swarming' text='essaimage'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Pondeuse"
|
||
|
||
#~ 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 ""
|
||
#~ "La femelle dracane. Elles sont rares car les <ref>dst='egg' text='œufs'</"
|
||
#~ "ref> destinés à devenir des pondeuses nécessitent un soin particulier. Le "
|
||
#~ "nombre de pondeuses est également limité par celui des autres dracans, "
|
||
#~ "qui doivent leur apporter de la nourriture quand elles pondent. Les "
|
||
#~ "pondeuses dracanes deviennent fertiles après la prochaine "
|
||
#~ "<ref>dst='hatching' text='éclosion'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "Œuf dracan"
|
||
|
||
#~ 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 ""
|
||
#~ "La <ref>dst=caste text='caste'</ref> à laquelle le <ref>dst='hatchling' "
|
||
#~ "text='nouveau-né'</ref> appartiendra est déterminée par le temps "
|
||
#~ "d'incubation et, dans une certaine mesure, par la température ambiante."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Escadron"
|
||
|
||
#~ 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 ""
|
||
#~ "Tribu de dracans, vivant dans un <ref>dst='aerie' text='nid de dragon'</"
|
||
#~ "ref> et contrôlant un terrain de chasse. Chaque tribu dispose d'un "
|
||
#~ "<ref>dst='dominant' text='dominant'</ref>, qui attribue des droits "
|
||
#~ "d'accouplement."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Aspirant"
|
||
|
||
#~ 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 ""
|
||
#~ "Dracan mâle ayant subi une métamorphose hormonale lui permettant de "
|
||
#~ "s'accoupler avec les <ref>dst='breeder' text='pondeuses'</ref>. La "
|
||
#~ "sécrétion de l'hormone est causée par la chasse et les faits d'armes "
|
||
#~ "auxquels le dracan participe."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Ascendant"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Nom que donnent les dracans à un vrai <ref>dst='unit_Fire Dragon' "
|
||
#~ "text='dragon'</ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Intendant"
|
||
|
||
#~ 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 ""
|
||
#~ "Un <ref>dst='aspirant' text='aspirant'</ref> au service du "
|
||
#~ "<ref>dst='dominant' text='dominant'</ref>. La tradition lui en octroie un "
|
||
#~ "de chacune des autres <ref>dst=caste text='castes'</ref> que la sienne. "
|
||
#~ "Des « intendants » supplémentaires sont parfois nommés pour des tâches "
|
||
#~ "spéciales. Les intendants ont les meilleurs chances de gagner un "
|
||
#~ "privilège d'accouplement, surtout après un service remarquable."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Essaim"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "Les <ref>dst='swarmlings' text='essaimeurs'</ref> sont ceux qui quittent "
|
||
#~ "le <ref>dst='aerie' text='nid de dragon'</ref> pour en fonder un nouveau."
|
||
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "Essaimage"
|
||
|
||
#~ 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 ""
|
||
#~ " L'<ref>dst='flight' text='escadron'</ref> formé pour la fondation d'un "
|
||
#~ "nouveau <ref>dst='aerie' text='nid de dragon'</ref> à chaque "
|
||
#~ "<ref>dst='breeding_cycle' text='cycle de ponte'</ref>. Voir "
|
||
#~ "<ref>dst='swarm' text='essaim'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Coureurs"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr ""
|
||
#~ "Terme dracan désignant des esclaves ayant pris la fuite et dont la chasse "
|
||
#~ "est un jeu."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Mont Morogor"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Montagne volcanique sur l'île centrale de l'archipel de "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Ancien Calendrier"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Le calendrier dracan est rythmé par les <ref>dst='vulcaniad' "
|
||
#~ "text='vulcaniades'</ref> et les <ref>dst=breeding_cycle text='cycles de "
|
||
#~ "ponte'</ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Long Pig"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Terme pidgin des mers du Sud pour de la viande humaine, utilisé pour "
|
||
#~ "traduire un mot dracan ayant la même signification."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Céramique"
|
||
|
||
#~ 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 ""
|
||
#~ "Les dracans travaillent le métal, mais sont des maîtres en matière de "
|
||
#~ "céramique. Seuls les <ref>dst='unit_Drake Burner' text='pyrodracans'</"
|
||
#~ "ref> peuvent générer une chaleur suffisante pour cuire les pièces de "
|
||
#~ "manière optimale."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Dracan, écriture"
|
||
|
||
#~ 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 ""
|
||
#~ "La langue écrite des dracans. Enregistrée sur des tablettes de "
|
||
#~ "<ref>dst='ceramic' text='céramique'</ref> par des <ref>dst='recorder' "
|
||
#~ "text='greffiers'</ref>."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Dracan, langage"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "La langue parlée par les dracans."
|
||
|
||
#~ 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 ""
|
||
#~ "La <italic>text='prairie'</italic> représente des plaines ouvertes, "
|
||
#~ "cultivées, utilisées pour la pâture, ou restées sauvages. Elle facilite "
|
||
#~ "les déplacements mais complique la défense. Généralement, la cavalerie et "
|
||
#~ "les unités agiles profitent le plus de ces grands espaces.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont une défense de 30 à 40 % en prairie."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Route"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='routes'</italic> sont des chemins de terre formés par "
|
||
#~ "le passage de nombreux voyageurs. Dans le jeu, les routes sont identiques "
|
||
#~ "aux <ref>dst='terrain_flat' text='terrains plats'</ref>.\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 ""
|
||
#~ "Les <italic>text='forêts'</italic> correspondent aux terrains boisés avec "
|
||
#~ "un sous-bois suffisamment touffu pour gêner le passage. Bien qu'elles "
|
||
#~ "ralentissent presque tout le monde, elles protègent souvent mieux qu'un "
|
||
#~ "terrain ouvert. La cavalerie a cependant tant de mal à y circuler que le "
|
||
#~ "bénéfice de la discrétion y est annulé. Les elfes constituent une "
|
||
#~ "exception à cette règle générale : non seulement ils s'y déplacent sans "
|
||
#~ "malus, mais ils y gagnent également un bonus défensif considérable. Les "
|
||
#~ "nains sont une autre exception : bien qu'ils soient capables de "
|
||
#~ "progresser dans les bois sans être trop ralentis, ce terrain complètement "
|
||
#~ "inconnu ne leur donne presque aucun bonus défensif.\n"
|
||
#~ "\n"
|
||
#~ "La défense de la plupart des unités est de 50 % en forêt et celle des "
|
||
#~ "cavaleries est limitée à 30 %. Les elfes bénéficient de 60 à 70 % de "
|
||
#~ "défense, même pour leurs unités montées. Les nains n'y reçoivent "
|
||
#~ "généralement que 30 % de défense.\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 ""
|
||
#~ "Les <italic>text='collines'</italic> représentent tout terrain inégal "
|
||
#~ "comportant suffisamment de creux et de bosses pour apporter une "
|
||
#~ "couverture. La plupart des troupes circulent difficilement dans des "
|
||
#~ "collines. Les nains, les trolls et les orcs sont suffisamment habitués à "
|
||
#~ "ce terrain pour ne pas être ralentis. Les cavaleries s'y déplacent si "
|
||
#~ "difficilement que le bonus apporté par cette couverture est presque nul.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont environ 50 % de défense dans les collines, "
|
||
#~ "tandis que les cavaleries sont limitées à 40 %. Les nains bénéficient "
|
||
#~ "d'une défense de 60 % dans les collines.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Montagnes"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='montagnes'</italic> sont abruptes, ce qui force les "
|
||
#~ "unités qui veulent s'y déplacer à escalader les obstacles sur leur "
|
||
#~ "passage. Les montagnes apportent un bonus défensif considérable à la "
|
||
#~ "plupart des troupes, mais gênent aussi beaucoup les déplacements. La "
|
||
#~ "plupart des cavaleries ne peuvent pénétrer en terrain montagneux ; la "
|
||
#~ "cavalerie elfe et les monteurs de loups gobelins constituent cependant "
|
||
#~ "des exceptions. Les nains et les trolls sont habitués aux terrains "
|
||
#~ "montagneux et il leur est facile de s'y déplacer.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités reçoivent environ 60 % de défense dans les "
|
||
#~ "montagnes, tandis que les nains bénéficient de 70 % de bonus."
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='marais'</italic> représentent tout type de terres "
|
||
#~ "humides. Les marais ralentissent presque tout le monde et réduisent les "
|
||
#~ "possibilités de défense. Les races adaptées à la navigation aquatique "
|
||
#~ "font exception ; elles reçoivent leur plein mouvement et un bonus "
|
||
#~ "défensif. Ceux qui vivent dans les terres humides se servent de ce "
|
||
#~ "terrain comme d'une couverture défensive.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont 30 % de défense dans les marais. Les ondins, "
|
||
#~ "les nagas et les sauriens y profitent d'une défense de 60 %."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Eau peu profonde"
|
||
|
||
#~ 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 ""
|
||
#~ "L'<italic>text='eau peu profonde'</italic> arrive environ à la taille "
|
||
#~ "d'un homme. C'est suffisant pour ralentir presque toutes les unités et "
|
||
#~ "les rendre plus vulnérables aux attaques. Les nains, ayant de l'eau "
|
||
#~ "presque jusqu'à la tête, sont en position fort inconfortable. Toute race "
|
||
#~ "avec un corps naturellement adapté à la natation constitue une exception "
|
||
#~ "et bénéficie d'un bonus défensif considérable et de son plein mouvement.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont 20 à 30 % de défense en eau peu profonde, "
|
||
#~ "tandis que les nagas et les ondins y profitent d'une défense de 60 %."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Eau profonde"
|
||
|
||
#~ 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 ""
|
||
#~ "L'<italic>text='eau profonde'</italic> recouvrira la tête d'un homme. La "
|
||
#~ "plupart des unités ne peuvent pas y entrer : c'est le domaine des troupes "
|
||
#~ "aériennes et de celles qui nagent très bien.\n"
|
||
#~ "\n"
|
||
#~ "Les ondins et les nagas reçoivent 50 % de défense en eau profonde et leur "
|
||
#~ "plein mouvement."
|
||
|
||
#~ 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 ""
|
||
#~ "Le terrain <italic>text='gelé'</italic> désigne une zone plane couverte "
|
||
#~ "de neige ou de glace. La plupart des unités s'y déplacent lentement et "
|
||
#~ "éprouvent des difficultés à s'y défendre. Notez que les unités "
|
||
#~ "aquatiques, même celles qui peuvent respirer sous l'eau, ne peuvent pas "
|
||
#~ "nager sous la glace.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont une défense de 20 à 40 % sur un terrain gelé."
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='châteaux'</italic> incluent tous les genres de "
|
||
#~ "fortifications permanentes. Presque toutes les unités y reçoivent un "
|
||
#~ "bonus défensif considérable, et la majorité des unités s'y déplacent au "
|
||
#~ "maximum de leurs capacités. Les unités dans un château constituent sa "
|
||
#~ "garnison. Un hexagone libre permet à un ennemi de s'introduire facilement "
|
||
#~ "dans le château et d'obtenir un bonus de défense identique à celui des "
|
||
#~ "troupes à l'intérieur.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont environ 60 % de défense dans un château.\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 ""
|
||
#~ "L'instabilité du <italic>text='sable'</italic> le rend difficile à "
|
||
#~ "traverser pour la plupart des unités, qui deviennent vulnérables aux "
|
||
#~ "attaques. Au contraire, les pieds larges ou les corps sinueux des races "
|
||
#~ "assimilées aux lézards leur permettent de circuler plus facilement sur ce "
|
||
#~ "terrain.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont une défense de 20 à 40 % dans le sable."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Désert"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='déserts'</italic> ont une composition différente des "
|
||
#~ "petites zones sablonneuses ou des plages, mais ils sont considérés comme "
|
||
#~ "identiques dans le jeu. Voir <ref>dst=terrain_sand text='sable'</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 ""
|
||
#~ "Les <italic>text='cavernes'</italic> représentent des galeries "
|
||
#~ "suffisamment spacieuses pour permettre le passage des unités. Il s'agit "
|
||
#~ "d'un terrain inconnu pour la plupart des unités, qui sont donc ralenties "
|
||
#~ "et gênées pour leur défense. Les nains et les trolls, qui y habitent, se "
|
||
#~ "déplacent relativement aisément, particulièrement les nains qui, du fait "
|
||
#~ "de leur petite taille, peuvent franchir de nombreux obstacles. De temps "
|
||
#~ "en temps, les cavernes sont <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='éclairées'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités bénéficient de 20 à 40 % de défense dans les "
|
||
#~ "cavernes, tandis que les nains en obtiennent 50 %."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Caverne accidentée"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='cavernes accidentées'</italic> sont formées par "
|
||
#~ "l'action de l'eau et du vent, qui transportent des particules qui érodent "
|
||
#~ "la roche. Cela a l'aspect d'un souterrain accidenté qui réduit "
|
||
#~ "l'efficacité de la plupart des unités, mais favorise la défense. Les "
|
||
#~ "nains et les trolls, qui sont les principaux habitants des cavernes, s'y "
|
||
#~ "déplacent relativement aisément. Les nains, du fait de leur petite "
|
||
#~ "taille, peuvent pleinement tirer parti de ce type de topographie. De "
|
||
#~ "temps en temps, les cavernes sont <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='éclairées'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont environ 50% de défense dans ces cavernes, alors "
|
||
#~ "que la cavalerie est limitée à 40%. Les nains y bénéficient de 60% de "
|
||
#~ "défense."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Caverne éclairée"
|
||
|
||
#~ 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 ""
|
||
#~ "Il existe peu d'endroits dans le monde souterrain où la lumière de la "
|
||
#~ "surface vient illuminer les sombres ténèbres. Celle-ci procure un bonus "
|
||
#~ "de dégâts aux unités loyales et annule celui des unités chaotiques. À "
|
||
#~ "part cela, ce terrain est similaire aux <ref>dst='terrain_cave' "
|
||
#~ "text='cavernes'</ref> normales."
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='forêts de champignons'</italic> sont de vastes étendues "
|
||
#~ "où poussent des champignons géants qui se développent dans la pénombre "
|
||
#~ "souterraine. La plupart des unités ont du mal à se déplacer sur le sol "
|
||
#~ "rendu spongieux par les moisissures, mais l'abondance de grands "
|
||
#~ "champignons leur fournit une bonne couverture. Les unités montées "
|
||
#~ "s'embourbent complètement et leurs possibilités de mouvement en combat "
|
||
#~ "sont sérieusement entravées. Les unités mortes-vivantes ont une affinité "
|
||
#~ "naturelle avec la pourriture et sont à l'aise dans les forêts de "
|
||
#~ "champignons.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités reçoivent 50% à 60% de défense dans les forêts de "
|
||
#~ "champignons, alors que la cavalerie n'en reçoit que 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 ""
|
||
#~ "Les <italic>text='villages'</italic> sont constitués de groupes de "
|
||
#~ "bâtiments, humains ou autres. Presque toutes les unités, même les "
|
||
#~ "cavaleries, circulent facilement dans les villages et la plupart des "
|
||
#~ "unités y obtiennent un bonus défensif. Les villages apportent aux unités "
|
||
#~ "des moyens de laver et soigner leurs blessures, ce qui permet à toute "
|
||
#~ "unité qui y stationne de se soigner de 8 points de vie à chaque tour ou "
|
||
#~ "d'être guérie du poison.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont 50 à 60 % de défense dans les villages, tandis "
|
||
#~ "que les cavaleries n'y reçoivent que 40 %.\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Village sous-marin"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='villages sous-marins'</italic> abritent les ondins et "
|
||
#~ "les nagas. Alors que ces créatures aquatiques sont là chez elles, les "
|
||
#~ "créatures terrestres ont du mal à s'y mouvoir et s'y défendre. Toutefois, "
|
||
#~ "comme tout village, ils permettent à tous de soigner leurs blessures : "
|
||
#~ "toute unité qui y stationne peut récupérer 8 points de vie par tour ou "
|
||
#~ "être guérie du poison.\n"
|
||
#~ "\n"
|
||
#~ "Les ondins et les nagas ont 60 % de défense dans les villages sous-"
|
||
#~ "marins, tandis que les unités terrestres n'y ont qu'une défense réduite."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Impraticable"
|
||
|
||
#~ 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 ""
|
||
#~ "La notion de <italic>text='terrain impraticable'</italic> couvre les "
|
||
#~ "abîmes et gorges qui ne peuvent pas être franchies en marchant. Les "
|
||
#~ "abîmes comportent des falaises si raides qu'il faudrait des jours pour "
|
||
#~ "les traverser. Dans le jeu, seules les unités capables de voler peuvent "
|
||
#~ "les franchir."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lave"
|
||
|
||
#~ 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 ""
|
||
#~ "Marcher sur la lave comporte des dangers évidents : elle équivaut à un "
|
||
#~ "terrain <ref>dst='terrain_unwalkable' text='impraticable'</ref> et ne "
|
||
#~ "peut être traversée que par des unités capables de voler bien au-dessus. "
|
||
#~ "La lave en fusion produit également une lumière rougeâtre qui procure un "
|
||
#~ "bonus d'attaque aux unités loyales et supprime celui des unités "
|
||
#~ "chaotiques."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Gué"
|
||
|
||
#~ 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 ""
|
||
#~ "Les unités terrestres peuvent traverser très facilement une rivière très "
|
||
#~ "peu profonde. De plus, toute créature nageuse a une mobilité totale à de "
|
||
#~ "tels endroits de la rivière. Dans le jeu, un gué est traité soit comme "
|
||
#~ "une plaine, soit comme une eau peu profonde, selon les meilleurs bonus de "
|
||
#~ "défense et de mouvement pour l'unité qui y est présente."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Récif"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='récifs côtiers'</italic> sont formés de rochers, de "
|
||
#~ "coraux et de sable. Cela offre à la plupart des unités terrestres un "
|
||
#~ "terrain bien plus praticable que les eaux peu profondes. Quant aux unités "
|
||
#~ "aquatiques, elles y bénéficient d'une protection exceptionnellement "
|
||
#~ "haute.\n"
|
||
#~ "\n"
|
||
#~ "Les ondins et les nagas reçoivent 70 % de défense sur les récifs côtiers."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Pont"
|
||
|
||
#~ 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 ""
|
||
#~ "Un <italic>text='pont'</italic> permet à ceux capables d'en construire de "
|
||
#~ "s'affranchir de la nature inconstante des passages à gué qui dépendent "
|
||
#~ "des variations du niveau de l'eau. Il ne faut pas oublier qu'un passage à "
|
||
#~ "pieds secs est un luxe dont la perte est un problème très sérieux durant "
|
||
#~ "les périodes froides de l'année.\n"
|
||
#~ "\n"
|
||
#~ "Un pont sera considéré comme le meilleur terrain pour ceux qui se "
|
||
#~ "déplacent sur terre comme sur mer : dans le jeu, il sera traité soit "
|
||
#~ "comme une prairie, soit comme une eau peu profonde, selon les meilleurs "
|
||
#~ "bonus de mouvement et de défense pour l'unité occupant la case du pont. "
|
||
#~ "Une unité nageuse et une unité terrestre ne sont pas capables d'occuper "
|
||
#~ "en même temps une case de pont."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Infranchissable"
|
||
|
||
#~ 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 ""
|
||
#~ "Parmi les obstacles que même le plus obstiné des voyageurs ne pourra "
|
||
#~ "franchir se trouvent les murailles de pierre et des montagnes si élevées "
|
||
#~ "que leurs sommets se perdent dans les nuages. En effet, même le plus "
|
||
#~ "féroce des trolls ne pourra s'ouvrir un chemin au travers de solides murs "
|
||
#~ "de roches, et les créatures volantes ne peuvent pas dépasser les "
|
||
#~ "altitudes des plus hauts sommets."
|
||
|
||
#~ msgid ""
|
||
#~ "Wesnoth’s extensibility allows the thriving user community to develop "
|
||
#~ "content by making use of the game engine’s full potential to deliver new "
|
||
#~ "scenarios, campaigns, and more beyond what the official content set has "
|
||
#~ "to offer.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "L'extensibilité de Wesnoth permet à la communauté florissante des "
|
||
#~ "utilisateurs de développer du contenu en utilisant le plein potentiel du "
|
||
#~ "moteur de jeu pour offrir de nouveaux scénarios, des campagnes, et bien "
|
||
#~ "au-delà de ce que l'ensemble des contenus officiels a à offrir.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "The game supports various types of add-ons that are used differently "
|
||
#~ "according to their purpose."
|
||
#~ msgstr ""
|
||
#~ "Le jeu est compatible avec divers types d'extensions qui sont utilisés "
|
||
#~ "différemment en fonction de leur usage."
|
||
|
||
#~ 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 ""
|
||
#~ "Fureur berserk :\n"
|
||
#~ "En attaque comme en défense, cette attaque force le combat jusqu'à la "
|
||
#~ "mort de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magique :\n"
|
||
#~ "Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que "
|
||
#~ "soit la capacité défensive de l'ennemi."
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Initiative :\n"
|
||
#~ "Cette unité attaque toujours en premier, même quand elle se défend."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Nécrophagie :\n"
|
||
#~ "Cette unité gagne un point de vie à chaque fois qu'elle tue une unité "
|
||
#~ "vivante. Ce point de vie est aussi ajouté au maximum."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Certaines armes ont des caractéristiques spéciales qui augmentent "
|
||
#~ "l'efficacité d'une attaque.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Probabilité de toucher'</header>"
|