10572 lines
418 KiB
Text
10572 lines
418 KiB
Text
# Copyright (C) 2005 Wesnoth development team This file is distributed under the same license as the Battle for Wesnoth package.
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#
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth\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: 2023-02-14 17:31+0100\n"
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"Last-Translator: Merijn de Vet\n"
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"Language-Team: Dutch <merijndevet@hotmail.com>\n"
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"Language: nl\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: Poedit 3.2.2\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 "Ondergronds"
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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 "ondood"
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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 "dapper"
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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 "ziekte"
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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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"Als een eenheid wordt gedood door een ziekteaanval, dan wordt hij vervangen "
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"door een Wandelend Lijk van dezelfde partij als de aanvaller. Dit geldt niet "
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"bij Ondoden en eenheden in dorpen."
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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 "standvastig"
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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 "standvastig"
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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 "verlicht"
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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 "geneest +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 "geneest +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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"Een eenheid met dit vermogen geneest omringende bevriende eenheden aan het "
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"begin van elke beurt.\n"
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"\n"
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"De eenheid die genezen wordt kan ofwel 4 LP per beurt genezen, ofwel behoed "
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"worden voor de effecten van een vergiftiging. \n"
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"Om echter van een vergiftiging af te komen moet de eenheid een dorp of een "
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"gifgenezer opzoeken."
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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 "Deze eenheid kan standaard genezing toepassen en uitdroging vertragen."
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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 "geneest +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 "geneest +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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"Een eenheid met dit vermogen combineert geneeskrachtige kruiden met magie, "
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"wat leidt tot snellere genezing dan normaal gesproken mogelijk is in de "
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"strijd.\n"
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"\n"
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"De eenheid die genezen wordt kan 8 LP per beurt genezen, of behoed worden "
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"voor de effecten van een vergiftiging. Om echter van een vergiftiging af te "
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"komen moet de eenheid een dorp of een gifgenezer opzoeken."
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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 "geneest +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 "geneest +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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"Een eenheid met dit vermogen combineert geneeskrachtige kruiden met magie, "
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"wat leidt tot snellere genezing dan normaal gesproken mogelijk is in de "
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"strijd.\n"
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"\n"
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"De eenheid die genezen wordt kan 12 LP per beurt genezen, of behoed worden "
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"voor de effecten van een vergiftiging.\n"
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"Om echter van een vergiftiging af te komen moet de vergiftigde eenheid een "
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"dorp of een gifgenezer opzoeken."
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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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" Deze eenheid kan degenen die hem omringen genezen, ook van vergif. "
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"Daarnaast kan deze eenheid ook uitdroging vertragen."
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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 "teleporteren"
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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 "hersteld"
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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 "Rust en geneest altijd"
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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 "ruggensteek"
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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 "voeden"
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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 "leiderschap"
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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 "hinderlaag"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
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msgid "Castle"
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msgstr "Kasteel"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
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msgid "Cave"
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msgstr "Grot"
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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 "verbergen"
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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 "aftappen"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
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msgid "firststrike"
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msgstr "initiatief"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
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msgid "Forest"
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msgstr "Bos"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
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msgid "Frozen"
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msgstr "Bevroren"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
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msgid "Hills"
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msgstr "Heuvels"
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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 "precisieschutter"
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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 "Paddenstoelenveld"
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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 "nachtzicht"
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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 "vergif"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
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msgid "Sand"
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msgstr "Zand"
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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 "warzaaier"
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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 "vertraagt"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
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msgid "Swamp"
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msgstr "Moeras"
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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 "geneest gif"
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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 "Kaart en Scenario Editor"
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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 "Terrein Editor"
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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 "Scenario Editor"
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:28
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msgid "Paint Tool"
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msgstr "Verf Gereedschap"
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:29
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msgid ""
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"Paint terrain tiles on the map.\n"
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"\n"
|
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"The paint tool utilizes the brush sizes and the terrain palette.\n"
|
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"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
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"changing the overlay. If an overlay is selected, change the overlay without "
|
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"changing the base.\n"
|
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"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
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"had been selected on the terrain palette (picks up both base and overlay).\n"
|
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"\n"
|
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"<bold>text='Brush Sizes'</bold>\n"
|
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"\n"
|
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"The selected brush changes the size of the tool:"
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msgstr ""
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|
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#. [topic]: id=editor_tool_paint
|
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#: data/core/editor/help.cfg:41
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msgid "Paint single hexes."
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msgstr "Verf losse vakken."
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|
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:42
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msgid "Paint seven hexes at a time."
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msgstr "Verf zeven vakken in een keer."
|
||
|
||
#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:43
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msgid "Paint nineteen hexes at a time."
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msgstr "Verf negentien vakken in een keer."
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
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msgid "Paint three hexes in a line."
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msgstr "Verf drie vakken in een lijn."
|
||
|
||
#. [topic]: id=editor_tool_fill
|
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#: data/core/editor/help.cfg:52
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msgid "Fill Tool"
|
||
msgstr "Opvul Gereedschap"
|
||
|
||
#. [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)."
|
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msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:67
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msgid "Select Tool"
|
||
msgstr "Selecteer Gereedschap"
|
||
|
||
#. [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:"
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msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:78
|
||
msgid "Select single hexes."
|
||
msgstr "Selecteer enkele vakken"
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:79
|
||
msgid "Select seven hexes at a time."
|
||
msgstr "Selecteer zeven vakken in een keer."
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:80
|
||
msgid "Select nineteen hexes at a time."
|
||
msgstr "Selecteer negentien vakken in een keer."
|
||
|
||
#. [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 "Selecteer drie vakken in een lijn."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:89
|
||
msgid "Clipboard and Paste Tool"
|
||
msgstr "Kopieer en Plak Gereedschap"
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:90
|
||
msgid ""
|
||
"Rotate, flip and paste the terrain in the clipboard\n"
|
||
"\n"
|
||
"Hexes can be cut or copied to the clipboard using the "
|
||
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
|
||
"\n"
|
||
"The paste tool shows an outline of the clipboard, which can be pasted with a "
|
||
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
|
||
"the undo function, which is bound to both Control+Z and to the same key as "
|
||
"the in-game undo function.\n"
|
||
"\n"
|
||
"The paste tool also has some clipboard-manipulation functions:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:97
|
||
msgid "Rotate clockwise by 60°."
|
||
msgstr "Draai 60° met de klok mee."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:98
|
||
msgid "Rotate counter-clockwise by 60°."
|
||
msgstr "Draai 60° tegen de klok in."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:99
|
||
msgid "Flip horizontally"
|
||
msgstr "Draai horizontaal om"
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:100
|
||
msgid "Flip vertically"
|
||
msgstr "Draai verticaal om"
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:107
|
||
msgid "Starting Locations Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:110
|
||
msgid ""
|
||
"Defines the side leader starting position.\n"
|
||
"\n"
|
||
"This tool sets the side leaders’ default starting locations, and named "
|
||
"special locations. Both types of location are enabled in both <ref>dst='.."
|
||
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
|
||
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
|
||
"are shown as a list in the editor palette, clicking on the map will place "
|
||
"that name on a hex, each location can only be placed on a single hex, and "
|
||
"the editor will only allow one location per hex.\n"
|
||
"\n"
|
||
"To add named special locations, click “Add” at the bottom of the editor "
|
||
"palette, and enter the name. These names must start with a letter and may "
|
||
"contain numbers and underscores.\n"
|
||
"\n"
|
||
"More than nine teams can be added to a map, by clicking “Add” and entering a "
|
||
"number, for example “10”. The UI will automatically show this as “Player "
|
||
"10”.\n"
|
||
"\n"
|
||
"Named locations can be accessed from WML using the Standard Location "
|
||
"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
|
||
"accessed from WML using <italic>text='location_id=1'</italic>, "
|
||
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
|
||
"adding “Player ” in front of the number.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Control+mouse click on a hex that already has a location: select that "
|
||
"location for placing with a subsequent mouse click, as if it was selected in "
|
||
"the editor palette."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:129
|
||
msgid ""
|
||
"editor^Maps generally look similar in the editor to their appearance in the "
|
||
"game. There are a few exceptions, where different graphics are used in the "
|
||
"editor; all the overlays described here are found in the terrain palette’s "
|
||
"“special” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English the text is “IO” for impassable and “UO” for unwalkable.
|
||
#: data/core/editor/help.cfg:134
|
||
msgid ""
|
||
"editor^<bold>text='Movement Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
|
||
"Impassable and Unwalkable\n"
|
||
"\n"
|
||
"While easily noticeable in the editor, these are invisible in the game, so "
|
||
"the mixed terrains created by them look like the base terrain. They create a "
|
||
"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
|
||
"respectively."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
|
||
#: data/core/editor/help.cfg:143
|
||
msgid ""
|
||
"editor^<bold>text='Castle Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
|
||
"img>\n"
|
||
"\n"
|
||
"Adding either of these overlays to a passable hex allows units to be "
|
||
"recruited onto a hex. The keep also allows a leader to recruit from there.\n"
|
||
"\n"
|
||
"These can be added to an impassable hex to connect a castle to a visually-"
|
||
"separate keep through an impassable wall. It’s also possible to create a "
|
||
"castle that seems to have grassland between the keep and towers, however "
|
||
"this requires the connecting hexes to be occupied or blocked to prevent "
|
||
"units being recruited onto them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image here has text, while it could be translated I assume editor-only images won’t be.
|
||
#. In English this image is the literal text “Village overlay”.
|
||
#: data/core/editor/help.cfg:154
|
||
msgid ""
|
||
"editor^<bold>text='Village Overlay'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
|
||
"editor.png~O(0.5))' align=here box=yes</img>\n"
|
||
"\n"
|
||
"This turns any base terrain into a village, providing income and healing."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image is an “S” on a solid black background.
|
||
#: data/core/editor/help.cfg:162
|
||
msgid ""
|
||
"editor^<bold>text='Fake Shroud'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Fake Shroud looks like an unexplored area, even in scenarios that have "
|
||
"shroud disabled and even when the player’s units can see the hex."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
#, fuzzy
|
||
#| msgid "Terrain Editor"
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "Terrein Editor"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:173
|
||
msgid ""
|
||
"A cosmetic elevation effect that looks a little different in the editor than "
|
||
"in the game due to visual aids in the editor; all the overlays described "
|
||
"here are found in the terrain palette’s “elevation” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Gevorderd'</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 ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Gevorderd'</bold>"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:186
|
||
msgid ""
|
||
"Raised elevation editor palette icon\n"
|
||
"\n"
|
||
"To make a patch of terrain higher or lower, and still be able to use other "
|
||
"overlay terrains such as trees, you will need to use these markers. Placing "
|
||
"one of these arrows on the map will flood-fill the map with a color-coded "
|
||
"haze; neither the haze nor the arrow will be visible in game. The hazed area "
|
||
"will have a border ledge, making it look higher or lower than the adjacent "
|
||
"tiles.\n"
|
||
"\n"
|
||
"There are two high markers and two low markers, so it is possible to make "
|
||
"terraces of up to five levels (lowest, lower, normal, higher, highest). "
|
||
"Placing a high region next to a low region does not result in larger "
|
||
"cliffs.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:193
|
||
msgid ""
|
||
"editor^<bold>text='How to Use'</bold>\n"
|
||
"\n"
|
||
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
|
||
"type terrains can be used to contain the floodfilled area.\n"
|
||
"\n"
|
||
"An example use case would be:\n"
|
||
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
|
||
"paint tool to outline a big blob over an empty, all-grass map.\n"
|
||
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
|
||
"Bluffs border).\n"
|
||
"3. The blob should all be raised now, and as long as you don't overwrite "
|
||
"the Marker or Bluffs overlays, you can add other terrain overlays as "
|
||
"needed.\n"
|
||
"\n"
|
||
"The graphics used to represent the ledge borders are determined by the base "
|
||
"terrain.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:204
|
||
msgid ""
|
||
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
|
||
"have their terrain codes changed, or any other properties affected, so "
|
||
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
msgid "Deprecated Terrain"
|
||
msgstr "Verouderd Terrein"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated.
|
||
#. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it.
|
||
#: data/core/editor/help.cfg:213
|
||
msgid ""
|
||
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
|
||
"png)' align=left box=yes</img>The magenta ‘D’ (for “Deprecated”).\n"
|
||
"\n"
|
||
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
|
||
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
|
||
"ref>,\n"
|
||
"• the “Xol” Lit Stone Wall, which is deprecated because several wall "
|
||
"terrains now support the “^Efs” Sconce embellishment.\n"
|
||
"\n"
|
||
"The help pages for these terrains may have additional text that’s only shown "
|
||
"in the editor, describing the deprecation and the recommended replacements."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr "Label Gereedschap"
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:227
|
||
msgid ""
|
||
"Put text labels on the map.\n"
|
||
"\n"
|
||
"• Left-click will open a dialog box to create a new label or edit an "
|
||
"existing one.\n"
|
||
"• Right-click deletes.\n"
|
||
"• Drag-and-drop with the left mouse button moves labels.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are "
|
||
"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr "Item Gereedschap (Omgeving Gereedschap)"
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
"monoliths. Multiple items can be placed on the same hex.\n"
|
||
"\n"
|
||
"• Left-click will place a decoration on the clicked hex.\n"
|
||
"• Right-click will remove the decoration.\n"
|
||
"\n"
|
||
"<bold>text='Note:'</bold> the tool doesn’t support undo.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are not part "
|
||
"of the terrain and are implemented in the scenario using WML’s "
|
||
"<italic>text='[item]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr "Dorp Eigenaar Gereedschap"
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:260
|
||
msgid ""
|
||
"This tool assigns ownership of villages at the start of a scenario. The "
|
||
"villages must first be placed on the terrain with the "
|
||
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
|
||
"\n"
|
||
"• Left-click will assign the village to the currently-selected side.\n"
|
||
"• Right-click will set the village back to unowned.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; ownership information is "
|
||
"stored by adding WML <italic>text='[village]'</italic> tags to the "
|
||
"appropriate <italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:274
|
||
msgid "Unit Tool"
|
||
msgstr "Eenheid Gereedschap"
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:275
|
||
msgid ""
|
||
"Place units belonging to the currently-selected side.\n"
|
||
"\n"
|
||
"• Left-click will place a unit.\n"
|
||
"• Left drag-and-drop will move an already-placed unit.\n"
|
||
"• Various operations are added to the right-click menu when the hex contains "
|
||
"a unit.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[unit]'</italic> tags to the appropriate "
|
||
"<italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr "Benoemde Gebieden"
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
msgid ""
|
||
"This tool creates sets of tiles that can be used in WML scripts’ Standard "
|
||
"Location Filters (a concept explained in detail on the Wiki), by using the "
|
||
"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
|
||
"example:\n"
|
||
"\n"
|
||
"• assigning a local time zone to this set of hexes\n"
|
||
"• filtering the set of hexes which trigger an event when a unit moves on to "
|
||
"them\n"
|
||
"\n"
|
||
"To use the tool:\n"
|
||
"\n"
|
||
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
|
||
"ref>\n"
|
||
"• in the Areas menu, select Add New Area\n"
|
||
"• then in the Areas menu, select Save Selection to Area\n"
|
||
"• then in the Areas menu, select Rename Selected Area and choose a name for "
|
||
"the area\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s "
|
||
"name implies time, it is now more generic and can be used for other purposes "
|
||
"without needing to change the time-of-day schedule in the area."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr "Afspeellijst Beheer"
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:313
|
||
msgid ""
|
||
"Shows a list of music tracks known to the editor, with toggle-boxes to "
|
||
"enable them.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[music]'</italic> tags to the scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
#, fuzzy
|
||
#| msgid "Using Add-ons"
|
||
msgid "Change Add-on ID"
|
||
msgstr "Add-ons gebruiken"
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:325
|
||
msgid ""
|
||
"Allows changing the ID of an add-on, which is the name of the folder it’s "
|
||
"in. This will only rename that folder and update any references to it in the "
|
||
"_main.cfg file. Any other place will need to be updated manually."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:335
|
||
msgid ""
|
||
"Allows setting up an add-on’s _server.pbl file, which is required for "
|
||
"publishing an add-on to the add-ons server for other players to download. "
|
||
"The Validate button will check whether all required fields have valid values."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr "Kaart/Scenario Editor"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:344
|
||
msgid ""
|
||
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario as well as initializing an add-"
|
||
"on which can be used to distribute the scenarios you create.\n"
|
||
"\n"
|
||
"The editor can be launched from the <italic>text='Map Editor'</italic> "
|
||
"option at the title screen.\n"
|
||
"\n"
|
||
"<header>text='Editing Modes'</header>\n"
|
||
"\n"
|
||
"The editor features two modes of operation: terrain mode and scenario mode.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
|
||
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
|
||
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
|
||
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
|
||
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
|
||
"setting the leaders’ <ref>dst='editor_tool_starting' text='starting "
|
||
"locations'</ref>.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
|
||
"addition to the tools available in terrain mode, adds support for adding "
|
||
"<ref>dst='editor_tool_label' text='labels'</ref>, "
|
||
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
|
||
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
|
||
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
|
||
"at the start of the scenario. There’s also a <ref>dst='editor_playlist' "
|
||
"text='playlist manager'</ref> for the music."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:356
|
||
msgid ""
|
||
"In either mode, you will be prompted to choose an add-on to use for the "
|
||
"scenarios you create. This can be an existing add-on or a brand new add-on. "
|
||
"If you choose to use a brand new add-on, then the add-on will have all the "
|
||
"required files and folders automatically created as well as a default ID "
|
||
"assigned. Unless you are editing an already existing map file, using "
|
||
"scenario mode is required in order for your maps to be selectable during "
|
||
"game creation."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:358
|
||
msgid ""
|
||
"<header>text='What you do *not* get'</header>\n"
|
||
"\n"
|
||
"• Exactly the same map rendering as in-game\n"
|
||
"\n"
|
||
"The map won’t look exactly the same in the game as it does in the editor, "
|
||
"because this depends on the terrain rules. For example, when many mountain "
|
||
"hexes are clustered together the terrain rules will try to combine them into "
|
||
"mountain ranges and large graphics spanning multiple hexes.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"\n"
|
||
"The editor is not a tool to help you scripting the scenario’s event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"\n"
|
||
"The editor can load most maps from older versions of Wesnoth, but not all. "
|
||
"Maps from 1.3.2 and later will normally be supported, unless they use "
|
||
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
|
||
"have their own terrains will need that add-on to tell the editor about their "
|
||
"terrains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:378
|
||
msgid ""
|
||
"The terrain editor’s functionality is similar to a simple paint "
|
||
"application.\n"
|
||
"\n"
|
||
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
|
||
"toolkit (see the pages for each tool), tool options, and "
|
||
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
|
||
"\n"
|
||
"When saved using “Save Map As” and saving to the default directory, the "
|
||
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
|
||
"“Create Game” dialog."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:390
|
||
msgid ""
|
||
"The scenario editor mode adds support for some map-related WML features, "
|
||
"such as areas and scenery items. Most scenarios will still require "
|
||
"additional WML to be written using a different tool; the scenario editor "
|
||
"does not support scripting the scenario’s events."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:392
|
||
msgid ""
|
||
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
|
||
"\n"
|
||
"You can check which mode the editor is in by looking at the menu bar.\n"
|
||
"\n"
|
||
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
|
||
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:399
|
||
msgid ""
|
||
"<header>text='Entering scenario mode'</header>\n"
|
||
"\n"
|
||
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
|
||
"menu.\n"
|
||
"\n"
|
||
"If you’re already editing a map in terrain mode, use “Save Scenario As” from "
|
||
"the “File” menu; this will switch to scenario mode.\n"
|
||
"\n"
|
||
"To load a map that was created in the scenario editor, use “Load Map” from "
|
||
"the “File” menu, and select the .cfg file (not a .map file)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:407
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves one file when in terrain mode (a .map) or two files "
|
||
"when in scenario mode (both a .map and a .cfg).\n"
|
||
"\n"
|
||
"Loading a .cfg file has different results depending on the contents of the ."
|
||
"cfg file. For .cfg files that were created by the scenario editor, it will "
|
||
"open the .cfg in the scenario editor. However, for .cfg files that cannot be "
|
||
"opened by the scenario editor, the editor will attempt to find the "
|
||
"scenario's map data and open the corresponding .map file in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector. It is recommended "
|
||
"in those cases to simply load the .map file directly instead."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:420
|
||
msgid ""
|
||
"When loading a .cfg file, the scenario editor understands files created by "
|
||
"the scenario editor, but is likely to have difficulty with files that have "
|
||
"been edited by hand.\n"
|
||
"\n"
|
||
"One option is to create a separate WML file, also with the .cfg extension, "
|
||
"which uses the WML preprocessor to include the editor-created file. This "
|
||
"separate file contains both the [scenario] tag and any hand-edited WML such "
|
||
"as events. With this workflow, the add-on’s file structure could look like "
|
||
"this:\n"
|
||
"\n"
|
||
"<header>text='Example'</header>\n"
|
||
"If your add-on will only be used on 1.18 and later, it is instead "
|
||
"recommended to use the new include_file attribute to load a .cfg file "
|
||
"containing additional WML into the scenario.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
"which makes “map_file” search the “maps” directory\n"
|
||
"• maps/first.map\n"
|
||
" ◦ this is the .map file created by the scenario editor when saving in "
|
||
"scenario mode\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ this is the .cfg file containing everything that the scenario editor "
|
||
"doesn't understand\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
|
||
"map file\n"
|
||
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
|
||
"the additional cfg file"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr "Editor Laag Gebruik"
|
||
|
||
#. [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 ""
|
||
"Lagen kunnen toegepast worden op een standaard kaart voor hergebruik in "
|
||
"scenarios die zich op dezelfde locatie afspelen."
|
||
|
||
#. [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 "Tijdschema Editor"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:453
|
||
msgid ""
|
||
"This button at the top-right of the screen accesses the time-of-day preview "
|
||
"and the schedule editor.\n"
|
||
"\n"
|
||
"In terrain mode, this displays the map as it will be recolored at different "
|
||
"times of day.\n"
|
||
"\n"
|
||
"In scenario mode, the button accesses an editor for individual schedules for "
|
||
"<ref>dst='editor_named_area' text='time areas'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:464
|
||
msgid "Editor Palette"
|
||
msgstr "Editor Kleur"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:466
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units. When using the Starting Locations Tool, the palette changes "
|
||
"to a list of “Player 1”, “Player 2”, etc.\n"
|
||
"\n"
|
||
"<bold>text='Filter'</bold>\n"
|
||
"\n"
|
||
"There is a filter function to show only a subset of the available items — "
|
||
"this is the leftmost of the four buttons at the top of the palette, and the "
|
||
"graphic changes depending on what is selected. Examples:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr "Toon alle soorten terreinen"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr "Toon alleen water terreinen"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr "Toon alleen dorpen"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr "Wesnoth Kaart Format"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:488
|
||
msgid ""
|
||
"<header>text='Native'</header>\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"only non-terrain information provided by the map syntax is the set of "
|
||
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
|
||
"Locations Tool'</ref>. The files can be edited with a general purpose text "
|
||
"editor like notepad.\n"
|
||
"\n"
|
||
"These files can be used directly for multiplayer games, the number of "
|
||
"players is automatically determined by the number of starting positions. "
|
||
"When saved in the default directory, the map can be found in the “Custom "
|
||
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
|
||
"refresh the cache (press F5 on the title screen) before a newly-created map "
|
||
"appears.\n"
|
||
"\n"
|
||
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
|
||
"providing additional information such as teams, custom events, and complex "
|
||
"side setups. The .cfg file loads the map file with either of:\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
|
||
"1.14'</italic>\n"
|
||
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
|
||
"include'</italic>\n"
|
||
"\n"
|
||
"The <italic>text='map_file'</italic> method is preferred over using a "
|
||
"preprocessor include."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:501
|
||
msgid ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"The map data can stored as part of a scenario’s .cfg file, directly in the "
|
||
"<italic>text='map_data'</italic> attribute. In other words, in the place "
|
||
"that the preprocessor would include it when using the preprocessor-include "
|
||
"method.\n"
|
||
"\n"
|
||
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
|
||
"\n"
|
||
"If you are editing the map and not using the Scenario Mode support, then "
|
||
"it’s trivial to move the data to a native map file before opening it in the "
|
||
"editor. This conversion is recommended — the editor supports editing the "
|
||
"content of map_data while leaving everything else in the file untouched, but "
|
||
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:509
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
|
||
"map data as a separate .map file. The scenario then references the .map file "
|
||
"via map_file. When loading a .cfg file, the scenario editor understands "
|
||
"files created by the scenario editor itself, but is likely to have "
|
||
"difficulty with files that have been edited by hand; problems can be avoided "
|
||
"by <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
|
||
"ref> for the hand-edited parts."
|
||
msgstr ""
|
||
|
||
#. [editor_times]: id=deep_underground
|
||
#. [time]: id=deep_underground
|
||
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
|
||
msgid "Deep Underground"
|
||
msgstr "Diep Ondergronds"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr "Binnen"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Encyclopedie"
|
||
|
||
#. [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='Kalender'</ref>\n"
|
||
"<ref>dst='..geography' text='Geografie'</ref>"
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr "Kalender"
|
||
|
||
#. [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 ""
|
||
"Ieder jaar in de kalender van Wesnoth bestaat uit 12 maanden. Dit zijn, "
|
||
"opeenvolgend:\n"
|
||
"\n"
|
||
"Witvuur\n"
|
||
"Bloedmaan\n"
|
||
"Strooizaad\n"
|
||
"Diepwortel\n"
|
||
"Waarzeggers Bloem\n"
|
||
"Doornster\n"
|
||
"Hoogster\n"
|
||
"Brandvuur\n"
|
||
"Doodzaad\n"
|
||
"Oogstmaan\n"
|
||
"IJsbloem\n"
|
||
"Zwartvuur\n"
|
||
"\n"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Geografie"
|
||
|
||
#. [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 ""
|
||
"Een rivier die ontspringt in de <ref>dst='heart_mountains' "
|
||
"text='Hartbergen'</ref> en oostwaarts stroomt richting de Listra."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great River"
|
||
msgstr "Grote Rivier"
|
||
|
||
#. [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 ""
|
||
"De Grote Rivier vormt de grens tussen het <ref>dst='kingdom_wesnoth' "
|
||
"text='Koninkrijk van Wesnoth'</ref> en de <ref>dst='northlands' "
|
||
"text='Noordelijke Landen'</ref>. De Grote Rivier mondt uit in de "
|
||
"<ref>dst='great_ocean' text='oceaan'</ref> bij <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 "Grote Oceaan"
|
||
|
||
#. [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 ""
|
||
"Ligt ten westen van het <ref>dst='great_continent' text='Grote Continent'</"
|
||
"ref> en alle rivieren stromen hierheen. Aan het andere uiteinde ten westen "
|
||
"van de Grote Oceaan ligt een gigantische eilandengroep genaamd "
|
||
"<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 ""
|
||
"Een eilandengroep, licht ergens in de <ref>dst='great_ocean' text='Grote "
|
||
"Oceaan'</ref> ten oosten van het <ref>dst='green_isle' text='Groene Eiland'</"
|
||
"ref> en ten westen van het <ref>dst=great_continent text='Grote Continent'</"
|
||
"ref>.\n"
|
||
"Het wordt bewoond door <ref>dst='..race_drake' text='Draken'</ref>.\n"
|
||
"Het grootste eiland van de eilandengroep heeft ook de naam '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 "Groene Eiland"
|
||
|
||
#. [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 ""
|
||
"Een redelijk groot eiland gelegen in de <ref>dst='great_ocean' text='Grote "
|
||
"Oceaan'</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 "Oude 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 ""
|
||
"Ligt ten westen van <ref>dst='morogor' text='Morogor'</ref> aan de andere "
|
||
"kant van de <ref>dst='great_ocean' text='Grote Oceaan'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:91
|
||
msgid "Great Continent"
|
||
msgstr "Grote 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 ""
|
||
"Het continent waarop het <ref>dst='kingdom_wesnoth' text='Koninkrijk van "
|
||
"Wesnoth'</ref> is gevestigd. De westkust is omringd door de "
|
||
"<ref>dst='great_ocean' text='Grote Oceaan'</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 ""
|
||
"De naam van de wereld waarin het <ref>dst='kingdom_wesnoth' text='Koninkrijk "
|
||
"van Wesnoth'</ref> gelegen is wordt 'Irdya' genoemd. Deze term wordt echter "
|
||
"slechts zelden gebruikt in het tijdperk van de hoofdkaart. Mensen zeggen "
|
||
"meestal \"de wereld\" of, poëtischer, \"de wijde, groene wereld\"."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:103
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Koninkrijk van 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 ""
|
||
"Het Koninkrijk van Wesnoth is gelegen in het noordelijke, centrale deel van "
|
||
"het <ref>dst='great_continent' text='Grote Continent'</ref>. De meeste "
|
||
"hoofdcampagnes spelen zich hier af. Op de kaart wordt het ingesloten door de "
|
||
"<ref>dst='great_river' text='Grote Rivier'</ref> in het noorden, de kust van "
|
||
"de <ref>dst='great_ocean' text='oceaan'</ref> in het westen, het Aethenwoud "
|
||
"in het <ref>dst='southwest_elven_lands' text='zuidwesten'</ref> an het "
|
||
"Verbitterd Moeras in het zuidoosten (rechts onderaan op de hoofdkaart).\n"
|
||
"\n"
|
||
"Over de Aethen Rivier, ten zuiden van Fort Tahn, bevindt zich een "
|
||
"Wesnothiaanse grensstreek. Die is afgebakend door dennenwouden in het zuiden "
|
||
"(buiten de kaart) waarvan het Aethenwoud als de noordelijkste uitloper "
|
||
"beschouwd kan worden.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke steden:'</header>\n"
|
||
" • Weldyn: De hoofdstad van Wesnoth.\n"
|
||
" • Aldril: Stad gelegen aan de Parelbaai.\n"
|
||
" • Zwartwater Havenstad: Stad ten zuiden van de Parelbaai.\n"
|
||
" • Carcyn: Gelegen tussen de Grijze Wouden en de Grote Rivier.\n"
|
||
" • Dan'Tonk: De grootste stad van Wesnoth, gelegen in het midden van het "
|
||
"land, net ten noordwesten van Weldyn.\n"
|
||
" • Soradoc: De noordelijkste grenspost van Wesnoth, beheerst de "
|
||
"samenvloeiing van de Weldyn Rivier and the Grote Rivier.\n"
|
||
" • Fort Tahn: De zuidelijkste grenspost, beheerst de noord-zuid weg die "
|
||
"de Aethen Rivier kruist.\n"
|
||
" • Tath: Belangrijke vesting ten noorden van Dan'Tonk, beheerst de "
|
||
"wildernis rond het oosten van de Bruine Heuvels en ten noorden van de "
|
||
"Oversteek bij Abez.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke herkenningspunten:'</header>\n"
|
||
" • Griffioenen Berg: Thuishaven van de legendarische griffioenen\n"
|
||
" • Oversteek bij Abez: Ondiep deel van de Grote Rivier, wordt meestal "
|
||
"gecontroleerd door troepen van Wesnoth.\n"
|
||
" • Weldyn Rivier: Een zijrivier van de Grote Rivier die zuidwaarts "
|
||
"stroomt.\n"
|
||
" • Grote Centrale Vlakte: Gebied ingesloten door Weldyn, Dan'Tonk en Fort "
|
||
"Tahn. Deze vlakte is Wesnoths centrum, hier wonen de meeste inwoners.\n"
|
||
" • Dulatus Heuvels: Deze golvende heuvels die de Grote Centrale Vlakte "
|
||
"begrenzen huisvesten een groot deel van Wesnoths vee en landbouw.\n"
|
||
" • Bruine Heuvels: Woestenij rond de Griffioenberg die dun bevolkt is en "
|
||
"soms erg gevaarlijk.\n"
|
||
" • Paardenvlaktes: Streek van golvende vlaktes ten zuiden van de Grote "
|
||
"Rivier, begrensd door het Bos van Glyn in het westen en de Weldyn Rivier in "
|
||
"het oosten; de zuidelijke grens gaat over in de Grote Centrale Vlakte. Het "
|
||
"thuis van de sterke Clans; de beste paarden van Wesnoth worden hier gefokt.\n"
|
||
" • Estmark Bergen: Groot gebergte ten zuiden van de Grote Rivier en ten "
|
||
"oosten van de Weldynrivier. Het noordelijkste deel, naast de Weldynrivier, "
|
||
"is vaak bezet geweest door inwoners van Wesnoth, maar de invloed van het "
|
||
"Koninkrijk is zwak en misdaad is er normaal geworden.\n"
|
||
" • Bos van Glyn: Soms het Koninklijke Bos genoemd, naar een van Haldric "
|
||
"II's zonen.\n"
|
||
" • Grijze Wouden: Grote wouden in het hart van de wildernis in Wesnoth, "
|
||
"gelegen tussen Carcyn en Aldril en er wordt aangenomen dat het er spookt."
|
||
|
||
#. [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 is soms een provincie van <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, soms een onafhankelijk land, en soms een bondgenoot "
|
||
"van Wesnoth. De grenzen van Elensefar zijn de <ref>dst='great_river' "
|
||
"text='Grote Rivier'</ref> in het noorden, een vaag getrokken grens met "
|
||
"Wesnoth in het oosten, de Parelbaai in het zuiden en de "
|
||
"<ref>dst='great_ocean' text='oceaan'</ref> in het westen. Meer informatie "
|
||
"kan gevonden worden in de historische verhalen over Wesnoth.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke steden:'</header>\n"
|
||
" • Elensefar: De hoofdstad, gelegen op een eiland in de "
|
||
"<ref>dst='great_river' text='Grote Rivier'</ref>-delta.\n"
|
||
" • Carcyn: Stad op de grens tussen Wesnoth en Elensefar, het eigendom van "
|
||
"deze stad is omstreden.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke herkenningspunten:'</header>\n"
|
||
" • <ref>dst='great_river' text='Grote Rivier'</ref>: Deze is zeer breed "
|
||
"op deze plaats, enkel schepen kunnen hier oversteken."
|
||
|
||
#. [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 "Noordelijke Landen"
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:157
|
||
msgid ""
|
||
"The Northlands are filled with unstable clans in endless conflict. It is an "
|
||
"unlawful and perilous place plagued by its cold, icy terrain and constant "
|
||
"war. Various groups of orcs, dwarves, men, gryphons, ogres, and even elves "
|
||
"fight over the region. The northern and eastern borders of the Northlands "
|
||
"are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
|
||
"\n"
|
||
"Yet despite the sheer wilderness above the Northlands, the subterranean "
|
||
"Dwarvish Kingdoms of Knalga and Kal Kartha are exceptions to their chaotic "
|
||
"surroundings, providing both heat and protection to their people. While they "
|
||
"may often be in conflict with orcs and trolls, the heart of Dwarvish "
|
||
"territory is considered relatively safe in comparison."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:163
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An Orcish tribal capital.\n"
|
||
" • Wesmere: The location of the Ka’lian — the Elvish Council\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of <ref>dst='elensefar' "
|
||
"text='Elensefar'</ref>, where these villages were located, was named the "
|
||
"Annuvin province by men but was known by the elves as Wesmere."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:170
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "There is no government of the Northlands. Various groups of orcs, "
|
||
#| "dwarves, barbarian men and even elves populate the region. The northern "
|
||
#| "and eastern borders are not defined, the southern border is the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
|
||
#| "is the <ref>dst='great_ocean' text='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 ""
|
||
"Er is geen regering in de Noordelijke Landen. Verscheidene bendes Orks, "
|
||
"Dwergen, barbaarse Mensen en zelfs Elfen wonen in de streek. De noordelijke "
|
||
"en oostelijke grenzen liggen niet vast, de zuidelijke grens is de "
|
||
"<ref>dst='great_river' text='Grote Rivier'</ref>, en de westelijke grens is "
|
||
"de <ref>dst='great_ocean' text='oceaan'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke steden:'</header>\n"
|
||
" • Glamdrol: Een plaatselijke Orkse hoofdstad\n"
|
||
" • Wesmere: De locatie van Ka'lian - de Raad der Elfen\n"
|
||
" • Dwergse Poorten: Een gemengde Mensen- en Dwergenstad in het Knalga-"
|
||
"gebied in de zuidelijke Hartbergen. Een groot handelscentrum.\n"
|
||
" • Dallben en Delwyn: Mensensteden die oorspronkelijk gebouwd werden door "
|
||
"kolonisten die de Grote Rivier hadden overgestoken tijdens de Gouden Tijd "
|
||
"van de uitbreiding van Wesnoth. Momenteel verlaten. Het beboste gebied ten "
|
||
"noordoosten van Elensefar, waar de steden zich bevonden, werd door de mensen "
|
||
"de Annuvin provincie genoemd, maar was bij de elfen bekend onder de naam "
|
||
"Wesmere.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke herkenningspunten:'</header>\n"
|
||
" • Hartbergen: Een nagenoeg ondoordringbare barrière tussen het "
|
||
"rivierland en de Noordelijke Vlakten.\n"
|
||
" • Hartkaken: De bijzonder grimmige reeks hoge bergtoppen ten zuidwesten "
|
||
"van het Vrugmeer en ten noorden van het Bos van Wesmere. Het meest "
|
||
"onherbergzame en gevaarlijke deel van de Hartbergen; enkel kluizenaars, "
|
||
"gekken en magiërs leven er.\n"
|
||
" • Moeras van Angst: Een zeer groot moeras gelegen tussen de Hartbergen "
|
||
"en de Grote Rivier. Een beruchte, gevaarlijke plaats.\n"
|
||
" • Vrugmeer: Een groot bergmeer waarvan de rivier de enige weg door de "
|
||
"Noordelijke bergen bepaalt.\n"
|
||
" • Arkan-thoria: De rivier die uit het Vrugmeer komt. Dit is de "
|
||
"Elfennaam, mensen noemen hem Langlier.\n"
|
||
" • Listra Rivier: De zuidelijke zijrivier van de Grote Rivier waarin de "
|
||
"Arkan-thoria uitmondt.\n"
|
||
" • Lintanir Woud: Het zuidelijkste deel van het Grote Noordelijke Woud, "
|
||
"een gigantisch groot woud waarvan de oostelijke en noordelijke grenzen enkel "
|
||
"door de Elfen gekend zijn. Hun hoofdstad, Elensiria, is slechts zelden "
|
||
"bezocht door mensen.\n"
|
||
" • Grote Rivier: De oorsprong van de rivier bevindt zich ergens in het "
|
||
"oosten van de Noordelijke Landen."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:183
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Zuidwestelijke Elfse Gebieden"
|
||
|
||
#. [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 ""
|
||
"De Bos Elfen zijn gescheiden van de noordelijke elfen en hebben enkel af en "
|
||
"toe contact met hen en de meeste andere landen. De grenzen van het gebied "
|
||
"zijn de <ref>dst='great_ocean' text='oceaan'</ref> in het westen, de Zwarte "
|
||
"Rivier in het zuiden en zuidwesten, het Koninkrijk van Wesnoth in het "
|
||
"noorden en de Kerlath provincie in het oosten.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke steden:'</header>\n"
|
||
" • Geen bekend \n"
|
||
"\n"
|
||
"<header>text='Belangrijke herkenningspunten:'</header>\n"
|
||
" • Aethenwoud: Het grootste zuidelijke bos, het strekt zich tot ver in "
|
||
"het zuidwesten uit - veel verder dan in kaart gebracht is - en het is de "
|
||
"thuis van de <ref>dst='..race_elf' text='Elfen'</ref>. De Elfen maken geen "
|
||
"onderscheid maar het zuidelijke deel van het woud wordt Zuidwoud genoemd "
|
||
"door inwoners van Kerlath.\n"
|
||
" • Zwarte Bos: Een eeuwenoud bos waarover weinig bekend is, lang geleden "
|
||
"verlaten door de Elfen."
|
||
|
||
#. [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 ""
|
||
"De Bos Elfen zijn gescheiden van de noordelijke elfen en hebben enkel af en "
|
||
"toe contact met hen en de meeste andere landen. De grenzen van het gebied "
|
||
"zijn de <ref>dst='great_ocean' text='oceaan'</ref> in het westen, de Zwarte "
|
||
"Rivier in het zuiden en zuidwesten, het Koninkrijk van Wesnoth in het "
|
||
"noorden en de Kerlath provincie in het oosten.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke steden:'</header>\n"
|
||
" • Geen bekend \n"
|
||
"\n"
|
||
"<header>text='Belangrijke herkenningspunten:'</header>\n"
|
||
" • Aethenwoud: Het grootste zuidelijke bos, het strekt zich tot ver in "
|
||
"het zuidwesten uit - veel verder dan in kaart gebracht is - en het is de "
|
||
"thuis van de <ref>dst='..race_elf' text='Elfen'</ref>. De Elfen maken geen "
|
||
"onderscheid maar het zuidelijke deel van het woud wordt Zuidwoud genoemd "
|
||
"door inwoners van Kerlath.\n"
|
||
" • Zwarte Bos: Een eeuwenoud bos waarover weinig bekend is, lang geleden "
|
||
"verlaten door de Elfen."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:194
|
||
msgid "Heart Mountains"
|
||
msgstr "Hartbergen"
|
||
|
||
#. [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 "Verre Noorden"
|
||
|
||
#. [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 ""
|
||
"Koud, wreed en ontoegankelijk. Het Verre Noorden is het voorouderlijke thuis "
|
||
"van de Orkse Clans. Het ligt ten noorden van de <ref>dst='heart_mountains' "
|
||
"text='Hartbergen'</ref>, die door de Orks Haggid-Dargor genoemd wordt en "
|
||
"opgeëist wordt als hun eigendom. Aan de oostkant liggen de Onafhankelijke "
|
||
"Stammen van de Wilde Steppe, zij worden niet geregeerd door de Orkse Clans "
|
||
"maar zijn, in plaats daarvan, bevriend met Menselijke barbaren en conastant "
|
||
"in gevecht met de Hoge Elfen van de Noordelijke Vlakten (bekend als "
|
||
"Noordelijke Elfen onder de Mensen). De Hoge Elfen zelf zijn oostelijker "
|
||
"gevestigd waar ze volgens geruchten over een machtig koninkrijk heersen.\n"
|
||
"\n"
|
||
"<header>text='Belangrijke steden:'</header>\n"
|
||
" • Barag Gor, de thuisstad van de Orkse Raad\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz\n"
|
||
" • Dorest, de meest noordelijke Mensenstad\n"
|
||
"\n"
|
||
"<header>text='Belangrijke herkenningspunten:'</header>\n"
|
||
" • Zwarte Moerassen\n"
|
||
" • Bergen van Dorth\n"
|
||
" • Bergen van Haag\n"
|
||
" • Groene Woud\n"
|
||
" • Stille Bos\n"
|
||
" • Bos van Thelien\n"
|
||
" • Oumph Rivier\n"
|
||
" • Bork Rivier\n"
|
||
" • Bevroren Wildernis\n"
|
||
" • Dorre Vlakten"
|
||
|
||
#. [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 "Verre Noorden"
|
||
|
||
#. [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 "Tijd van de Dag Schema"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Introductie"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Gameplay"
|
||
|
||
#. #-#-#-#-# 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 "Karaktereigenschappen"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Eenheden"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Vaardigheden"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Wapenspecialiteiten"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:127
|
||
msgid "Eras"
|
||
msgstr "Tijdperken"
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:70 data/core/help.cfg:554
|
||
msgid "Terrains"
|
||
msgstr "Terrein"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:607
|
||
msgid "Add-ons"
|
||
msgstr "Add-ons"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:680
|
||
msgid "Commands"
|
||
msgstr "Opdrachten"
|
||
|
||
#. [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='De Strijd om Wesnoth'</italic> is een op beurten gebaseerd "
|
||
"fantasie strategiespel en enigszins ongewoon onder de moderne "
|
||
"strategiespellen. Terwijl andere spellen streven naar complexiteit, streeft "
|
||
"<italic>text='Strijd om Wesnoth'</italic> voor eenvoud van zowel de regels "
|
||
"als de gameplay. Dit maakt het spel niet eenvoudig, daarentegen — van deze "
|
||
"simpele regels ontstaat een rijkdom aan strategie, waardoor het spel "
|
||
"makkelijk te leren is maar een uitdaging om onder de knie te krijgen.\n"
|
||
"\n"
|
||
"De volgende pagina's leggen alles uit wat je nodig hebt om Wesnoth te "
|
||
"spelen. Terwijl je speelt, wordt nieuwe informatie toegevoegd aan de "
|
||
"verschillende categorieën wanneer je nieuwe aspecten van het spel tegenkomt. "
|
||
"Voor meer gedetailleerde informatie over speciale situaties en "
|
||
"uitzonderingen, klik je op de links."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "Over het Spel"
|
||
|
||
#. [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 ""
|
||
"Het spel vindt plaats op een op 'zeshoekige tegel'-gebaseerd speelveld, waar "
|
||
"je eenheden strijden tegen eenheden die bestuurd worden door de computer, "
|
||
"vrienden die om beurten speen op dezelfde computer (hotseat), andere spelers "
|
||
"op hetzelfde netwerk, of spelers van over de hele wereld in multiplayer "
|
||
"modus.\n"
|
||
"\n"
|
||
"Elk van deze gevechten wordt een <italic>text='scenario'</italic> genoemd, "
|
||
"die achter elkaar gevoegd kunnen worden om een <italic>text='veldtocht'</"
|
||
"italic> te maken. Naast de veldtochten die inbegrepen zijn, heeft Wesnoth "
|
||
"veel inhoud dat door gebruikers is gemaakt (User Made Content, UMC), en de "
|
||
"add-on server barst van honderden kaarten, veldtochten, tijdperken, facties "
|
||
"en bronnen.\n"
|
||
"\n"
|
||
"Het spel kenmerkt zich ook om de leesbare opmaaktaal genaamd Wesnoth Markup "
|
||
"Language (WML) om gebruikers makkelijk hun eigen inhoud te laten maken. "
|
||
"Daarnaast beschikt Wesnoth ook over een volledig uitgeruste Kaart en "
|
||
"Scenario Editor om zelf gemaakte slagvelden te creëren.\n"
|
||
"\n"
|
||
"Het <italic>text='Strijd om Wesnoth'</italic> project is begonnen in 2003, "
|
||
"en sindsdien is er door veel vrijwilligers aan gewerkt."
|
||
|
||
#. [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 ""
|
||
"Dit gedeelte bevat een lijst van alle eenheden die je hebt ontdekt terwijl "
|
||
"je de wereld van Wesnoth verkent. Wanneer je een nieuwe eenheid ziet tijdens "
|
||
"een veldtocht of een multiplayer scenario zal deze worden toegevoegd aan het "
|
||
"juiste ras; vervolgens kun je de pagina zo vaak bezoeken als je wilt. Een "
|
||
"pagina van een eenheid geeft informatie zoals een beschrijving, "
|
||
"statistieken, aanvallen, weerstanden, en verplaatsing en "
|
||
"verdedigingswaarden.\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 ""
|
||
"Een factie is een verzameling van eenheden en leiders. Facties worden "
|
||
"toegewezen aan spelers in een multiplayer spel.\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 ""
|
||
"Een tijdperk is een verzameling facties, met de bedoeling om tegen elkaar te "
|
||
"strijden. Naast de hoofdlijn tijdperken die in het spel zijn inbegrepen, "
|
||
"zijn er veel facties beschikbaar als add-ons.\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 ""
|
||
"Bepaalde eenheden hebben vaardigheden die rechtstreeks andere eenheden "
|
||
"beïnvloeden of een effect hebben op hoe de eenheid met andere eenheden "
|
||
"omgaat. Deze vaardigheden zullen hier opgesomd worden wanneer je ze "
|
||
"tegenkomt. Iedere pagina geeft een beschrijving van wat de vaardigheid doet "
|
||
"en welke (momenteel ontdekte) eenheden over de vaardigheid beschikken.\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 ""
|
||
"Sommige wapens hebben speciale kenmerken die de effectiviteit vergroten "
|
||
"wanneer je ermee aanvalt. Wanneer je een nieuwe wapenspecialiteit tegenkomt "
|
||
"tijdens een veldtocht of multiplayer scenario wordt deze toegevoegd aan deze "
|
||
"lijst; je kan de pagina vervolgens zo vaak bekijken als je wilt. Iedere "
|
||
"pagina geeft een beschrijving van wat de wapenspecialiteit doet en welke "
|
||
"(momenteel ontdekte) eenheden deze wapenspecialiteit tot hun beschikking "
|
||
"hebben.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "Onbekende Eenheid"
|
||
|
||
#. [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"
|
||
"Deze eenheid is op dit moment onbekend. Je zult het tijdens het spel moeten "
|
||
"ontdekken voordat je de beschrijving kan zien."
|
||
|
||
#. [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 bestaat uit een aantal gevechten, genaamd "
|
||
"<italic>text='scenario\\'s'</italic>, waarin je troepen tegenover één of "
|
||
"meerdere tegenstanders geplaatst worden. Meerdere opeenvolgende scenario's, "
|
||
"die een verhaal vertellen, vormen een <italic>text='veldtocht'</italic>. In "
|
||
"een veldtocht moet je vaak voorzichtig spelen, je beste eenheden kun je "
|
||
"nodig hebben in latere scenario's.\n"
|
||
"\n"
|
||
"Nadat je de basis onder de knie hebt, kun je een beginnersveldtocht proberen "
|
||
"zoals <italic>text='De Kroonprins'</italic> of <italic>text='De Zuidelijke "
|
||
"Wacht'</italic>. Een volledige lijst met veldtochten is te vinden via de "
|
||
"<bold>text='Veldtocht'</bold> optie in het hoofdmenu. Omdat Wesnoth redelijk "
|
||
"lastig kan zijn is het misschien slim om op een makkelijk niveau te beginnen "
|
||
"voordat je een moeilijker niveau probeert.\n"
|
||
"\n"
|
||
"Veldtochten zijn gegroepeerd per <italic>text='niveau'</italic> en "
|
||
"<italic>text='moeilijkheidsgraad'</italic>. Bijvoorbeeld <italic>text='De "
|
||
"Kroonprins'</italic> is 'Beginners' niveau en is te spelen in drie "
|
||
"moeilijkheidsgraden: 'Beginner', 'Normaal' en 'Uitdagend'. Het niveau van "
|
||
"een veldtocht geeft aan in hoeverre je bekend moet zijn met spelmechanismen "
|
||
"(zoals <ref>dst='movement' text='Controlegebied'</ref> en "
|
||
"<ref>dst='time_of_day' text='tijd van de dag'</ref>). De moeilijkheidsgraad "
|
||
"geeft aan hoe uitdagend de scenario's zullen zijn voor een ervaren speler: "
|
||
"bij een hogere moeilijkheidsgraad, zullen de overwinningen moeilijker te "
|
||
"behalen zijn en meer inzichten vereisen."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Grondbeginselen van Gameplay'</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 ""
|
||
"Door tijdens het spel met de muis over de zijbalk aan de rechterkant van het "
|
||
"scherm te bewegen krijg je voor veel van de onderdelen een korte "
|
||
"beschrijving. Dit is bijvoorbeeld erg handig wanneer je een bepaalde "
|
||
"<ref>dst='..abilities_section' text='vaardigheid'</ref> voor het eerst "
|
||
"tegenkomt."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Winnen en Verliezen"
|
||
|
||
#. [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"
|
||
"Wanneer je een scenario wint zal de kaart grijs worden en de knop "
|
||
"<bold>text='Einde beurt'</bold> veranderen in <bold>text='Einde scenario'</"
|
||
"bold>. Je kunt nu dingen doen zoals je opslagopties veranderen of (als je in "
|
||
"multiplayer speelt) chatten met andere spelers voordat je de knop indrukt om "
|
||
"verder te gaan."
|
||
|
||
#. [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 ""
|
||
"Geef aandacht aan de <bold>text='Doelstellingen'</bold> bij het begin van "
|
||
"elk scenario. Meestal bereik je een overwinning door alle vijandige leiders "
|
||
"te doden en wordt je enkel verslagen als je leider wordt gedood. Maar "
|
||
"scenario's kunnen andere doelstellingen hebben - je leider bij een bepaald "
|
||
"punt krijgen, iemand redden, een puzzel oplossen of een bepaald aantal "
|
||
"beurten stand houden."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Rekruteren en Oproepen"
|
||
|
||
#. [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"
|
||
"Als je met rechter muisknop op een kasteelvakje klikt en vervolgens op "
|
||
"rekruteren, dan wordt de nieuwe eenheid op dat vakje geplaatst. Anders wordt "
|
||
"de eenheid ergens in het kasteel op een leeg vakje in de buurt van de donjon "
|
||
"gezet. Je kunt eenheden rekruteren zolang er vrije kasteelvakjes zijn en "
|
||
"zolang je genoeg goud hebt."
|
||
|
||
#. [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 ""
|
||
"Elke kant begint met een leider in het kasteel. Aan het begin van iedere "
|
||
"strijd, en soms in het verloop ervan, zal je <ref>dst='..units' "
|
||
"text='eenheden'</ref> moeten rekruteren voor je leger. Om te rekruteren moet "
|
||
"je je leider (bijvoorbeeld Konrad in <italic>text='De Kroonprins'</italic> "
|
||
"veldtocht) op de donjon van je <ref>dst='..terrain_castle' text='kasteel'</"
|
||
"ref>plaatsen. Vervolgens kun je rekruteren door <bold>text='Rekruteer'</"
|
||
"bold> te kiezen in het menu of met rechter muisknop op een leeg kasteelvak "
|
||
"te klikken en hier <bold>text='Rekruteer'</bold> te selecteren. Vervolgens "
|
||
"krijg je een rekruten menu te zien, waarin alle eenheden te zien zijn die je "
|
||
"kan rekruteren, samen met het aantal goudstukken dat ze kosten. Klik op een "
|
||
"eenheid om de statistieken te bekijken en druk op <bold>text='Rekruteer'</"
|
||
"bold> om de eenheid te rekruteren."
|
||
|
||
#. [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"
|
||
"Gerekruteerde eenheden hebben twee willekeurig gekozen <ref>dst='.."
|
||
"traits_section' text='Karaktereigenschappen'</ref> die hun statistieken "
|
||
"beïnvloeden."
|
||
|
||
#. [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"
|
||
"In latere scenario's kun je overlevende eenheden Oproepen van eerdere "
|
||
"gevechten. Oproepen kost standaard 20 goudstukken en laat een lijst zien van "
|
||
"alle eenheden uit voorgaande scenario's."
|
||
|
||
#. [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"
|
||
"Eenheden kosten niet alleen geld om te Rekruteren of Op te roepen, maar ook "
|
||
"op te onderhouden. Zie <ref>dst='income_and_upkeep' text='inkomen en "
|
||
"onderhoud'</ref> voor meer informatie."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Inkomen en Onderhoud"
|
||
|
||
#. [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"
|
||
"Inkomen is eenvoudig. Je hebt een basisinkomen van 2 goudstukken per beurt. "
|
||
"Voor elk dorp dat in je bezit is, ontvang je nog eens een goudstuk. Dus als "
|
||
"je tien dorpen hebt, ontvang je 12 goudstukken per beurt. Je "
|
||
"onderhoudskosten worden daar van afgetrokken, zoals hieronder beschreven."
|
||
|
||
#. [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 ""
|
||
"Je kunt in Wesnoth niet volstaan met alleen rekruteren en vechten. Je moet "
|
||
"ook je goudvoorraad goed beheren vooral in veldtochten, waar je het "
|
||
"overgebleven goud mee kunt nemen naar een volgend scenario. Er zijn twee "
|
||
"kanten aan het verhaal: <italic>text='inkomen'</italic> and "
|
||
"<italic>text='onderhoud'</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"
|
||
"Onderhoud is redelijk eenvoudig. Elke eenheid vergt een aantal goudstukken "
|
||
"voor onderhoud gelijk aan zijn rang. Je kunt zoveel rangen aan eenheden "
|
||
"gratis onderhouden als je dorpen hebt; elke rang die daarboven komt kost een "
|
||
"goudstuk per beurt. Bijvoorbeeld: Je hebt twaalf eenheden met rang 1 en tien "
|
||
"dorpjes. Je moet dan twee goudstukken per beurt betalen aan onderhoud."
|
||
|
||
#. [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"
|
||
"De onderhoudskosten worden afgetrokken van je inkomen, zodat je in het geval "
|
||
"met de twaalf rangen aan eenheden en tien dorpen een netto inkomen zou "
|
||
"hebben van 10 goudstukken per beurt."
|
||
|
||
#. [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"
|
||
"Normaal gesproken is het basisinkomen, het aantal goudstukken dat je per "
|
||
"beurt voor een dorp krijgt, en het aantal eenheden dat een dorp kan "
|
||
"onderhouden aan te passen, maar in veldtochten zijn het vaak de waarden "
|
||
"zoals hierboven beschreven. Het tabblad <italic>text='Scenario "
|
||
"Instellingen'</italic> in het <italic>text='Status Tabel'</italic> scherm "
|
||
"laat de juiste waarden voor het huidige gevecht zien."
|
||
|
||
#. [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"
|
||
"Er zijn twee uitzonderingen wat betreft de onderhoudskosten. Ten eerste "
|
||
"hebben troepen met het kenmerk Loyaal nooit onderhoudskosten, ongeacht hun "
|
||
"rang. Eenheden die je vanaf het begin van het scenario hebt (zoals "
|
||
"Delfador), of die zich tijdens een scenario bij je voegen (zoals de Ruiter "
|
||
"in het tweede scenario van <italic>text='De Kroonprins'</italic>) zijn "
|
||
"meestal <italic>text='loyaal'</italic>. De eenheid die je speelt (zoals "
|
||
"Konrad) zal bijna altijd een leider zijn."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Levenspunten en Ervaring"
|
||
|
||
#. [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 ""
|
||
"Elke eenheid heeft een bepaald aantal <italic>text='levenspunten'</italic> "
|
||
"(LP). Als het aantal levenspunten onder de 1 komt, dan sterft de eenheid. "
|
||
"Daarnaast heeft elke eenheid een bepaald aantal "
|
||
"<italic>text='ervaringspunten'</italic> (EP). Een pas gerekruteerde eenheid "
|
||
"begint zonder ervaringspunten, maar kan die verkrijgen door tegen vijanden "
|
||
"te vechten."
|
||
|
||
#. [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 ""
|
||
"De levenspunten en ervaringspunten worden beide weergegeven in de zijbalk "
|
||
"door twee getallen (de huidige waarde en het maximum dat de eenheid kan "
|
||
"hebben)."
|
||
|
||
#. [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 ""
|
||
"De levenspunten worden ook weergegeven als een energiebalk naast de eenheid, "
|
||
"die groen, geel of rood is. Een eenheid met tenminste 1 ervaringspunt heeft "
|
||
"een blauwe ervaringsbalk, die wit wordt als de eenheid bijna "
|
||
"<ref>dst='advancement' text='promoveert'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
msgid "Advancement"
|
||
msgstr "Promotie"
|
||
|
||
#. [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"
|
||
"Elke eenheid heeft een zekere hoeveelheid ervaringspunten nodig om te "
|
||
"promoveren (de karaktereigenschap \"Intelligent\" vermindert dit aantal met "
|
||
"20%). Wanneer dit aantal punten bereikt wordt, promoveert de eenheid "
|
||
"onmiddellijk waarbij hij volledig geneest van eventuele verwondingen. In "
|
||
"sommige gevallen mag je kiezen tot wat de eenheid promoveert."
|
||
|
||
#. [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 ""
|
||
"Wanneer beide eenheden een gevecht overleven verdienen ze een aantal "
|
||
"ervaringspunten gelijk aan de rang van hun tegenstander. Als een eenheid een "
|
||
"andere doodt dan krijgt hij veel meer ervaringspunten: 4 voor een "
|
||
"tegenstander met rang 0, 8 voor een met rang 1, 16 voor een met rang 2, 24 "
|
||
"voor een met rang 3, etc..."
|
||
|
||
#. [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"
|
||
"De meeste, maar niet alle, eenheden hebben drie rangen. Sommige eenheden "
|
||
"(zoals <ref>dst='unit_Mage' text='Magiërs'</ref>) hebben er vier. Wanneer "
|
||
"een eenheid zijn hoogste rang heeft bereikt kan hij een AMLA (After Maximum "
|
||
"Level Advancement) krijgen. De AMLA beïnvloed de eenheid elke keer dat hij "
|
||
"bereikt wordt maar de rang van de eenheid blijft gelijk. Het standaardeffect "
|
||
"is dat het maximale aantal levenspunten met 3 verhoogd wordt. De eerste AMLA "
|
||
"wordt normaal gesproken bereikt bij een extra 150 EP (120 EP voor "
|
||
"intelligente eenheden). Het krijgen wordt echter steeds moeilijker, zodat "
|
||
"het vaak verstandiger is eenheden van lagere rang te doen promoveren."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Verplaatsing"
|
||
|
||
#. [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"
|
||
"Elke eenheid kan een bepaald aantal zetten doen per beurt. Die zetten worden "
|
||
"verbruikt als de eenheid naar een ander vakje beweegt. Het aantal zetten dat "
|
||
"nodig is hangt af van het terreinsoort van het doelvakje. Een eenheid die "
|
||
"naar grasland beweegt bijvoorbeeld, heeft bijna altijd 1 zet nodig. Het "
|
||
"benodigde aantal zetten hangt ook af van het soort eenheid. In het bos "
|
||
"bijvoorbeeld, hebben Elfen slechts 1 zet nodig, waar de meeste Mensen en "
|
||
"Orks er 2 nodig hebben en Ruiters zelfs 3. Klik rechts op een eenheid, kies "
|
||
"<bold>text='Eenheid Beschrijving'</bold> en kijk onder "
|
||
"<bold>text='Terreinspecificaties'</bold> om te zien hoeveel zetten de "
|
||
"eenheid nodig heeft voor elk van de terreinsoorten."
|
||
|
||
#. [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 ""
|
||
"Het verplaatsen van troepen in <italic>text='Strijd om Wesnoth'</italic> is "
|
||
"eenvoudig. Klik op de eenheid die je wilt verplaatsen en dan op het vakje "
|
||
"waar je hem heen wilt hebben. Wanneer je een eenheid selecteert zullen de "
|
||
"vakjes waar hij nog deze beurt kan komen oplichten en de andere donker "
|
||
"worden. Als je vervolgens met de muis over een opgelicht vakje beweegt, "
|
||
"krijg je het verdedigingspercentage te zien dat je eenheid op dat vakje zou "
|
||
"hebben. Als je met de muis over een donker vakje beweegt krijg je te zien "
|
||
"hoeveel beurten je nodig hebt om er te komen, en als je erop klikt zal de "
|
||
"eenheid er automatisch via de kortste route heen bewegen in deze en de "
|
||
"komende beurten. Wanneer je niet alle zetten van de eenheid gebruikt kun je "
|
||
"hem later dezelfde beurt nog verplaatsen. Dit is handig wanneer je twee "
|
||
"eenheden wilt laten wisselen van plaats. Een eenheid die heeft aangevallen "
|
||
"kan daarna niet meer bewegen. Dat geldt ook voor een eenheid die net een "
|
||
"dorpje heeft ingenomen (maar die kan nog wel aanvallen)."
|
||
|
||
#. [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"
|
||
"Iets anders waar je op moet letten bij het verplaatsen van eenheden is de "
|
||
"Beheersingszone. Elke eenheid beheerst de vakjes direct om hem heen en een "
|
||
"andere eenheid die deze zone betreedt kan die beurt niet verder lopen (maar "
|
||
"nog wel aanvallen). De beheersingszone is een belangrijk aspect van Wesnoth, "
|
||
"en het is handig te leren er mee om te gaan. Alleen "
|
||
"<ref>dst='ability_skirmisher' text='Warzaaiers'</ref> negeren de "
|
||
"beheersingszones."
|
||
|
||
#. [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"
|
||
"Om te bekijken waar een vijand heen kan bewegen in zijn beurt kun je op Ctrl-"
|
||
"v of Ctrl-v drukken. Ctrl-b of Ctrl-b toont waar de vijand heen kan bewegen "
|
||
"als jouw eenheden niet in de weg zouden staan."
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:277
|
||
#, fuzzy
|
||
#| msgid "Vision:"
|
||
msgid "Vision"
|
||
msgstr "Zicht:"
|
||
|
||
#. [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 "Sluier en Oorlogsmist"
|
||
|
||
#. [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 ""
|
||
"In enkele scenario's is maar een beperkt deel van de kaart zichtbaar. Dat "
|
||
"kan zijn ten gevolge van een sluier, van mist of van beide. Een "
|
||
"<italic>text='sluier'</italic>verbergt zowel het gebied als de eenheden ter "
|
||
"plaatse, totdat je het gebied met je eenheden hebt verkend. Daarna blijft "
|
||
"het zichtbaar. <italic>text='Oorlogsmist'</italic>verbergt eenheden en de "
|
||
"kleur van het vlaggetje in een dorp (tenzij het dorp van jou of van je "
|
||
"vrienden is), maar niet het gebied. Vijandelijke eenheden in de mist kun je "
|
||
"alleen zien als je een eenheid in de buurt hebt staan. Een eenheid kan zover "
|
||
"door een sluier of mist heen kijken als hij in één beurt kan lopen.\n"
|
||
"\n"
|
||
"Normaal kun je een beweging van een eenheid ongedaan maken, zolang er geen "
|
||
"willekeurig resultaat, zoals gevecht of rekrutering (de meeste eenheden "
|
||
"ontvangen een willekeurige karaktertrek bij de rekrutering), heeft plaats "
|
||
"gevonden. Verkennen van onbekend terrein door sluier of mist zal niet "
|
||
"ongedaan worden gemaakt. Door <bold>text='Vertraag Sluier Update'</bold> in "
|
||
"het actiemenu te activeren zullen eenheden gaan mist of sluier laten "
|
||
"optrekken, tot de volgende willekeurige actie of een handmatige update met "
|
||
"<bold>text='Update Sluier Nu'</bold> (of aan het einde van je beurt) en "
|
||
"daardoor het ongedaan maken van zetten mogelijk maken."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:290
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr "<header>text='Multiplayer en ongedaan maken'</header>"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:292
|
||
msgid ""
|
||
"In multiplayer games, moves that have been sent to the network can’t be "
|
||
"undone; the game delays sending data to try to preserve your undo ability. "
|
||
"When discussing with teammates, remember that the other players are usually "
|
||
"looking at a snapshot from the time of the last combat or fog-revealing "
|
||
"move. Chat messages and map labels are sent immediately, however they don’t "
|
||
"cause the undoable moves to be sent."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid "Save-loading"
|
||
msgstr "Spel-laden"
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:300
|
||
msgid ""
|
||
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
|
||
"to bad luck — this is an expected part of the game. Going back to a previous "
|
||
"turn to try a different strategy is a part of learning the game, but we "
|
||
"recommend against reloading merely to try the same strategy again while "
|
||
"hoping for better luck."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:302
|
||
msgid ""
|
||
"One of the challenges of the game is to work out how to protect your heroes. "
|
||
"Small risks quickly build up: if you have five important units, and they "
|
||
"each have just a 1% chance of death each turn, you can "
|
||
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
|
||
"you’ll rarely make it through a scenario without having it happen."
|
||
msgstr ""
|
||
"Een van de uitdagingen in het spel is uitzoeken hoe je je helden beschermt. "
|
||
"Kleine risico's stapelen zich snel op: als je vijf belangrijke eenheden "
|
||
"hebt, die allemaal 1% kans hebben om te sneuvelen, kun je "
|
||
"<italic>text='verwachten'</italic> dat een van die vijf sneuvelt in de "
|
||
"komende 20 beurten. Op die manier is de kans erg klein dat je de veldtocht "
|
||
"voltooid zonder dat dit gebeurd."
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:305
|
||
msgid ""
|
||
"Small risks build up for your non-hero units too. While the story and "
|
||
"dialogue usually aim to give you some emotional bond with your troops, the "
|
||
"game mechanics reward remembering that it’s just a game — there is rarely "
|
||
"any penalty for letting these units die, other than being unable to recall "
|
||
"them in future scenarios. Your battle plan should distribute the risks based "
|
||
"on which troops you want to recall later."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:307
|
||
msgid ""
|
||
"The difficulty levels are balanced assuming that the player won’t save-load. "
|
||
"In the mainline campaigns, harder difficulties generally have more enemies "
|
||
"and thus more experience points available; this leads to them being balanced "
|
||
"assuming that the player will be able to train enough troops to cope with "
|
||
"losing some level two or level three units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:309
|
||
msgid ""
|
||
"That said, it’s a game; the best way to play it is whichever way gives you "
|
||
"the most enjoyment."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:316
|
||
msgid "Learning from Losses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:317
|
||
msgid ""
|
||
"<italic>text='Why did I lose that scenario?'</italic>\n"
|
||
"\n"
|
||
"One of the most difficult parts of Wesnoth is understanding why a scenario "
|
||
"was lost."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:319
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you first start playing, you will probably lose some scenarios. That is "
|
||
"normal, and is part of learning the game. When that happens, try to learn "
|
||
"from your mistakes: watch the replay, try to understand what you did wrong, "
|
||
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
|
||
"level'</ref>. Try restarting the scenario at an easier difficulty."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
|
||
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
|
||
"taking advantage of terrain features or units’ special abilities, and so on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:327
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:329
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. Campaigns generally "
|
||
"assume that you will have some <italic>text='carryover gold'</italic> and "
|
||
"some experienced units on your <italic>text='recall list.'</italic> (These "
|
||
"concepts are explained in the tutorial.) If you win a scenario but lose most "
|
||
"of your experienced units and much of your gold, the following scenario may "
|
||
"be very difficult to beat, even for a more experienced player. If you find "
|
||
"yourself in this situation, you may try to go back a scenario or two and win "
|
||
"them more convincingly, or change to an easier difficulty. (However, "
|
||
"remember that <italic>text='some'</italic> losses are expected, particularly "
|
||
"at higher difficulties.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:331
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Poor gold management. At higher difficulties, managing gold — capturing "
|
||
"villages to increase the income, and using low-level units and fresh "
|
||
"recruits to reduce the spending — becomes important. If you use many high-"
|
||
"level units, you might win a scenario easily but have not enough gold "
|
||
"carryover for the next scenario. (This would be an example of “barely "
|
||
"scraping a victory”.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:333
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Onwaarschijnlijke redenen'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:335
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In addition to the common reasons, listed above, there are a few other "
|
||
"reasons which are unlikely, though not impossible. They are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:337
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have played a strategy that the campaign developer did not "
|
||
"anticipate, and ended up with a set of high-level units not suitable for the "
|
||
"next scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:339
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have found a scenario that can only be won on the second or third "
|
||
"time through, whether by requiring above-average luck or by expecting the "
|
||
"players to have foreknowledge — to know what surprises are coming up before "
|
||
"they happen. (It is under discussion whether foreknowledge is expected at "
|
||
"the highest difficulties. Requiring above-average luck, however, would "
|
||
"qualify as a bug.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:341
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
|
||
"could happen that the enemy was very lucky and had many hits, while you were "
|
||
"very unlucky and had many misses. However, this is a very rare occurrence, "
|
||
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
|
||
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
|
||
"strategy despite having <italic>text='above-average'</italic> luck, than by "
|
||
"playing a <italic>text='good'</italic> strategy but having "
|
||
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
|
||
"average” luck does not excuse a loss; having below-average luck is perfectly "
|
||
"normal, and scenarios are designed to be winnable even with below-average "
|
||
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
|
||
"here."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:343
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Be wary of attributing a loss to any of these reasons. If you are not a "
|
||
"veteran player, it is far more likely that your loss was caused by one of "
|
||
"the <italic>text='common'</italic> errors, listed above, and is not "
|
||
"indicative of a bug in the campaign. However, if you still think you found a "
|
||
"bug, then by all means, report it!"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The “Damage Calculations” dialog shows some statistics that can help "
|
||
"determine whether a match was very lucky or very unlucky. However, reading "
|
||
"the statistics is no substitute to watching the replay and looking for "
|
||
"strategic mistakes, or small bits of luck at critical points in the "
|
||
"engagement."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:354
|
||
msgid "Combat"
|
||
msgstr "Vechten"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Volgorde en Aantal Slagen'</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 ""
|
||
"In <italic>text='Strijd om Wesnoth'</italic> heeft een gevecht altijd plaats "
|
||
"tussen twee eenheden in aangrenzende vakjes. Klik op je eigen eenheid en "
|
||
"klik op de eenheid die je wilt aanvallen: je eenheid zal richting de vijand "
|
||
"bewegen en als ze naast elkaar staan begint het gevecht. De aanvaller en de "
|
||
"verdediger doen om de beurt een aanval tot ze hun maximum aantal aanvallen "
|
||
"hebben opgebruikt. De aanvaller kiest een van zijn wapens om mee aan te "
|
||
"vallen en de verdediger verdedigt met een wapen van hetzelfde soort. Er zijn "
|
||
"twee soorten wapens: wapens die van <italic>text='dichtbij'</italic> "
|
||
"gebruikt worden, zoals zwaarden, bijlen en klauwen; en wapens die van "
|
||
"<italic>text='afstand'</italic> gebruikt worden, zoals bogen, speren en "
|
||
"vuurballen."
|
||
|
||
#. [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"
|
||
"De aanvaller begint met een aanval en daarna is de verdediger aan de beurt. "
|
||
"De twee krijgen zo afwisselend de beurt totdat beide door hun aanvallen heen "
|
||
"zijn. Een aanval kan ofwel slagen, en daarbij het gegeven aantal punten aan "
|
||
"schade toebrengen, ofwel mislukken, en daarbij geen schade aanrichten. Het "
|
||
"aantal aanvallen dat een eenheid krijgt verschilt; een elfenkrijger met een "
|
||
"5-4 zwaard krijgt 4 aanvallen die elk 5 punten schade toebrengen, terwijl "
|
||
"een Orkgrunt met 9-2 maar twee aanvallen krijgt die elk 9 punten schade "
|
||
"toebrengen."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Raakkans'</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"
|
||
"De kans om een eenheid te raken hangt vooral af van het "
|
||
"<italic>text='terreinsoort'</italic> waarop de eenheid zich bevindt. Je kunt "
|
||
"dit bekijken als je met rechter muisknop op een eenheid klikt en dan "
|
||
"<bold>text='Eenheid Beschrijving'</bold> kiest. Onder "
|
||
"<italic>text='Terreinspecificaties'</italic> staat het "
|
||
"verdedigingspercentage van de betreffende eenheid. Veel elfen bijvoorbeeld "
|
||
"hebben een verdediging van 70% in het bos, zodat een aanvaller 30% kans "
|
||
"heeft hen te raken. Omgekeerd hangt de kans dat de elfenkrijger zijn "
|
||
"aanvaller raakt, af van het terreinsoort waarin de aanvaller zich bevindt."
|
||
|
||
#. [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"
|
||
"De twee uitzonderingen op deze regel zijn <ref>dst='weaponspecial_magical' "
|
||
"text='Magische aanvallen'</ref>, die altijd een raakkans van 70% hebben, en "
|
||
"<ref>dst='weaponspecial_marksman' text='Precisieschutters'</ref>, die, "
|
||
"tijdens een offensief, een raakkans van ten minste 60% hebben, onafhankelijk "
|
||
"van het terrein."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Schade</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"
|
||
"Elke geslaagde aanval brengt een bepaald aantal punten schade toe "
|
||
"afhankelijk van het soort aanval. Een elfenkrijger met een 5-4 zwaard "
|
||
"veroorzaakt 5 punten schade per geslaagde aanval. Dat getal wordt in het "
|
||
"algemeen door twee dingen beïnvloed: <ref>dst='damage_types_and_resistance' "
|
||
"text='Weerstand'</ref> en <ref>dst='time_of_day' text='De Tijd van de Dag'</"
|
||
"ref>. Om te zien hoe de basisschade wordt beïnvloed door de omstandigheden "
|
||
"kun je <bold>text='Schadeberekeningen'</bold> selecteren in het "
|
||
"aanvalselectievenster."
|
||
|
||
#. [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"
|
||
"Een aantal eenheden heeft bijzondere <ref>dst='..abilities_section' "
|
||
"text='vaardigheden'</ref> die de toegebrachte schade beïnvloeden. De meest "
|
||
"voorkomende van deze is <ref>dst='weaponspecial_charge' text='Stormloop'</"
|
||
"ref>, die de schade verdubbelt zowel voor de aanvaller als de verdediger, "
|
||
"wanneer de eenheid met dit vermogen aanvalt."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:377
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Aanvalssoorten en Weestand"
|
||
|
||
#. [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"
|
||
"Weerstand werkt erg eenvoudig: als een eenheid 40% weerstand heeft tegen een "
|
||
"aanval, dan wordt 40% van de toegebrachte schade tenietgedaan. Het komt ook "
|
||
"voor dat een eenheid juist erg kwetsbaar is voor een bepaald type aanval. "
|
||
"Een weerstand van -100% betekent dat de toegebrachte schade van dat type "
|
||
"verdubbeld wordt."
|
||
|
||
#. [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 ""
|
||
"In Wesnoth zijn er drie soorten schade, meestal door fysieke aanvallen: "
|
||
"<italic>text='scherp, puntig en stomp'</italic> schade. Daarnaast zijn er "
|
||
"drie meestal magische aanvalstypen: <italic>text='vuur, kou, en witte "
|
||
"magie'</italic>. Verschillende eenheden kunnen in verschillende mate "
|
||
"weerstand hebben tegen deze aanvalstypen waardoor de hoeveelheid "
|
||
"daadwerkelijk toegebrachte schade verandert."
|
||
|
||
#. [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"
|
||
"Skeletten bijvoorbeeld hebben een zeer hoge weerstand tegen scherpe en "
|
||
"puntige aanvallen, maar zijn kwetsbaar voor stompe en vuurschade, en zeer "
|
||
"kwetsbaar voor witte magie aanvallen."
|
||
|
||
#. [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"
|
||
"Als een aanval succesvol is brengt hij altijd ten minste 1 punt schade toe, "
|
||
"zelfs als de verdediger 100% weerstand heeft tegen het aanvalstype."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:390
|
||
msgid "Orbs and ellipses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:391
|
||
msgid ""
|
||
"There are colored indicators above the energy bars of some units, consisting "
|
||
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:403
|
||
msgid ""
|
||
"The orbs show whether the unit can move or attack. The statuses and their "
|
||
"standard colors are:\n"
|
||
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
|
||
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
|
||
"attack. It might still be able to move further too.\n"
|
||
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
|
||
"this turn.\n"
|
||
" • Red is also used after the ‘end unit turn’ command, and,\n"
|
||
" • when a unit is in the middle of a multi-turn move (has been told to "
|
||
"move further than it can in the current turn).\n"
|
||
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
|
||
"still move further, but it can no longer attack.\n"
|
||
" • This can happen due to campaign-specific events or abilities, for "
|
||
"example the <italic>text='disengage'</italic> ability in the campaign "
|
||
"<italic>text='Under the Burning Suns'</italic>.\n"
|
||
"• <bold>text='Blue'</bold> for allied units, except during that ally’s own "
|
||
"turn.\n"
|
||
" • During the ally’s own turn, their units will be shown with the colors "
|
||
"showing whether the units can still move and attack; however their moves, "
|
||
"and the corresponding orb changes, are delayed as explained in "
|
||
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
|
||
"• Enemy units normally don’t have orbs, however these can be enabled in the "
|
||
"advanced preference “Customize orb colors”."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Cores'</header>"
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Bronnen'</header>"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:418
|
||
msgid ""
|
||
"A team-colored shape is drawn on the ground under each unit. This is called "
|
||
"the “ellipse”, although some units’ ellipses are not elliptical."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:429
|
||
msgid ""
|
||
"• Most units have a circular ellipse.\n"
|
||
"• Units that can recruit have a seven-pointed star.\n"
|
||
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
|
||
"seven-pointed star, these units can’t recruit.\n"
|
||
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
|
||
"broken outline version of the shape.\n"
|
||
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
|
||
"a ZoC, these units have a broken outline version of the seven-pointed star."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:440
|
||
msgid "Crowns and loyal markers"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:441
|
||
msgid ""
|
||
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
|
||
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
|
||
"text='ellipses'</ref>:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
|
||
#: data/core/help.cfg:456
|
||
msgid ""
|
||
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
|
||
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
|
||
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
|
||
"<bold>text='loyal icon'</bold>.\n"
|
||
"\n"
|
||
"Of these categories, only leaders are built into the basic game rules. The "
|
||
"others are found in campaigns, and are characters that form part of the "
|
||
"narration. The exact rules for them are set by their campaign, which might "
|
||
"deviate from these standard expectations about them:\n"
|
||
"\n"
|
||
"• The death of any hero leads to immediate defeat.\n"
|
||
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
|
||
"though they can recruit.\n"
|
||
"• All of these units have the main advantage of the loyal trait, that they "
|
||
"cost no upkeep.\n"
|
||
"• Losing any of these units causes a disadvantage for the remainder of the "
|
||
"campaign, assuming it doesn’t end immediately.\n"
|
||
"• These units will never occur as random recruits."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:474
|
||
msgid "Time of Day"
|
||
msgstr "Tijd van de Dag"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The time of day affects the damage of certain units as follows:\n"
|
||
#| "\n"
|
||
#| "• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
#| "damage at night.\n"
|
||
#| "• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
#| "daytime.\n"
|
||
#| "• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
#| "• <bold>text='Liminal'</bold> units get −25% damage during both night and "
|
||
#| "daytime."
|
||
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 ""
|
||
"De tijd van de dag beïnvloedt de toegebrachte schade van eenheden als "
|
||
"volgend:\n"
|
||
"\n"
|
||
"• <bold>text='Gezagsgetrouwe'</bold> eenheden doen +25% schade overdag, en "
|
||
"−25% schade 's nachts.\n"
|
||
"• <bold>text='Wetteloze'</bold> eenheden doen +25% schade 's nachts, en −25% "
|
||
"schade overdag..\n"
|
||
"• <bold>text='Neutrale'</bold> eenheden worden niet beïnvloed door de tijd "
|
||
"van de dag\n"
|
||
"• <bold>text='Mysterieuze'</bold> eenheden doen −25% schade gedurende zowel "
|
||
"overdag als 's nachts."
|
||
|
||
#. [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"
|
||
"De tijd van de dag kun je zien onder de minikaart in de zijbalk. Bij de "
|
||
"gebruikelijk dag/nacht-cyclus gelden Voormiddag en Namiddag als dag en "
|
||
"Eerste en Tweede wacht als nacht:\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 "Zonsopgang"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "Ochtend"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "Middag"
|
||
|
||
#. [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 "Zonsondergang"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "Eerste Helft"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "Tweede Helft"
|
||
|
||
#. [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 ""
|
||
"Houd er rekening mee dat sommige scenario's ondergronds plaatsvinden, waar "
|
||
"het voortdurend nacht is!\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 ""
|
||
"Sommige ondergrondse locaties zijn verlicht. Zij zijn voortdurend geen dag "
|
||
"en geen nacht.\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 ""
|
||
"Sommige rollenspel scenarios vinden binnen plaats — deze regio's zijn ook "
|
||
"voortdurend tussen dag en nacht in.\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 ""
|
||
"Als laatste, eenheden met de vaardigheid "
|
||
"<ref>dst='ability_illuminationilluminates' text='verlicht'</ref> en "
|
||
"terreineigenschappen zoals <ref>dst='terrain_lava' text='lava'</ref> "
|
||
"veranderen de tijd van de dag-bonus om hen heen."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:504
|
||
msgid "Healing"
|
||
msgstr "Genezing"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
|
||
"attacked will heal 2 HP in its next turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Rust: Een eenheid die niet beweegt, niet aanvalt en niet aangevallen wordt "
|
||
"zal 2 LP genezen in de volgende beurt."
|
||
|
||
#. [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 ""
|
||
"In het gevecht zullen je eenheden ongetwijfeld gewond raken. Er zijn "
|
||
"verschillende manieren om je eenheden te genezen. Alleen, met de "
|
||
"uitzondering van rusten, stapelen deze zich niet op; enkel één per beurt kan "
|
||
"plaatsvinden."
|
||
|
||
#. [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 ""
|
||
|
||
#. [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='Herstellend'</ref>: "
|
||
"Sommige eenheden (zoals Trollen) zullen automatisch 8LP per beurt genezen. "
|
||
"Wanneer de eenheid vergiftigd is, zal in plaats daarvan de vergiftiging "
|
||
"genezen worden."
|
||
|
||
#. [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='Genezende eenheden'</bold>: Eenheden met de "
|
||
"vaardigheid<ref>dst='ability_healingheals +4' text='Geneest'</ref> zullen "
|
||
"iedere aangrenzende eenheid normaal gesproken genezen met "
|
||
"<ref>dst='ability_healingheals +4' text='4HP'</ref> of "
|
||
"<ref>dst='ability_healingheals +8' text='8HP'</ref> per beurt, of voorkomt "
|
||
"dat een vergiftiging de eenheid verwondt."
|
||
|
||
#. [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='Gisgenezende eenheden'</bold>: Eenheden met de vaardigheid "
|
||
"<ref>dst='ability_curingcures' text='Geneest Gif'</ref> zullen Vergif in "
|
||
"alle aangrenzende bevriende eenheden genezen (dit heeft de voorkeur boven "
|
||
"het genezen van LP, als het deze vaardigheid ook heeft)."
|
||
|
||
#. [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='Promotie'</bold>: Wanneer een eenheid <ref>dst='advancement' "
|
||
"text='promoveert'</ref>, zal het volledig genezen. Dit gebeurt wanneer een "
|
||
"eenheid genoeg ervaringspunten heeft ontvangen, hierbij maakt het niet uit "
|
||
"wiens beurt het is."
|
||
|
||
#. [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"
|
||
"Rust kan worden gecombineerd met andere vormen van genezing, maar dorpen, "
|
||
"regeneratie, verpleging en genezing kunnen niet worden gecombineerd: de "
|
||
"beste mogelijkheid wordt gebruikt. Ten slotte, tussen twee scenario's in "
|
||
"worden eenheden volledig genezen."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:514
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Gevorderd'</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"
|
||
"In tegenstelling tot andere vormen van genezing vindt de geneest vaardigheid "
|
||
"niet plaats tijdens de beurt van de genezen eenheid maar tijdens de beurt "
|
||
"van de genezende eenheid. Dit betekend dat wanneer een eenheid is omgeven "
|
||
"door meerdere genezers van dezelfde kant de eenheid maar eenmaal wordt "
|
||
"genezen. Een eenheid omgeven door genezers van meerdere kanten zal tijdens "
|
||
"meerdere beurten genezen worden."
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:524
|
||
msgid "Wrap Up"
|
||
msgstr "Afronding"
|
||
|
||
#. [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 ""
|
||
"Hiermee zijn we aan het einde gekomen van de basisregels van Wesnoth. Je wil "
|
||
"misschien nog wat doorlezen over basis strategie, of jezelf de <ref>dst='.."
|
||
"traits_section' text='karaktereigenschappen'</ref> en <ref>dst='.."
|
||
"abilities_section' text='vaardigheden'</ref> eigen maken, maar je weet nu "
|
||
"alles om de veldtocht <italic>text='De Kroonprins'</italic> te spelen. Veel "
|
||
"plezier en succes!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:530
|
||
msgid "License"
|
||
msgstr "Licentie"
|
||
|
||
#. [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"
|
||
"De meeste eenheden hebben twee karaktereigenschappen. Kobolds hebben maar "
|
||
"één speciale karaktereigenschap, ondode eenheden krijgen altijd de "
|
||
"karaktereigenschap <italic>text='ondood'</italic>toegewezen en in sommige "
|
||
"gevallen <italic>text='dapper'</italic>. Enten hebben geen "
|
||
"karaktereigenschappen. "
|
||
|
||
#. [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 ""
|
||
"Karaktereigenschappen zijn aanpassingen die de eigenschappen van een eenheid "
|
||
"voor een klein deel veranderen. Ze worden meestal willekeurig toegewezen "
|
||
"wanneer een eenheid wordt gerekruteerd. De karaktereigenschappen die "
|
||
"beschikbaar zijn voor een eenheid worden bepaald door zijn of haar "
|
||
"<italic>text='ras'</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"
|
||
"De kenmerken die de meeste niet-ondode eenheden kunnen krijgen zijn: "
|
||
"<ref>dst='traits_intelligent' text='Intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='Snel'</ref>, <ref>dst='traits_resilient' "
|
||
"text='Flexibel'</ref>, en <ref>dst='traits_strong' text='Sterk'</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"
|
||
"Elfen kunnen ook <ref>dst='traits_dextrous' text='Behendig'</ref> krijgen, "
|
||
"en Dwergen <ref>dst='traits_healthy' text='Gezond'</ref>. Trollen en een "
|
||
"aantal Mensen zouden <ref>dst='traits_fearless' text='dapper'</ref> kunnen "
|
||
"krijgen. Andere karaktereigenschappen die toegewezen kunnen worden zijn "
|
||
"<ref>dst='traits_loyal' text='loyaal'</ref>, <ref>dst='traits_feral' "
|
||
"text='wild'</ref> en <ref>dst='traits_undead' text='ondood'</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"
|
||
"Er zijn twee typen terreinen: <italic>text='basis'</italic> en "
|
||
"<italic>text='gemengd'</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 ""
|
||
"Spelkaarten herbergen een variatie aan terreinen die zowel eenheid "
|
||
"verplaatsingen en verdedigingsmogelijkheden beïnvloeden."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Standaard Terreinsoorten'</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"
|
||
"Tot de basis terreinsoorten behoren Vlak, Heuvels, Bergen, Zand, Water en "
|
||
"Moerassen. Er zijn nog veel meer terreinsoorten — een lijst van de "
|
||
"terreinsoorten die je tegen bent gekomen is te vinden aan het einde van deze "
|
||
"pagina.\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"
|
||
"Iedere eenheid heeft verdediging en bewegingskosten voor ieder type basis "
|
||
"terrein, deze waarden worden genoemd in de helppagina van de eenheid. Basis "
|
||
"terreinsoorten kunnen ook unieke eigenschappen hebben zoals verlicht."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:565
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Gemengde Terreinsoorten'</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"
|
||
"Gemengde terreinsoorten delen de eigenschappen van meerdere basis "
|
||
"terreinsoorten — normaal gesproken krijgen eenheden de <italic>text='beste "
|
||
"verdediging'</italic> en <italic>text='slechtste bewegingskosten'</italic> "
|
||
"van beide terreinen wanneer ze zich op gemengd terrein bevinden. Voorbeelden "
|
||
"van gemengde terreinen zijn: <italic>text='beboste heuvels'</italic>, "
|
||
"<italic>text='zand heuvels'</italic> en <italic>text='grot heuvels'</"
|
||
"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"
|
||
"Een opmerkelijke uitzondering hierop zijn bruggen, zoals "
|
||
"<italic>text='bruggen over ondiep water'</italic>, "
|
||
"<italic>text='doorwaadbare plaatsen'</italic>, and <italic>text='bruggen "
|
||
"over afgronden'</italic>. Doorwaadbare plaatsen zijn handig voor zowel het "
|
||
"Watervolk als de Mensen — alle eenheden op een doorwaadbare plaats krijgen "
|
||
"de beste verdediging en beste bewegingskosten van vlak en ondiep water, in "
|
||
"plaats van de slechtste van een van de twee. Daarnaast zijn bruggen over "
|
||
"afgronden toegankelijk voor (niet verassend) niet vliegende eenheden.\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"
|
||
"Dorpen op het land geven ook vaak de beste verdediging en bewegingskosten. "
|
||
"Deze dorpen zijn wel gemengd terrein, namelijk dat van het dorp gecombineerd "
|
||
"met heuvels, moeras en grotten.\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"
|
||
"Als laatste, waterdorpen zijn vaak niet toegankelijk voor landeenheden, en "
|
||
"geven geen extra verdediging voor alle eenheden. In plaats daarvan tellen ze "
|
||
"gewoon als waterterrein.\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"
|
||
"Je kan zien uit welke basistypen een gemengd terrein bestaat door er met je "
|
||
"muis overheen te bewegen en in rechterbovenhoek de terreinsoort iconen te "
|
||
"bekijken (bij gebruik van standaard thema)."
|
||
|
||
#. [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"
|
||
"Je kan zien welk gedrag gemengd terrein vertoond door er met je muis "
|
||
"overheen te bewegen en de <italic>text='terrein beschrijving'</italic> te "
|
||
"bekijken door het indrukken van de sneltoets of via rechter muisknop."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:587
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Verdeding Maximum'</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"
|
||
"Enkele eenheden hebben een <italic>text='maximum verdediging'</italic> voor "
|
||
"een bepaalde terreinsoort. Deze eenheden hebben hier ook last van wanneer ze "
|
||
"zich op gemengd terrein bevinden — hun verdediging kan niet hoger zijn dan "
|
||
"het maximum."
|
||
|
||
#. [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"
|
||
"De <ref>text='Cavalerist' dst='unit_Cavalryman'</ref> bijvoorbeeld, heeft "
|
||
"een verdediging van 30% in het bos en hier ook een maximum verdediging. "
|
||
"Hierdoor zal de Cavalerist in beboste heuvels een verdediging van 30% hebben "
|
||
"in plaats van 40%, omdat de verdediging op gemengd terrein niet hoger kan "
|
||
"zijn dan het maximum."
|
||
|
||
#. [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"
|
||
"Wanneer een eenheid een maximum verdediging voor een bepaald terrein heeft, "
|
||
"is dit altijd hetzelfde als de verdedigingswaarde op dat terrein (het kan "
|
||
"niet hoger zijn)."
|
||
|
||
#. [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='Standaard Terreinsoorten'</header>\n"
|
||
"\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 ""
|
||
"De mate van aanpassingsvermogen dat gecreëerd wordt door de Wesnoth code "
|
||
"geeft spelers de mogelijkheid om zelf inhoud te creëren, inclusief nieuwe "
|
||
"scenario's, veldtochten en veel meer dan dat normaal gesproken inbegrepen "
|
||
"zit in het spel.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:618
|
||
msgid "Using Add-ons"
|
||
msgstr "Add-ons gebruiken"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Veldtochten en Scenarios'</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 ""
|
||
"Het spel ondersteund verschillende soorten add-on inhoud, ze zijn niet "
|
||
"allemaal even beschikbaar in iedere spelmodus."
|
||
|
||
#. [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"
|
||
"Single-player veldtochten zijn verzamelingen van scenario's die samen een "
|
||
"verhaal vertellen. Zowel op zichzelf staande scenario's—wanneer de bedenker "
|
||
"dit zo heeft bedacht—en normale veldtochten zijn beschikbaar via het "
|
||
"<italic>text='Veldtochten'</italic> menu op het hoofdscherm."
|
||
|
||
#. [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='Multiplayer Veldtochten, Scenarios en Kaartverzamelingen'</"
|
||
"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"
|
||
"<italic>text='Multiplayer'</italic> spellen kunnen gespeeld worden in een "
|
||
"volledig aanpasbaar geschreven scenario of zelfs in speciale aangepaste "
|
||
"veldtochten. Er zijn zelfs verschillende add-ons die een individueel "
|
||
"multiplayer scenario bieden."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Tijdperken en Facties'</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"
|
||
"Om het spel overzichtelijker te maken werken verschillende rassen samen in "
|
||
"een factie. Facties zijn groepen van een gebalanceerde hoeveelheid eenheden "
|
||
"met een overkoepelend thema. De hoofdfacties van Wesnoth kunnen bijvoorbeeld "
|
||
"gevonden worden in het Standaard Tijdperk.\n"
|
||
"\n"
|
||
"In <italic>text='Multiplayer'</italic> modus kun je een tijdperk kiezen bij "
|
||
"het aanmaken van een nieuw spel. Spelers kiezen vervolgens een factie die "
|
||
"bij dit tijdperk hoort om mee te spelen."
|
||
|
||
#. [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"
|
||
"Je kan zien welke tijdperken je allemaal geladen hebt in "
|
||
"<ref>text='tijdperken' dst='..eras_section'</ref> van help."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Aanpassingen'</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"
|
||
"Aanpassingen zijn optionele scenario- en tijdperk-onafhankelijke scripts die "
|
||
"de regels op verschillende manieren aan kunnen passen. Je kan de "
|
||
"aanpassingen kiezen en aanpassen wanneer je een nieuw spel maakt."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:639
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Bronnen'</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"
|
||
"Bronnen zorgen voor een totale omzetting van Strijd om Wesnoth. Een bron "
|
||
"vervangt alle inhoud van Wesnoth: wanneer een andere bron wordt geladen, "
|
||
"zullen de standaard eenheden, terreinen enzovoorts niet meer bestaan.\n"
|
||
"\n"
|
||
"Bronnen zorgen voor een geheel andere spelbeleving: zoals bijvoorbeeld een "
|
||
"Tweede Wereldoorlog veldtocht, of zelfs een geheel ander spel op zich, "
|
||
"zolang het maar plaatsvind in een map met zeshoekige tegels en 'eenheden' in "
|
||
"een of andere manier."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:645
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ontwerp Middelen'</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"
|
||
"Makers van inhoud kunnen eigen hulpbron pakketen beschikbaar maken op de add-"
|
||
"ons server om eigen inhoud uit te breiden met bijvoorbeeld afbeeldingen, "
|
||
"muziek en code. Deze pakketen worden meestal niet direct in het spel "
|
||
"gebruikt maar zijn eerder ondersteunend. Sommige add-ons vereisen wel "
|
||
"bepaalde hulpbron pakketen tijdens de installatie om gebruikt te kunnen "
|
||
"worden."
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:656
|
||
msgid "Installing Add-ons"
|
||
msgstr "Installeren Add-ons"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:657
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "User-made add-ons can be obtained and updated through the "
|
||
#| "<italic>text='Add-ons'</italic> option in the main menu. After connecting "
|
||
#| "to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</"
|
||
#| "italic>), you will be presented with a list of add-ons available on the "
|
||
#| "server for downloading.\n"
|
||
#| "\n"
|
||
#| "The installation status for each add-on is shown below each entry. For "
|
||
#| "add-ons that are <italic>text='upgradable'</italic> or "
|
||
#| "<italic>text='outdated'</italic> on the server, their installed and "
|
||
#| "published versions will be shown in the <italic>text='Version'</italic> "
|
||
#| "column.\n"
|
||
#| "\n"
|
||
#| "To search for add-ons by keywords, type any relevant terms in any order "
|
||
#| "in the search box, separated by spaces. You can also sort the add-on list "
|
||
#| "by clicking the column headers. It is also possible to choose to only "
|
||
#| "display add-ons of specific categories by clicking on the "
|
||
#| "<bold>text='Type'</bold> dropdown.\n"
|
||
#| "\n"
|
||
#| "To install an add-on, select it from the list and click the "
|
||
#| "<bold>text='+'</bold> icon, or simply double-click on the add-on’s title. "
|
||
#| "If the window is too small to show them inline, the <bold>text='Addon "
|
||
#| "Details'</bold> button provides you with additional details about the add-"
|
||
#| "on, such as its full description, installation status, and available "
|
||
#| "translations."
|
||
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 ""
|
||
"Add-ons door gebruikers gemaakt kunnen gevonden en geüpdatet worden via de "
|
||
"<italic>text='Add-ons'</italic> optie in het hoofdmenu. Na het verbinden met "
|
||
"de add-ons server (standaard <italic>text='add-ons.wesnoth.org'</italic>), "
|
||
"krijg je een lijst met alle beschikbare add-ons van die server om te "
|
||
"downloaden.\n"
|
||
"\n"
|
||
"De installatiestatus for iedere add-on wordt getoond onder de naam. Voor add-"
|
||
"ons kunnen dit <italic>text='klaar voor upgrade'</italic> of "
|
||
"<italic>text='verouderd'</italic> zijn, de geïnstalleerde en gepubliceerde "
|
||
"versies worden getoond in de <italic>text='Versie'</italic> kolom.\n"
|
||
"\n"
|
||
"Om te zoeken voor add-ons op kernwoorden, typ je de relevante termen in het "
|
||
"zoekvak, gescheiden door spaties. Je kunt de add-ons ook sorteren door op de "
|
||
"kolomkoppen te klikken. Het is ook mogelijk om enkel add-ons te tonen van "
|
||
"een specifieke categorie door middel van de selectie in het "
|
||
"<bold>text='Soort'</bold> menu.\n"
|
||
"\n"
|
||
"Om een add-on te installeren selecteer je deze in de lijst en klik je op het "
|
||
"<bold>text='+'</bold> symbool, je kan ook dubbelklikken op de titel van de "
|
||
"add-on. Wanneer het scherm te klein is om alles te laten zien, kun je via de "
|
||
"<bold>text='Addon Details'</bold> knop alle informatie over de ad-on "
|
||
"bekijken zoals de volledige beschrijving, installatiestatus en beschikbare "
|
||
"vertalingen."
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:670
|
||
msgid "Removing Add-ons"
|
||
msgstr "Verwijderen Add-ons"
|
||
|
||
#. [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 ""
|
||
"Om add-ons te verwijderen kies je <bold>text='Verwijder Add-ons'</bold> in "
|
||
"de add-ons server verbindingsdialoog. Je zal opties te zien krijgen waarin "
|
||
"je de add-ons kunt selecteren die je graag wil verwijderen.\n"
|
||
"\n"
|
||
"Het is niet mogelijk om add-ons te verwijderen waar uitgevers informatie "
|
||
"(<italic>text='.pbl'</italic> bestanden) aan gehecht is, om te voorkomen dat "
|
||
"er per ongeluk iets verloren gaat. Wanneer nodig, zal je deze informatie "
|
||
"handmatig moeten verwijderen met gebruik van het bestandsbeheer op je "
|
||
"systeem."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:686
|
||
msgid "General Commands"
|
||
msgstr "Algemene Opdrachten"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "These commands can either be issued via the command line by prefixing "
|
||
#| "them with ':' (as shown here) or via the chat by prefixing them with "
|
||
#| "'/' (press 'm' first to open the chat line).\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"These commands can either be issued via the command line by prefixing them "
|
||
"with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press "
|
||
"‘m’ first to open the chat line).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Deze opdrachten kunnen uitgevoerd worden door middel van de opdrachtlijn "
|
||
"door ze te voorzien van een ':' (zoals hier te zien is) aan het begin van de "
|
||
"regel of via de chat door ze te voorzien van '/' (druk op 'm' om chatregel "
|
||
"te openen) voorafgaand aan een regel.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Similar to the ‘fps’ command, but also forces everything to redraw instead "
|
||
"of only things that have changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Chatberichten opschonen.\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"
|
||
"Debug-modus inschakelen (werkt niet bij multiplayer). Zie "
|
||
"<ref>dst='debug_commands' text='Debug modus commando\\'s'</ref>.\n"
|
||
"Debug-modus word uitgeschakeld bij het verlaten van het spel of :nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:699
|
||
msgid ""
|
||
"\n"
|
||
"Switch a side between human and AI control. The second parameter can be "
|
||
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
|
||
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
|
||
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
|
||
"Defaults to toggling the currently active side if no parameters are "
|
||
"supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:702
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Toon de controller status van een kant.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:705
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Toggle the display of the current frames per second.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second. Also writes these "
|
||
"values to a file in the userdata directory.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Schakel het display naar het huidige frames per seconde.\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"
|
||
"Schakel een logdomein naar een ander logniveau.\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"
|
||
"Tekent het scherm en laadt alle veranderde afbeeldingbestanden opnieuw.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:714
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Het themaselectiemenu opvragen.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:717
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Scenario beëindigen (zonder bevestiging).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:720
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Spel opslaan (zonder bevestiging).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:723
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Spel opslaan en scenario afsluiten (zonder bevestiging)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:731
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Multiplayercommando's"
|
||
|
||
#. [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"
|
||
"Verban een gebruiker uit een multiplayerspel aan de hand van het IP-adres "
|
||
"van de gebruiker en verwijder hem. Deze optie kan niet gebruikt worden op "
|
||
"spelers die niet in het spel aanwezig zijn (zij zouden niet uit het spel "
|
||
"verwijderd kunnen worden).\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"
|
||
"Geef de partij (hier het nummer van de partij) aan een andere speler (hier "
|
||
"de bijnaam van de speler of waarnemer). Je kunt bekijken bij welke zijde een "
|
||
"speler hoort in het <bold>text='Scenario instellingen'</bold>-dialoogvenster "
|
||
"(Druk op de <bold>text='meer'</bold> knop in de <bold>text='Statustabel'</"
|
||
"bold> (standaard alt+s) om daarheen te gaan.) De gastheer kan de eigenaar "
|
||
"van elke partij wijzigen.\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"
|
||
"Start een gesprek om de host te ondersteunen in het veranderen van "
|
||
"menselijke controllers van kanten.\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"
|
||
"Verander de ruststatus van een kant. De host kan een kant laten rusten "
|
||
"wanneer er geen verbinding met het netwerk is.\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"
|
||
"Verwijder een speler in een multiplayerspel. Ze kunnen weer aan het spel "
|
||
"meedoen. Als je enkel iemand van zijde wilt veranderen, kun je het :control-"
|
||
"commando gebruiken.\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"
|
||
"Stuur een privébericht naar een gebruiker. Wanneer je een spel aan het "
|
||
"spelen bent, kun je geen berichten sturen naar spelers die in hetzelfde spel "
|
||
"meespelen.\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"
|
||
"Een specifieke waarnemer de mond snoeren. Als je geen naam opgeeft worden de "
|
||
"waarnemers getoond die het zwijgen is opgelegd.\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"
|
||
"Toeschouwers de mond snoeren aan/uit. \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"
|
||
"Verwijder een ban voor een gebruiker uit een muliplayerspel aan de hand van "
|
||
"het IP-adres dat door de gebruikersnaam gebruikt wordt. Deze optie kan "
|
||
"gebruikt worden op spelers die zich niet in het spel, maar wel op de server "
|
||
"bevinden.\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"
|
||
"Een specifieke waarnemer de mond snoeren. Als je geen naam opgeeft wordt de "
|
||
"lijst met waarnemers die de mond gesnoerd zijn gewist."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:769
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Debug Modus Commando's"
|
||
|
||
#. [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"
|
||
"Laat een menu zien voor het kiezen van een scenario uit de veldtocht om "
|
||
"meteen naartoe te gaan.\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"
|
||
"Maak een eenheid van een gespecificeerd type op het geselecteerde vak.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:778
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Schakel mist/sluier voor de huidige zijde.\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"
|
||
"Voegt het gespecificeerde aantal aan de huidige zijdes goudvoorraad toe.\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"
|
||
"Meteen doorgaan naar het volgende scenario van de veldtocht.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:787
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Stel handmatig een spelstatusvariabele waarde in.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:790
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Toon een spelstatusvariabele.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:793
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Voer handmatig het gespecificeerde event uit.\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"
|
||
"Veranderd de gespecifieerde eigenschap van de geselecteerde eenheid. "
|
||
"Bijvoorbeeld: :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"
|
||
"Laat de geselecteerde eenheid N keer promoveren. Voorbeeld: :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 ""
|
||
"De eenheid kan aangrenzende bevriende eenheden genezen aan het begin van de "
|
||
"beurt.\n"
|
||
"\n"
|
||
"Een eenheid die genezen wordt door deze genezer kan 4 LP per beurt genezen, "
|
||
"of ervoor zorgen dat het gif zijn werk niet kan doen voor deze beurt.\n"
|
||
"Deze vaardigheid geneest de vergiftiging niet maar stelt enkel het effect "
|
||
"ervan uit."
|
||
|
||
#. [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 ""
|
||
"Deze eenheid combineert geneeskrachtige kruiden met magie om eenheden "
|
||
"sneller te genezen dan normaal voor mogelijk word gehouden.\n"
|
||
"\n"
|
||
"Een eenheid die genezen wordt door deze genezer kan 8 LP per beurt genezen, "
|
||
"of ervoor zorgen dat het gif zijn werk niet kan doen voor deze beurt.\n"
|
||
"Deze vaardigheid geneest de vergiftiging niet maar stelt enkel het effect "
|
||
"ervan uit."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "geneest gif"
|
||
|
||
#. [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 ""
|
||
"Een gifgenezer kan een vergiftiging genezen, de eenheid kan dan alleen niet "
|
||
"extra genezen worden in de beurt dat de vergiftiging verholpen wordt."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "hersteld"
|
||
|
||
#. [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 ""
|
||
"De eenheid zal zichzelf iedere beurt met 8 LP genezen. Wanneer de eenheid "
|
||
"vergiftigd is, zal het in plaats van genezen de vergiftiging weghalen."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
msgid "regenerates +4"
|
||
msgstr "hersteld +4"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
msgid "female^regenerates +4"
|
||
msgstr "hersteld +4"
|
||
|
||
#. [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 ""
|
||
"De eenheid zal zichzelf iedere beurt met 8 LP genezen. Wanneer de eenheid "
|
||
"vergiftigd is, zal het in plaats van genezen de vergiftiging weghalen."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr ""
|
||
" Deze eenheid is herstellend. Hierdoor geneest de eenheid alsof die altijd "
|
||
"in een dorp staat."
|
||
|
||
#. [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 ""
|
||
"De weerstanden van deze eenheid worden verdubbeld, tot een maximum van 50%, "
|
||
"als de eenheid verdedigd. Zwakheden worden niet beïnvloed."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
msgid "female^diversion"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target, this "
|
||
"unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||
msgstr ""
|
||
" Als er een vijand van het doelwit aan de andere kant van het doelwit staat, "
|
||
"kan deze eenheid in de rug steken, waarbij de toegebrachte schade wordt "
|
||
"verdubbeld."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit diverts the target’s attention and reduces its "
|
||
"chance to hit."
|
||
msgstr ""
|
||
" Als er een vijand van het doelwit aan de andere kant van het doelwit staat, "
|
||
"kan deze eenheid in de rug steken, waarbij de toegebrachte schade wordt "
|
||
"verdubbeld."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "leiderschap"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:201
|
||
msgid ""
|
||
"This unit can lead other troops in battle.\n"
|
||
"\n"
|
||
"All adjacent lower-level units from the same side deal 25% more damage for "
|
||
"each difference in level."
|
||
msgstr ""
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "warzaaister"
|
||
|
||
#. [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 ""
|
||
"Deze eenheid kan zich snel langs vijanden verplaatsen waardoor het niet "
|
||
"wordt beïnvloed door het Controlegebied van de vijand."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "verlicht"
|
||
|
||
#. [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 ""
|
||
"Deze eenheid verlicht de omgeving. Hij doet gezagsgetrouwe eenheden beter "
|
||
"vechten en wetteloze eenheden slechter.\n"
|
||
"\n"
|
||
"Eenheden die aan deze eenheid grenzen vechten 's nachts alsof het avond is "
|
||
"en bij avond alsof het dag is."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "teleporteren"
|
||
|
||
#. [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 ""
|
||
"Deze eenheid kan teleporteren tussen twee lege, bevriende dorpen en gebruikt "
|
||
"daarbij slechts één zet."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "hinderlaag"
|
||
|
||
#. [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 ""
|
||
"Deze eenheid kan zich verstoppen in het bos en zo onopgemerkt blijven door "
|
||
"zijn tegenstanders.\n"
|
||
"\n"
|
||
"Vijandelijke eenheden kunnen deze eenheid niet zien in het bos, behalve als "
|
||
"ze er eenheden naast hebben staan. Een vijandelijke eenheid die deze eenheid "
|
||
"als eerste ontdekt blijft geschrokken staan en kan zich die beurt niet meer "
|
||
"verplaatsen."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr ""
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
msgid "female^burrow"
|
||
msgstr ""
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Deze eenheid kan zich verstoppen in het bos en zo onopgemerkt blijven door "
|
||
"zijn tegenstanders.\n"
|
||
"\n"
|
||
"Vijandelijke eenheden kunnen deze eenheid niet zien in het bos, behalve als "
|
||
"ze er eenheden naast hebben staan. Een vijandelijke eenheid die deze eenheid "
|
||
"als eerste ontdekt blijft geschrokken staan en kan zich die beurt niet meer "
|
||
"verplaatsen."
|
||
|
||
#. [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 ""
|
||
"Deze eenheid is 's nachts onzichtbaar.\n"
|
||
"\n"
|
||
"Vijandelijke eenheden kunnen deze eenheid 's nachts niet zien of aanvallen "
|
||
"behalve wanneer ze zich er direct naast bevinden. Een vijandelijke eenheid "
|
||
"die deze eenheid als eerste ontdekt blijft geschrokken staan en kan zich die "
|
||
"beurt niet meer verplaatsen."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "verbergen"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to "
|
||
#| "it.\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."
|
||
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 ""
|
||
"Deze eenheid kan zich verstoppen in dorpen (met uitzondering van "
|
||
"waterdorpen) en zo onopgemerkt blijven, tenzij er vijandelijke eenheden "
|
||
"naast staan.\n"
|
||
"\n"
|
||
"Vijandelijke eenheden kunnen deze eenheid niet zien of aanvallen behalve "
|
||
"wanneer ze zich er direct naast bevinden. Een vijandelijke eenheid die deze "
|
||
"eenheid als eerste ontdekt blijft geschrokken staan en kan zich die beurt "
|
||
"niet meer verplaatsen."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "duiken"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "duiken"
|
||
|
||
#. [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 ""
|
||
"Deze eenheid kan onderduiken in diep water en zo onopgemerkt blijven.\n"
|
||
"\n"
|
||
"Vijandelijke eenheden kunnen deze eenheid niet zien of aanvallen behalve "
|
||
"wanneer ze zich er direct naast bevinden. Een vijandelijke eenheid die deze "
|
||
"eenheid als eerste ontdekt blijft geschrokken staan en kan zich die beurt "
|
||
"niet meer verplaatsen."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "voeden"
|
||
|
||
#. [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 ""
|
||
"Het maximaal aantal levenspunten (LP) wordt verhoogd met 1 wanneer deze "
|
||
"eenheid een eenheid doodt, met uitzondering van eenheden die immuun zijn "
|
||
"voor ziekte."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Max LP bonus +3, Max EP +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr "12 Uur Overdag"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr "Middernacht"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Tweede Helft — Eerste Uur"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Tweede Helft — Tweede Uur"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Tweede Helft — Derde Uur"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Tweede Helft — Vierde Uur"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Tweede Helft — Vijfde Uur"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Tweede Helft — Zesde Uur"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr "Ochtend — Eerste Uur"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Ochtend — Tweede Uur"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Ochtend — Derde Uur"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Ochtend — Vierde Uur"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Middag — Eerste Uur"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Middag — Tweede Uur"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Middag — Derde Uur"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Middag — Vierde Uur"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Middag — Vijfde Uur"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Middag — Zesde Uur"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Eerste Helft — Eerste Uur"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Eerste Helft — Tweede Uur"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Eerste Helft — Derde Uur"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Eerste Helft — Vierde Uur"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
msgid "First Dawn"
|
||
msgstr "Eerste Zonsopkomst"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
msgid "Second Dawn"
|
||
msgstr "Tweede Zonsopkomst"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
msgid "First Morning"
|
||
msgstr "Eerste Ochtend"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
msgid "Second Morning"
|
||
msgstr "Tweede Ochtend"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
msgid "First Midday"
|
||
msgstr "Eerste 12 Uur Overdag"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
msgid "Second Midday"
|
||
msgstr "Tweede 12 Uur Overdag"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
msgid "First Afternoon"
|
||
msgstr "Eerste Middag"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
msgid "Second Afternoon"
|
||
msgstr "Tweede Middag"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
msgid "First Dusk"
|
||
msgstr "Eerste Zonsondergang"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
msgid "Second Dusk"
|
||
msgstr "Tweede Zonsondergang"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr "Het Korte Donker"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr "Het Lange Donker (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr "Het Lange Donker (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr "Het Lange Donker (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr "Het Lange Donker (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:9
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
"Geesten zijn uitzonderlijk moeilijk te verwonden, maar bewegen traag over "
|
||
"open water."
|
||
|
||
#: 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 ""
|
||
"De witte magie aanval van deze eenheid brengt zware verwondingen toe aan "
|
||
"magische wezens en sommige alledaagse wezens zijn ook niet veilig."
|
||
|
||
#: data/core/macros/special-notes.cfg:19
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr "Deze eenheid kan standaard genezing toepassen."
|
||
|
||
#: data/core/macros/special-notes.cfg:22
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr "Deze eenheid kan snelle genezing toepassen."
|
||
|
||
#: data/core/macros/special-notes.cfg:25
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr "Deze eenheid kan degenen die hem omringen genezen, ook van vergif."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
"Deze eenheid kan de effecten van vergif van eenheden om hem heen "
|
||
"neutraliseren."
|
||
|
||
#: data/core/macros/special-notes.cfg:31
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr ""
|
||
"Deze eenheid hersteld. Hierdoor geneest de eenheid alsof die altijd in een "
|
||
"dorp staat."
|
||
|
||
#: data/core/macros/special-notes.cfg:34
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
"De standvastigheid van deze eenheid beperkt verwondingen die hij oploopt, "
|
||
"maar enkel tijdens het verdedigen."
|
||
|
||
#: 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 ""
|
||
"Het leiderschap van deze eenheid motiveert aangrenzende eenheden, hun "
|
||
"klappen komen daardoor harder aan bij de vijand. Dit geldt alleen bij "
|
||
"eenheden met een lagere rang."
|
||
|
||
#: 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 ""
|
||
"De vaardigheden die deze eenheid bezit maken het mogelijk voor deze eenheid "
|
||
"om de Controlezone van vijanden volledig te negeren en hierdoor ongehinderd "
|
||
"kan bewegen tussen vijandelijke eenheden."
|
||
|
||
#: data/core/macros/special-notes.cfg:43
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr "Verlichting verhoogt het lichtniveau van het omringende gebied."
|
||
|
||
#: 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 ""
|
||
"Deze eenheid kan een verplaatsing gebruiken om te teleporteren tussen twee "
|
||
"lege bevriende dorpen."
|
||
|
||
#: 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 ""
|
||
"Deze eenheid valt in het bos vanuit een hinderlaag aan. De eenheid is in het "
|
||
"bos onzichtbaar voor vijanden, behalve als ze direct naast hem staan, of als "
|
||
"de eenheid zichzelf heeft onthuld door aan te vallen."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
"Deze eenheid kan zich 's nachts verstoppen, zonder enige vorm van "
|
||
"aanwezigheid achter te laten."
|
||
|
||
#: 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 ""
|
||
"Deze eenheid kan zich verstoppen in dorpen (met uitzondering van "
|
||
"waterdorpen) en blijft onzichtbaar voor vijanden, tenzij deze naast het dorp "
|
||
"staan."
|
||
|
||
#: data/core/macros/special-notes.cfg:58
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
"Deze eenheid is onzichtbaar in diep water, omdat de eenheid nooit naar de "
|
||
"oppervlakte hoeft om te ademen."
|
||
|
||
#: data/core/macros/special-notes.cfg:61
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
"Het maximaal aantal LP wordt verhoogt met 1 wanneer deze eenheid een levende "
|
||
"eenheid doodt."
|
||
|
||
#: 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 ""
|
||
"Als deze eenheid met razernij aanvalt, blijft het gevecht doorgaan tot een "
|
||
"van de twee dood neervalt."
|
||
|
||
#: 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 ""
|
||
"Als er een vijand van het doelwit aan de andere kant van het doelwit staat, "
|
||
"kan deze eenheid in de rug steken, waarbij de toegebrachte schade wordt "
|
||
"verdubbeld."
|
||
|
||
#: 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 ""
|
||
"Vijanden die aan de pest sterven, komen terug als ondode, tenzij ze in een "
|
||
"dorp staan."
|
||
|
||
#: data/core/macros/special-notes.cfg:73
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to certain horrors of nature become nourishment for "
|
||
"a rapidly growing larva, unless they are standing in a village."
|
||
msgstr ""
|
||
"Vijanden die aan de pest sterven, komen terug als ondode, tenzij ze in een "
|
||
"dorp staan."
|
||
|
||
#: 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 ""
|
||
"Deze eenheid kan zijn vijanden vertragen, waardoor hun snelheid en de "
|
||
"effectiviteit van hun aanvallen gehalveerd worden."
|
||
|
||
#: data/core/macros/special-notes.cfg:79
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
"Het vermogen levende wezens in steen te veranderen maakt deze eenheid "
|
||
"extreem gevaarlijk."
|
||
|
||
#: 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 ""
|
||
"Deze scherpschutter heeft altijd een hoge kans vijanden te raken wanneer hij "
|
||
"aanvalt."
|
||
|
||
#: data/core/macros/special-notes.cfg:85
|
||
msgid ""
|
||
"This unit has magical attacks, which always have a high chance of hitting an "
|
||
"opponent."
|
||
msgstr ""
|
||
"Deze eenheid heeft magische aanvallen, die altijd een hoge raakkans hebben."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
"De zwermaanval van deze eenheid boet aan kracht in wanneer de eenheid gewond "
|
||
"raakt."
|
||
|
||
#: 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 ""
|
||
"Door een aanval in een stormloop uit te voeren worden zowel toegebrachte als "
|
||
"ontvangen schade verdubbeld; het heeft geen effect op de verdediging."
|
||
|
||
#: data/core/macros/special-notes.cfg:94
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr ""
|
||
"Tijdens een gevecht heelt deze eenheid door het leven uit zijn slachtoffers "
|
||
"te zuigen."
|
||
|
||
#: 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 ""
|
||
"Door zijn lange wapen is de eerste klap in een gevecht altijd voor deze "
|
||
"eenheid, ook wanneer hij verdedigt."
|
||
|
||
#: 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 ""
|
||
"Een vergiftigd slachtoffer verzwakt elke beurt tot hij genezen kan worden in "
|
||
"een dorp, of door een genezer."
|
||
|
||
#: 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 ""
|
||
"Deze eenheid heeft een maximale verdediging op bepaalde terreinsoorten — het "
|
||
"kan geen hogere verdediging krijgen op gemixte terreinen met deze "
|
||
"terreinsoorten."
|
||
|
||
#. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format.
|
||
#. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions).
|
||
#: data/core/macros/special-notes.cfg:122
|
||
msgid ""
|
||
"Special Notes (1.14-style, please update to the new list format to avoid "
|
||
"duplicates):"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "loyaal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "loyaal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "Geen onderhoudskosten"
|
||
|
||
#. [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"
|
||
"Tijdens een veldtocht kunnen bepaalde eenheden zich vrijwillig bij de speler "
|
||
"voegen. Deze eenheden krijgen het kenmerk Loyaal toegewezen. Hoewel er "
|
||
"eventueel wel betaald moet worden om ze op te roepen, hoef je geen "
|
||
"onderhoudskosten voor ze te betalen. Dat kan erg belangrijk zijn in langere "
|
||
"veldtochten. Dit kenmerk wordt nooit toegewezen aan gerekruteerde eenheden, "
|
||
"dus het kan onverstandig zijn loyale eenheden weg te sturen of per ongeluk "
|
||
"te laten omkomen."
|
||
|
||
#. [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 ""
|
||
"Voor <italic>text='loyale'</italic> eenheden betaal je geen "
|
||
"onderhoudskosten. Voor de meeste eenheden betaal je aan het eind van elke "
|
||
"beurt een hoeveelheid goudstukken gelijk aan hun rang, maar niet voor loyale "
|
||
"eenheden."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "ondood"
|
||
|
||
#. [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 "Immuun voor aftappen, vergif en ziekte"
|
||
|
||
#. [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"
|
||
"Ondode eenheden hebben over het algemeen alleen ondood als "
|
||
"karaktereigenschap. Omdat ondode eenheden de lichamen van dode mensen zijn, "
|
||
"tot leven gewekt om weer te vechten, heeft vergif tegen hen geen effect. Dat "
|
||
"kan hen waardevol maken in het gevecht tegen vijanden die vergif gebruiken "
|
||
"bij hun aanvallen."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"<italic>text='Ondode'</italic> eenheden zijn immuun voor vergif, ook "
|
||
"aftappen en ziekte heeft geen invloed op ze."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "mechanisch"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "mechanisch"
|
||
|
||
#. [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"
|
||
"Mechanische eenheden hebben meestal enkel mechanisch als karaktertrek. Omdat "
|
||
"mechanische eenheden niet leven hebben vergif, aftappen en ziekte geen "
|
||
"effect op ze."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Mechanische'</italic> eenheden zijn immuun voor vergif, ook "
|
||
"aftappen en pest hebben geen invloed op ze."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "elementair"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "elementair"
|
||
|
||
#. [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"
|
||
"Elementaire eenheden hebben dit normaal gesproken als hun enigste "
|
||
"karaktereigenschap. Omdat elementaire eenheden gebaseerd zijn op "
|
||
"energiestromen hebben aftappen, vergif en ziekte geen effect op ze."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Elementaire'</italic> eenheden zijn immuun voor vergif, "
|
||
"aftappen en ziekte."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "sterk"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "sterk"
|
||
|
||
#. [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"
|
||
"Hoewel nuttige voor elke eenheid die op korte afstand vecht, is het kenmerk "
|
||
"sterk voornamelijk nuttig voor eenheden die veel slagen per aanval hebben, "
|
||
"zoals de elfenkrijger. Sterke eenheden kunnen erg nuttig zijn wanneer een "
|
||
"extra puntje verwonding precies genoeg is om de tegenstander te doden."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Sterke'</italic> eenheden verwonden de tegenstander met een "
|
||
"extra levenspunt voor elke rake klap van dichtbij en hebben 1 levenspunt "
|
||
"meer."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "behendig"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "behendig"
|
||
|
||
#. [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"
|
||
"Alleen Elfen kunnen het kenmerk behendig krijgen. Het Elfenvolk staat bekend "
|
||
"om zijn sierlijkheid en zijn grote behendigheid met de boog. Enkelen echter "
|
||
"zijn begiftigd met een talent dat dat van hun broeders overtreft. Deze Elfen "
|
||
"brengen met elke pijl een extra punt schade toe."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Behendige'</italic> eenheden brengen 1 punt meer schade toe "
|
||
"met elke aanval van veraf."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "snel"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "snel"
|
||
|
||
#. [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"
|
||
"Snel is het meest opvallende kenmerk, zeker bij tragere eenheden zoals "
|
||
"trollen en zware infanterie. Snelle eenheden hebben vaak een sterk verhoogde "
|
||
"mobiliteit in ruig terrein, wat een belangrijke overweging kan zijn als je "
|
||
"je troepen verspreidt. Daar komt bij dat snelle eenheden minder taai zijn, "
|
||
"en daarom minder goed in staat betwiste posities te behouden."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Snelle'</italic> eenheden kunnen elke beurt een extra zet "
|
||
"doen, maar hebben 5% minder hitpoints."
|
||
|
||
#. [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 "intelligent"
|
||
|
||
#. [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"
|
||
"<italic>text='Intelligente'</italic> eenheden zijn voornamelijk nuttig aan "
|
||
"het begin van een veldtocht, omdat ze snel tot een hogere rang promoveren. "
|
||
"Later in de veldtocht zijn ze minder bruikbaar en als je genoeg eenheden van "
|
||
"hogere rang hebt dan doe je er waarschijnlijk verstandig aan eenheden op te "
|
||
"roepen met bruikbaardere kenmerken."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Intelligente eenheden hebben 20% minder ervaring nodig om te promoveren."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "flexibel"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "flexibel"
|
||
|
||
#. [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"
|
||
"Robuuste eenheden zijn in elk stadium van het spel bruikbaar, en het is een "
|
||
"nuttig kenmerk voor elk soort eenheid. Het meest nuttig is robuustheid bij "
|
||
"eenheden die weinig hitpoints, een goede verdediging en hoge weerstanden "
|
||
"hebben. Robuuste eenheden zijn goed in staat om posities te behouden."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Robuuste'</italic> eenheden hebben 4 LP plus 1 LP per level "
|
||
"meer dan normaal."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "gezond"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "gezond"
|
||
|
||
#. [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"
|
||
"<italic>text='Gezonde'</italic> eenheden hebben 1 extra levenspunt en "
|
||
"krijgen er een extra bij per rang. Ze genezen ook 2 LP iedere beurt, "
|
||
"ongeacht of ze in een gevecht zijn beland de vorige beurt."
|
||
|
||
#. [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 ""
|
||
"Berucht voor hun vitaliteit, zijn sommige dwergen sterker dan andere en "
|
||
"kunnen ze zelfs rusten terwijl ze reizen."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "dapper"
|
||
|
||
#. [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 "Vecht normaal gesproken tijdens ongunstige tijden van de dag/nacht"
|
||
|
||
#. [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 ""
|
||
"Afkeer tegen licht en donker heeft geen invloed op deze brave individuen."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "wild"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "wild"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Krijg slechts 50% verdediging in dorpen op het land"
|
||
|
||
#. [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 ""
|
||
"Huizen van intelligente wezens worden niet gemakkelijk gebruikt om wilde "
|
||
"eenheden of eenheden met lage intelligentie te verdedigen. Bijgevolg "
|
||
"ontvangen <italic>text='wilde'</italic> eenheden maximaal 50% verdediging in "
|
||
"een dorp op het land, onafhankelijk van de aard van het terrein."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "zwak"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "zwak"
|
||
|
||
#. [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 ""
|
||
"Eenheden met het kenmerk <italic>text='zwak'</italic> krijgen 1 hitpoint "
|
||
"minder en doen op korte afstand 1 minder schade per aanval."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "langzaam"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "langzaam"
|
||
|
||
#. [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"
|
||
"Dik van lichaam en onhandig, kunnen de trage individuen van de kobolds zich "
|
||
"minder snel verplaatsen. Ze worden gecompenseerd door een kleine hoeveelheid "
|
||
"extra uithoudingsvermogen."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Trage'</italic> eenheden hebben een zet minder, maar krijgen "
|
||
"5% meer hitpoints."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "dom"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "dom"
|
||
|
||
#. [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"
|
||
"Dom is een kenmerk dat wijdverspreid is onder de kobolds en andere lagere "
|
||
"soorten. Er zijn redenen dat deze soorten minder zijn en dit is er een van."
|
||
|
||
#. [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 ""
|
||
"Eenheden met het kenmerk <italic>text='dom'</italic> hebben 20% meer "
|
||
"ervaring nodig om te promoveren."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "oud"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "oud"
|
||
|
||
#. [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 ""
|
||
"Eenheden met het kenmerk <italic>text='oud'</italic> krijgen 1 levenspunt "
|
||
"minder en doen op korte afstand 1 minder schade per aanval."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "razernij"
|
||
|
||
#. [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 ""
|
||
"Zowel bij offensief als bij defensief gebruik van deze aanval gaat het "
|
||
"gevecht door totdat een van de strijders gevallen is (met een maximum van 30 "
|
||
"gevechtsrondes)."
|
||
|
||
#. [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 ""
|
||
"Wanneer aanvallend gebruikt, brengt deze aanval tweemaal zo veel "
|
||
"verwondingen toe als een bevriende eenheid, die niet om een of andere reden "
|
||
"is uitgeschakeld (omdat hij versteend is bijvoorbeeld), zich aan de andere "
|
||
"kant van het slachtoffer bevindt."
|
||
|
||
#. [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 ""
|
||
"Als een eenheid wordt gedood door een ziekteaanval, dan wordt hij vervangen "
|
||
"door eenzelfde eenheid van dezelfde partij als de aanvaller. Dit geldt niet "
|
||
"bij Ondoden en eenheden in dorpen."
|
||
|
||
#. [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 ""
|
||
"Deze aanval vertraagt het slachtoffer tot het einde van zijn beurt. Een "
|
||
"vertraagde eenheid beweegt met halve snelheid en zijn aanvallen brengen "
|
||
"slechts half zoveel verwondingen toe. Een vertraagde eenheid heeft een "
|
||
"slakicoon in de zijbalk informatie staan wanneer de eenheid is geselecteerd."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "versteent"
|
||
|
||
#. [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 ""
|
||
"Deze aanval versteent het slachtoffer. Eenheden die versteend zijn kunnen "
|
||
"niet bewegen of aanvallen."
|
||
|
||
#. [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 ""
|
||
"Bij aanvallend gebruik, heeft deze aanval altijd een raakkans van ten minste "
|
||
"60%."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"Bij aanvallend gebruik, heeft deze aanval altijd een raakkans van ten minste "
|
||
"60%."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:102
|
||
msgid ""
|
||
"This unit’s defensive techniques reduce the chance of a successful enemy "
|
||
"attack."
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "magisch"
|
||
|
||
#. [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 ""
|
||
"Deze aanval heeft altijd 70% kans om te raken ongeacht de verdediging van de "
|
||
"aangevallen eenheid."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "zwerm"
|
||
|
||
#. [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 ""
|
||
"Het aantal slagen van deze aanval neemt af wanneer de eenheid gewond raakt. "
|
||
"Het aantal slagen is evenredig met de verhouding tussen LP en het maximale "
|
||
"aantal LP. Als een eenheid bijvoorbeeld 3/4 van zijn maximale LP heeft "
|
||
"krijgt het 3/4 van zijn aantal aanvallen."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "stormloop"
|
||
|
||
#. [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 ""
|
||
"Bij aanvallend gebruik brengt deze aanval twee keer zo veel schade toe. Het "
|
||
"zorgt er ook voor dat de eenheid twee keer zo veel schade ontvangt van de "
|
||
"tegenaanval."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:154
|
||
msgid ""
|
||
"This attack puts the unit in good defensive position, and it absorbs some of "
|
||
"the damage dealt by an enemy strike."
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:155
|
||
msgid ""
|
||
"This unit can block enemy strikes, so that it takes reduced damage when hit."
|
||
msgstr ""
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/weapon_specials.cfg:167
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Deze eenheid zuigt energie uit levende eenheden en geneest zichzelf met de "
|
||
"helft van de schade die hij toebrengt (naar beneden afgerond)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
msgid "first strike"
|
||
msgstr "snelle slag"
|
||
|
||
#. [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 ""
|
||
"Deze eenheid deelt altijd de eerste klap uit, ook wanneer hij verdedigt."
|
||
|
||
#. [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 ""
|
||
"Deze aanval vergiftigt levende vijanden. Vergiftigde eenheden verliezen elke "
|
||
"beurt 8 LP totdat ze worden genezen of totdat ze nog slechts 1LP hebben. Gif "
|
||
"zelf kan geen eenheid doden."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:200
|
||
msgid ""
|
||
"This attack hits so hard that the opponent is dazed and can no longer "
|
||
"enforce a zone of control. The effect wears off on the opponent’s next turn."
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
"Deze eenheid kan zijn vijanden vertragen, waardoor hun snelheid en de "
|
||
"effectiviteit van hun aanvallen gehalveerd worden."
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:208
|
||
msgid "arcane"
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:209
|
||
msgid ""
|
||
"This attack combines the arcane type with the type of weapon used so that "
|
||
"resistance to the arcane type does not penalize the user."
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:210
|
||
msgid ""
|
||
"This unit can use the arcane type when the opponent is particularly "
|
||
"sensitive to it in relation to the weapon on which it is applied."
|
||
msgstr ""
|
||
|
||
#: data/core/units.cfg:4
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a “true orc”, a few who "
|
||
"are born slightly smaller and weaker, and the rest, often a full half of any "
|
||
"litter, are much weaker and destined to be goblins. Almost as newborns the "
|
||
"class system of orcish society is visible, with the weak put in their place "
|
||
"by their stronger siblings. The stronger ones will routinely grab most of "
|
||
"the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
"Ondanks de afhankelijkheid van ruwe kracht van de Orks, zijn maar een paar "
|
||
"van hun kinderen voorbestemd om het te bezitten. Kobolds worden, ondanks hun "
|
||
"uiterlijk, geboren als broers en zussen van de Orks en als lid van hetzelfde "
|
||
"ras. Terwijl andere rassen vaak alleen of in paren geboren worden, hebben "
|
||
"Orks grote nesten kinderen tegelijk, waardoor hun populatie kan exploderen. "
|
||
"Binnen elk nest zullen er slechts één of twee zijn die groeien naar de "
|
||
"sterkte van een \"echte Ork\", dan zijn er nog een aantal iets zwakkere, en "
|
||
"de rest, vaak een volle helft van het nest, zijn veel te zwak en voorbestemd "
|
||
"om Kobolds te worden. Als nieuwgeborenen zijn ze bijna onzichtbaar in de Ork-"
|
||
"maatschappij, op hun plaats gezet door hun broers en zussen. De sterkere "
|
||
"zullen routinematig het grootste deel van het voedsel grijpen en daardoor "
|
||
"nog sterker worden, terwijl hun zwakkere broers en zussen dit niet doen."
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "Vleermuis"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "Vleermuis"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "Vleermuizen"
|
||
|
||
#. [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 ""
|
||
"Vleermuizen zijn er in vele soorten en maten, en de meeste zijn vrij "
|
||
"onschadelijk en voeden zich met insecten en andere dieren. Het is bekend dat "
|
||
"de grotere en meer vicieuze rassen een bedreiging vormen voor mensen en "
|
||
"andere rassen, evenals hun vee, vooral wanneer ze in groepen worden "
|
||
"aangetroffen. Meestal worden vaak gehouden (en af en toe getemd) door "
|
||
"degenen die hun liefde voor de nacht delen."
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:49
|
||
#, fuzzy
|
||
#| msgid "race^Bat"
|
||
msgid "race^Cat"
|
||
msgstr "Vleermuis"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:50
|
||
#, fuzzy
|
||
#| msgid "race+female^Bat"
|
||
msgid "race+female^Cat"
|
||
msgstr "Vleermuis"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:51
|
||
#, fuzzy
|
||
#| msgid "race^Bats"
|
||
msgid "race^Cats"
|
||
msgstr "Vleermuizen"
|
||
|
||
#. [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 "Draak"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:62
|
||
msgid "race+female^Drake"
|
||
msgstr "Draak"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:63
|
||
msgid "race^Drakes"
|
||
msgstr "Draken"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
|
||
#| "true dragons. On average, an adult drake stands around three meters tall "
|
||
#| "and easily weighs more than a man and a horse combined. Their skin is "
|
||
#| "made up of hard scales, resistant to most physical strikes except "
|
||
#| "piercing and cold damage. Most drakes are capable of true flight and can "
|
||
#| "travel long distances quickly. However, their sheer weight and bulk "
|
||
#| "limits their flight ability somewhat, making them ungainly in the air. "
|
||
#| "Where possible, they make use of terrain features such as hills, "
|
||
#| "mountains and trees as launch points in order to gain greater height and "
|
||
#| "speed. Fortunately for their enemies, they are still quite clumsy "
|
||
#| "creatures and surprisingly slow in combat. This, combined with their "
|
||
#| "large size, renders them easy targets for those who dare attack them.\n"
|
||
#| "\n"
|
||
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
#| "fueling their very lives. This can easily be witnessed when one of their "
|
||
#| "kind perishes in combat; its internal fire is released, burning their "
|
||
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
|
||
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
#| "While the magic imbued within a drake’s body enables it to spit fire and "
|
||
#| "gives it life, they have no willful control over the functions of this "
|
||
#| "magic.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Drakes are a relatively warlike race and their societies can be best "
|
||
#| "described as cultured martial societies. The core of a drake tribe is a "
|
||
#| "small group of veteran warriors headed by a mutually respected — or "
|
||
#| "simply feared — dominant who rules the society with an iron fist. Every "
|
||
#| "drake is expected to earn their place in the strict hierarchy, to obey "
|
||
#| "their superiors and command their inferiors. Entry to the ruling elite is "
|
||
#| "only possible through challenging and defeating a superior in single "
|
||
#| "combat, which is the way the hierarchy within the elite itself is "
|
||
#| "established. The use of deception of any kind towards any fellow drake "
|
||
#| "is, without exception, seen as cowardly and unacceptable.\n"
|
||
#| "\n"
|
||
#| "While their warlike nature and sense of territory drives them to defend "
|
||
#| "their territories savagely, drakes rarely invade or trespass on areas "
|
||
#| "already occupied by the other major races. Instead, they settle in "
|
||
#| "unpopulated areas to establish their own territory there. They primarily "
|
||
#| "feed on large game they hunt in the lowlands around their homes, but "
|
||
#| "hatchlings and lower caste drakes are known to feed also on certain kinds "
|
||
#| "of moss and fungi they cultivate deep in their caverns. Drakes value "
|
||
#| "armor- and weapon-smithing, but neither know nor need other science and "
|
||
#| "culture besides this. Nonetheless, the few implements they do fashion are "
|
||
#| "almost unrivaled in quality, only matched by those produced in the finest "
|
||
#| "Dwarvish foundries.\n"
|
||
#| "\n"
|
||
#| "Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
|
||
#| "Death in battle is the most preferred way for a drake to leave this "
|
||
#| "world. Unlike the elder members of other races, drakes naturally grow "
|
||
#| "more aggressive and reckless towards the ends of their natural lives, "
|
||
#| "perhaps to help ensure their place in the heroic legends of their kind.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Drakes originated from an archipelago of volcanic islands called "
|
||
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
#| "subsidence of many of their home islands has caused colonies of drakes to "
|
||
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
#| "warmth, their internal fire is more than capable of sustaining them even "
|
||
#| "in a relatively cold climate, a feature which has allowed them to "
|
||
#| "populate even some of the mountains of the far north of the Great "
|
||
#| "Continent."
|
||
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 ""
|
||
"Draken zijn grote, gevleugelde en vuurspuwende wezens, die doen denken aan "
|
||
"de echte Draken van oudsher. Gemiddeld is een volwassen mannetjesdraak "
|
||
"ongeveer drie meter lang en weegt meer dan een man en een paard samen. Hun "
|
||
"huid bestaat uit harde schubben, bestand tegen de meeste fysieke slagen "
|
||
"behalve van puntige of koude wapens. De meeste mannetjes kunnen vliegen en "
|
||
"kunnen lange afstanden snel afleggen. Echter, hun enorme gewicht en omvang "
|
||
"beperkt hun vliegvermogen enigszins, waardoor ze onhandelbaar in de lucht "
|
||
"worden. Waar mogelijk maken ze gebruik van lanceerpunten zoals heuvels, "
|
||
"bergen en bomen om meer hoogte en snelheid te bereiken. Gelukkig voor hun "
|
||
"vijanden zijn ze nog steeds vrij lompe en onhandige wezens die traag in de "
|
||
"strijd zijn. Dit, in combinatie met hun grote omvang, maakt hen gemakkelijke "
|
||
"doelen voor degenen die hen durven aan te vallen.\n"
|
||
"\n"
|
||
"Draken zijn van nature magische wezens, met een mysterieus intern vuur dat "
|
||
"hun hele leven van brandstof wordt voorzien. Dit kan gemakkelijk worden "
|
||
"waargenomen wanneer een van hun soort in de strijd ten onder gaat; zijn "
|
||
"interne vuur wordt vrijgegeven, hun resten worden verbrand in de as. Hun "
|
||
"interne vuur is ook hun grootste zwakte; het maakt ze extreem kwetsbaar voor "
|
||
"koude aanvallen. Ondanks hun magische aard zijn draken niet in staat om "
|
||
"magie op een gecontroleerde manier te kanaliseren. Terwijl het, met magie "
|
||
"doordrenkt, lichaam van een draak het mogelijk maakt om vuur te spuwen en "
|
||
"het leven te geven, hebben ze geen eigenzinnige controle over de functies "
|
||
"van deze magie.\n"
|
||
"\n"
|
||
"<header>text='Samenleving'</header>\n"
|
||
"Draken zijn een relatief oorlogszuchtig ras en hun samenlevingen kunnen het "
|
||
"beste worden omschreven als gecultiveerde krijgshaftige maatschappijen. De "
|
||
"kern van een drakenstam is een kleine groep ervaren krijgers onder leiding "
|
||
"van een wederzijds gerespecteerde — of eenvoudigweg gevreesde — dominante "
|
||
"draak die de maatschappij regeert met een ijzeren vuist. Van elke "
|
||
"mannetjesdraak wordt verwacht dat ze hun plaats ind e strikte hiërarchie "
|
||
"moeten verdienen, hun superieuren gehoorzamen en hun minderen bevelen. "
|
||
"Toegang tot de heersende elite is alleen mogelijk door een superieur uit te "
|
||
"dagen en te verslaan in een enkel gevecht, wat de manier is waarop de "
|
||
"hiërarchie binnen de elite zelf is gevestigd. Het gebruik van misleiding van "
|
||
"welke aard dan ook tegen elke mededraak wordt, zonder uitzondering, gezien "
|
||
"als laf en onaanvaardbaar.\n"
|
||
"\n"
|
||
"Terwijl hun oorlogszuchtige aard en gevoel voor territorium hen ertoe "
|
||
"aanzetten hun territorium wreed te verdedigen, vallen Draken zelfde gebieden "
|
||
"aan die al bezet zijn door de andere grote rassen. In plaats daarvan "
|
||
"vestigen ze zich in onbewoonde gebieden om daar hun eigen territorium te "
|
||
"vestigen. Ze voeden zich voornamelijk met groot wild dat ze jagen in de "
|
||
"laaglanden rond hun woningen, maar het is bekend dat de jonge draken zich "
|
||
"voeden met bepaalde soorten mos en schimmels die ze diep in hun grotten "
|
||
"vinden. Draken waarderen het bepantseren van wapens en harnassen, maar ze "
|
||
"hebben niet de kennis, noch de cultuur, om dit zelf uit te kunnen voeren. "
|
||
"Desalniettemin zijn de weinige gebruikersvoorwerpen die ze dragen "
|
||
"ongeëvenaard in kwaliteit, ze doen alleen onder voor de spullen die gemaakt "
|
||
"worden in de beste Dwergen smederijen.\n"
|
||
"\n"
|
||
"Draken komen uit eieren en leven meestal 20 tot 30 jaar. Dood in de strijd "
|
||
"is de meest voorkomende manier voor een draak om deze wereld te verlaten. "
|
||
"Anders dan de oudere leden van andere rassen, worden draken van nature "
|
||
"agressiever en roekelozer naar het einde van hun natuurlijke leven, "
|
||
"misschien om hun plaats in de heroïsche legendes in hun soort te helpen "
|
||
"verzekeren.\n"
|
||
"\n"
|
||
"<header>text='Geografie'</header>\n"
|
||
"Draken zijn ontstaan in een vulkanische eilandengroep genaamd "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in de <ref>dst='great_ocean' "
|
||
"text='Grote Oceaan'</ref>. Een combinatie van bevolkingsdruk en de "
|
||
"verzakking van veel van hun thuiseilanden heeft ertoe geleid dat kolonies "
|
||
"draken zich hebben verspreid naar het <ref>dst='great_continent' text='Grote "
|
||
"Continent'</ref>. Draken hebben de neiging om hun huizen in berggrotten in "
|
||
"de buurt van vulkanen te maken om hun eieren, jongen en smederijen te "
|
||
"beschermen. Hoewel draken van nature de voorkeur geven aan warmte, is hun "
|
||
"innerlijke vuur meer dan in staat om ze te ondersteunen, zelfs in een "
|
||
"relatief koud klimaat, een eigenschap die het hen mogelijk heeft gemaakt om "
|
||
"zelfs in enkele bergen in het uiterste noorden van het Grote Continent te "
|
||
"bevolken."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid "race^Dwarf"
|
||
msgstr "Dwerg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:98
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Dwerg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:99
|
||
msgid "race^Dwarves"
|
||
msgstr "Dwergen"
|
||
|
||
#. [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 ""
|
||
"De Dwergen zijn een ras befaamd voor hun mijnwerkers, smeden, handelaren en "
|
||
"krijgers. Gezien als het derde oudste ras op het grote continent, na de "
|
||
"Elfen en Trollen, hun vroegste historie is gehuld in mysteries. Legendes "
|
||
"vertellen van lang vergeten tijden toen hun volk naar boven kwam uit hun "
|
||
"ondergrondse wereld door grotten. Niets is bekend van hun leven voordat ze "
|
||
"aankwamen of hun reden om bovengronds te gaan, maar ze hebben daarna een "
|
||
"grote rol gehad op de geschiedenis van het continent. Vlak na hun komst uit "
|
||
"de ondergrond kwamen de Dwergen in conflict met de originele bewoners van "
|
||
"het land, de Elfen. De werkelijke reden is in de geschiedenis verloren "
|
||
"gegaan, maar de twee rassen hebben sindsdien drie lange oorlogen gevoerd, "
|
||
"met tussenpozen van enkele decennia vrede. Tijdens deze oorlogen konden de "
|
||
"Dwergen de Elfen niet uit het bos in het zuiden krijgen, maar consolideerden "
|
||
"ze hun positie in de heuvels en bergen in het noorden van het continent, "
|
||
"beter bekend als de Noordelijke Landen. Sindsdien hebben ze fantastisch "
|
||
"forten en nederzettingen gebouwd diep in de bergen en hellingen van hun "
|
||
"territorium.\n"
|
||
"\n"
|
||
"Mogelijk door hun isolatie, zijn dwergen in het algemeen wantrouwen of "
|
||
"vijandig tegen de meeste andere rassen, voornamelijk de elfen. De enige "
|
||
"uitzondering voor dit temperament zijn mensen. Dit kan teruggeleid worden "
|
||
"tot de tijden van Haldric I en de aankomst van mensen en orks op het "
|
||
"continent. Op dit punt begonnen dwergen sommige mensen, vooral afvalligen en "
|
||
"voortvluchtigen van het Koninkrijk van Wesnoth, toe te staan om in bepaalde "
|
||
"gebieden van de Noordelijke Landen te leven. Hun motivatie was niet "
|
||
"verbazingwekkend. De situatie van deze individuen herinnerde de dwergen aan "
|
||
"hun eigen geschiedenis vervolging, wat een gevoel van solidariteit ontlokte. "
|
||
"De dwergen hadden ook veel te winnen met een verbintenis met deze "
|
||
"verschoppelingen. Ze zouden zich vestigen in de gebieden waar dwergen zelf "
|
||
"niet graag woonden: vlakten, bossen en moerassen, wat ze ontsloeg van de "
|
||
"noodzaak om deze zelf te verdedigen.\n"
|
||
"\n"
|
||
"Dwergen hebben een klein postuur bij menselijke maten, maar zijn zeker niet "
|
||
"fragiel. Hun strijders, robuust en sterk, zijn zowel gevreesd als "
|
||
"gerespecteerd door het hele continent voor hun dapperheid in de strijd. Ook "
|
||
"zijn dwergen bekend voor hun calculerend intellect en uitmuntend "
|
||
"vakmanschap. Dwergse smeden zijn beroemd om hun dodelijke wapens en zware "
|
||
"pantsers. Deze uitrustingen zijn ongeëvenaard in kwaliteit, hun enige "
|
||
"mogelijke concurrent zijn de wapensmeden van de draken. Hun intelligentie en "
|
||
"natuurlijke nieuwsgierigheid maakt ze ook tot het meest technologisch "
|
||
"geavanceerd ras op het continent. Een van hun meest beroemde en gevreesde "
|
||
"uitvindingen is een mysterieus poeder dat een enorme explosie produceert "
|
||
"wanneer het wordt blootgesteld aan vuur of vonken. Sommige dwergenstrijders "
|
||
"gebruiken dit poeder om kleine objecten weg te schieten op enorme snelheden. "
|
||
"Door hun technologische genegenheid wantrouwen de meeste dwergen de "
|
||
"gebruikers van magie. Hoewel sommigen een vorm van magie gebruiken die "
|
||
"gebaseerd is op het kerven van runen. Runenleerlingen genaamd, gebruiken ze "
|
||
"de kervingen om objecten te betoveren om zo een zeker aspect ervan te "
|
||
"versterken."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:117
|
||
msgid "race^Elf"
|
||
msgstr "Elf"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
msgid "race+female^Elf"
|
||
msgstr "Elf"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:119
|
||
msgid "race^Elves"
|
||
msgstr "Elfen"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:121
|
||
msgid ""
|
||
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
|
||
"They have slightly pointy ears, pale skin and usually blond hair. Few "
|
||
"differences between humans and elves are more pronounced than the Elves’ "
|
||
"unusually long life — most, unless claimed by illness, accident or war, live "
|
||
"at least a full two centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live longer, most elves begin to grow physically "
|
||
"frail at some point between 250 and 300 years of age and pass away rapidly "
|
||
"thereafter.\n"
|
||
"\n"
|
||
"Most elves share an intense affection for unspoiled nature and find "
|
||
"themselves uncomfortable in open, unvegetated places. They live primarily in "
|
||
"the forests of the Great Continent, the Aethenwood in the southwest, Wesmere "
|
||
"in the northwest, and the great northern woods of which the Lintanir Forest "
|
||
"is the southernmost edge.\n"
|
||
"\n"
|
||
"Elves are the eldest race of the continent, with the possible exception of "
|
||
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
|
||
"having existed for several millennia.\n"
|
||
"\n"
|
||
"<header>text='Magic'</header>\n"
|
||
"While elves are fundamentally different creatures than the fabled fair folk, "
|
||
"their magic has some connection to the faerie and is the source of their "
|
||
"unusually keen senses as well as their long lives. Elven magic is split "
|
||
"between two different paths, one focused on manipulation of the mundane or "
|
||
"natural world, and one focused on divination into the arcane plane. More "
|
||
"common is the the way of corporeal alteration, which has more tangible "
|
||
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
|
||
"suited toward combat, its potent ability to harness earthly energies to "
|
||
"nurture and protect is the primary reason for the effectiveness of elven "
|
||
"healing as well as the beauty and vitality of their forests.\n"
|
||
"\n"
|
||
"Those who follow the mystic path are also well-regarded by other elves, but "
|
||
"their motives and abilities are often unclear to those outside of their "
|
||
"order. Some who venture far down the path of mysticism take on more faerie-"
|
||
"like traits, gaining extraordinary insight and longevity, but also becoming "
|
||
"sensitive to and even burned by the presence of cold iron.\n"
|
||
"\n"
|
||
"<header>text='Culture'</header>\n"
|
||
"Elves spend much of their time honing their talents and skills. Those not "
|
||
"adept at the magical arts typically devote their time honing their physical "
|
||
"skills, often for sporting purposes. As a result, elves excel at archery, a "
|
||
"craft that is readily and effectively applied to warfare. Elves are also "
|
||
"renowned musicians, particularly skilled at wind and plucked string "
|
||
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
|
||
"example, are crafted from the fine wood of Elven yew trees and are legendary "
|
||
"for their soft, gentle tone.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Elvish society is roughly divided into three factions: a pseudo-military "
|
||
"faction responsible for defending their forests, peaceful civilians who are "
|
||
"usually craftsmen and artists, and healers and mystics who maintain the "
|
||
"elves’ connection to the faerie. Responsible for governing these different "
|
||
"aspects is the nobility, who are treated as servants to the broader social "
|
||
"order, rather than as strict rulers of their people. The process for "
|
||
"selecting these nobles differs between the various elven conclaves, with the "
|
||
"governing council of Wesmere — the Ka’lian — being elected and the nobility "
|
||
"in Lintanir usually being inherited.\n"
|
||
"\n"
|
||
"In times of strife, the hierarchy of command becomes more adaptable, with "
|
||
"the ordinary aristocracy deferring to more war-minded marshals. By "
|
||
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
|
||
"elven mystics is also called upon to facilitate the transition of power."
|
||
msgstr ""
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Falcon"
|
||
msgstr "Valk"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:148
|
||
msgid "race+female^Falcon"
|
||
msgstr "Valk"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:149
|
||
msgid "race^Falcons"
|
||
msgstr "Valken"
|
||
|
||
#. [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 ""
|
||
"Valken zijn roofvogels, bekend om hun uitzonderlijke snelheid en "
|
||
"behendigheid. Lichter en met minder krachtige klauwen dan andere roofvogels, "
|
||
"verkiezen valken in plaats daarvan het gebruik van hun snavel om hun prooien "
|
||
"te doden. Hun scherpe oog en hun vermogen om getemd te worden maken ze tot "
|
||
"een wijdverspreid en bekend schepsel, zowel gebruikt door de adel in de "
|
||
"sport, als door nomaden of stammen die ze nuttig vinden bij het jagen op "
|
||
"voedsel. Valken vinden soms ook een rol op het gebied van oorlog, met "
|
||
"bepaalde valkeniers die hun vogels trainen om onderscheid te maken tussen "
|
||
"vriend en vijand, waardoor ze een nuttig goed zijn om te helpen als "
|
||
"ondersteuning van een leger."
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:158
|
||
msgid "race^Goblin"
|
||
msgstr "Kobold"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:159
|
||
msgid "race+female^Goblin"
|
||
msgstr "Kobold"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:160
|
||
msgid "race^Goblins"
|
||
msgstr "Kobolds"
|
||
|
||
#. [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"
|
||
"Kobolds zijn nietig en tamelijk kwetsbaar, en groeien zelden voorbij de "
|
||
"grootte en gestalte van een menselijk kind.\n"
|
||
"\n"
|
||
"Kobolds worden geboren in een leven van bijna-slavernij voor hun grotere "
|
||
"verwanten, en worden gebruikt als zwaardvoer in de strijd. Ze gedijen "
|
||
"ondanks hun tragisch lot; deels omdat ze zo talrijk zijn, en ook omdat hun "
|
||
"heersers goed weten hoe afhankelijk ze zijn van de kobold. Ze leveren het "
|
||
"grootste deel van de fysieke arbeid die de orks nodig hebben, met "
|
||
"uitzondering van banen die de brute kracht van echte orks bewijzen. Zij "
|
||
"vertonen het beeld van het bewijs van hun kunnen voor de orks."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:178
|
||
msgid "race^Gryphon"
|
||
msgstr "Griffioen"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:179
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Griffioen"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:180
|
||
msgid "race^Gryphons"
|
||
msgstr "Griffioenen"
|
||
|
||
#. [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 ""
|
||
"Griffioenen zijn brede, krachtige beesten met eigenschappen gedeeld door "
|
||
"zowel roofdieren als roofvogels. Hoewel af en toe getemd en bereden door de "
|
||
"meest gedurfde, zijn de griffioenen erg territoriaal en agressief, vooral "
|
||
"met betrekking tot hun nesten.\n"
|
||
"\n"
|
||
"De middelen waarmee griffioenen ondanks hun grote gewicht kunnen vliegen, "
|
||
"zijn al eeuwenlang een bron van discussie, maar het blijft even mysterieus "
|
||
"als hun oorsprong."
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Horse"
|
||
msgstr "Paard"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:192
|
||
msgid "race+female^Horse"
|
||
msgstr "Paard"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:193
|
||
msgid "race^Horses"
|
||
msgstr "Paarden"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:194
|
||
msgid ""
|
||
"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
|
||
"to sturdy draught horses or agile stock horses. While they are more fragile "
|
||
"than many beasts, their speed and cunning allow feral horses to thrive in "
|
||
"the wild, alongside their wild brethren.\n"
|
||
"\n"
|
||
"Horses have been an important part of many civilizations, so it is not "
|
||
"surprising that there are many myths and stories centered around them. "
|
||
"Winged horses, man-horse hybrids, and ghost horses have made their way into "
|
||
"written history, though few can honestly claim to have seen such things."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:211
|
||
msgid "race^Human"
|
||
msgstr "Mens"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:212
|
||
msgid "race+female^Human"
|
||
msgstr "Mens"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:213
|
||
msgid "race^Humans"
|
||
msgstr "Mensen"
|
||
|
||
#. [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 ""
|
||
"Het ras der mensen is zeer divers. Hoewel ze oorspronkelijk van het Oude "
|
||
"Continent kwamen, hebben mensen zich over de hele wereld verspreid en "
|
||
"opgesplitst in veel verschillende culturen en rassen. Hoewel ze niet zijn "
|
||
"doordrenkt met magie zoals andere wezens, kunnen mensen leren om het te "
|
||
"hanteren en kunnen ze meer leren dan de meeste andere rassen. Ze hebben geen "
|
||
"extra speciale vaardigheden of kenmerken, behalve hun veelzijdigheid en "
|
||
"doorzettingsvermogen. Hoewel ze vaak op gespannen voet staan met andere "
|
||
"rassen, kunnen ze af en toe allianties sluiten met minder agressieve rassen "
|
||
"zoals elfen en dwergen. De minder scrupuleuze onder hen deinzen ook niet "
|
||
"terug voor het inhuren van heldhaftige huursoldaten. Ze hebben geen "
|
||
"natuurlijke vijanden, hoewel de meerderheid van de mensen, zoals de meeste "
|
||
"van alle rassen, een instinctieve afkeer hebben tegen de ondoden. Mensen "
|
||
"zijn korter dan elven, maar groter dan dwergen. Hun huidskleur kan variëren, "
|
||
"van bijna wit tot donkerbruin.\n"
|
||
"\n"
|
||
"<header>text='Onderdanen van de Kroon'</header>\n"
|
||
"Er bestaan veel verschillende groepen mensen, maar de meerderheid van hen op "
|
||
"het Grote Continent leeft onder de heerschappij van de Kroon van Wesnoth. De "
|
||
"mensen verschenen voor het eerst op het Grote Continent van een land aan de "
|
||
"andere kaant van de oceaan in het Westen, het Groene Eiland, en vestigden al "
|
||
"snel hun hoofdstad in de inlandse stad Weldyn. In de loop van de volgende "
|
||
"eeuwen hebben ze een aantal steden over het hele continent opgebouwd. De "
|
||
"soldaten van de Kroon van Wesnoth beschermen het land en vormen de meest "
|
||
"georganiseerde militaire macht in de bekende wereld. De krijgers komen uit "
|
||
"de hoofdprovincies, waar alle mensen op jonge leeftijd dienstplichtig zijn.\n"
|
||
"\n"
|
||
"<header>text='De Clanleden'</header>\n"
|
||
"De oostelijke provincies van Wesnoth, die bekend staan onder de Clan "
|
||
"Thuislanden, hebben een geografie die bestaat uit meer open vlakten en "
|
||
"glooiende heuvels dan de westelijke, meer verstedelijkte provincies. Ze zijn "
|
||
"de thuishaven van de Paardenclans, die verbonden zijn met de Kroon van "
|
||
"Wesnoth maar onafhankelijk opereren en hun eigen identiteit behouden. "
|
||
"Sommigen beschouwen ze als een afzonderlijke staat, die voedsel en soldaten "
|
||
"naar de Kroon stuurt in ruil voor bescherming. Anderen zeggen dat ze op "
|
||
"gelijke voet staan met de westelijke helft van Wesnoth. in ieder geval "
|
||
"hebben de oostelijke provincies geen dienstplichtig leger zoals Westelijk "
|
||
"Wesnoth dat doet. Trainen voor gevechten maakt deel uit van de manier van "
|
||
"leven binnen de clans; de ouderen leren de kinderen paardrijden, vechten en "
|
||
"boogschieten vanaf een jonge leeftijd. Over het algemeen zijn de clan-"
|
||
"krijgers minder georganiseerd dan de geciviliseerde vechters, en de sterke "
|
||
"en zwakke punten van deze groepen vullen elkaar aan."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Duinvolk Mens"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:230
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Duinvolk Mens"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:231
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Duinvolk"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:233
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay "
|
||
#| "claim to the river valleys and oases of the Sandy Wastes. How they came "
|
||
#| "to inhabit this far corner of the Great Continent is unknown. Their "
|
||
#| "legends tell of many long and perilous travels through far-flung lands, "
|
||
#| "but the true origin of their people is a topic of endless and heated "
|
||
#| "debate among even the most erudite of their scholars.\n"
|
||
#| "\n"
|
||
#| "Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
#| "proudly in the largest fertile regions. Skilled artisans, fine smiths, "
|
||
#| "and wealthy merchants form the backbone of the urban economy. Each of "
|
||
#| "these cities also enjoys a degree of independence less common in the more "
|
||
#| "centralized nations to the north, many even maintaining their own "
|
||
#| "standing armies. In times of need, however, each and all rally to a "
|
||
#| "higher authority designated to protect the superior interest of the "
|
||
#| "nation.\n"
|
||
#| "\n"
|
||
#| "Those who have not settled in these urban centers still adhere to the "
|
||
#| "lifestyle of their ancestors, roaming the dunes and leading their herds "
|
||
#| "from one watering hole to another. They are most active during the early "
|
||
#| "hours of dawn and the onset of dusk, when the wastelands are neither too "
|
||
#| "hot nor too cold. Their skill at moving through the sands is excellent "
|
||
#| "even by Dunefolk standards. Although sometimes regarded with contempt by "
|
||
#| "their city counterparts, they provide an invaluable service as mobile, "
|
||
#| "light troops in war, or as escorts for trading caravans during times of "
|
||
#| "peace.\n"
|
||
#| "\n"
|
||
#| "The Dunefolk’s inclination towards trade and exploration has allowed "
|
||
#| "their cities to amass immense fortunes, a fact regarded both with "
|
||
#| "admiration and envy by other races. Mutual interests have fostered "
|
||
#| "cordial relations with neighboring Naga tribes, but more secretive races "
|
||
#| "such as Drakes and Elves have always considered Dunefolk expeditions to "
|
||
#| "be too intrusive, especially when they venture close to territorial "
|
||
#| "boundaries. It is not uncommon for caravans to fall prey to troll "
|
||
#| "ambushes in the mountains, something that has given rise to countless "
|
||
#| "tales of unimaginable treasure amassed in hidden caves.\n"
|
||
#| "\n"
|
||
#| "As a result of living in hostile environments for centuries, the Dunefolk "
|
||
#| "have developed rational methods of enquiry through which they continue to "
|
||
#| "improve their understanding of the world. Their study of herbal medicine "
|
||
#| "keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
#| "alchemy allows them to tame fire and wield it as a deadly weapon in "
|
||
#| "battle. At the same time, this analytical mindset has distanced them from "
|
||
#| "magical arts; to the rational mind, magic is uncontrollable, "
|
||
#| "unpredictable, and hence unreliable. For this reason, the Dunefolk "
|
||
#| "especially loathe the perversions of necromancy and the dark arts, even "
|
||
#| "more so than other races.\n"
|
||
#| "\n"
|
||
#| "The Dunefolk’s inquisitive and explorative nature does not preclude "
|
||
#| "military strength. Not only do they field nimble light troops, "
|
||
#| "cataphracts, and heavily armored infantry, but their keen knowledge of "
|
||
#| "technology grants them a decisive advantage over their opponents. When "
|
||
#| "facing the Dunefolk in battle, however, the most fearsome sight is "
|
||
#| "certainly their deployment of ferocious and bizarre beasts. From the "
|
||
#| "majestic Roc to the imposing Wyvern, their synergy with these creatures "
|
||
#| "allows for great versatility in combat. The origins of this tradition "
|
||
#| "likely lie in the heritage of the Dunefolk’s distant past in the exotic "
|
||
#| "far corners of Irdya."
|
||
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 ""
|
||
"Een afstamming van een vergeten nomadische beschaving, het Duinvolk leeft "
|
||
"vooral in de riviervalleien van de Zanderige Wildernis. Hoe zij in deze "
|
||
"uithoek van het Grote Continent kwamen, is onbekend. Hun legendes vertellen "
|
||
"over vele lange en gevaarlijke reizen door verafgelegen landen, maar de ware "
|
||
"oorsprong van hun volk is een onderwerp van eindeloos en verhit debat tussen "
|
||
"zelfs de meest geleerden van de samenleving.\n"
|
||
"\n"
|
||
"Wat hun oorsprong ook is, het Duinvolk heeft het overleeft. Bruisende steden "
|
||
"staan trots in de grootste vruchtbare regio's. Ervaren ambachtslieden, goede "
|
||
"smeden en rijke kooplieden vormen de ruggengraat van de stedelijke economie. "
|
||
"Elk van deze steden geniet ook een mate van onafhankelijkheid die minder "
|
||
"gebruikelijk is in de meer gecentraliseerde naties in het noorden, waarvan "
|
||
"vele zelfs hun eigen blijvende legers handhaven. In tijden van nood, komt "
|
||
"alles en iedereen samen om de elite te overtuigen van de hogere belangen die "
|
||
"de natie na zou moeten streven.\n"
|
||
"\n"
|
||
"Degenen die zich nog niet in deze stedelijke centra hebben gevestigd, houden "
|
||
"zich nog steeds vast aan de levensstijl van hun voorouders, zwervend door de "
|
||
"duinen en het leiden van kuddes van de ene waterput naar de andere. Ze zijn "
|
||
"het meest actief tijdens de vroege ochtenduren en het begin van de "
|
||
"schemering, wanneer de braakliggende terreinen niet te warm of te koud zijn. "
|
||
"Hun vaardigheid om door het zand te bewegen is uitstekend, zelfs volgens de "
|
||
"normen van het Duinvolk. Hoewel ze soms met minachting worden gezien door "
|
||
"hun tegenhangers in de stad, bieden ze een onschatbare dienst als mobiele, "
|
||
"lichte troepen in oorlog, of als begeleiders voor het ruilen van karavanen "
|
||
"in tijden van vrede.\n"
|
||
"\n"
|
||
"De neiging van het Duinvolk om zich te specialiseren in handel en verkenning "
|
||
"heeft ervoor gezorgd dat hun steden immense fortuinen hebben vergaard, een "
|
||
"feit dat beide bewonderenswaardig en jaloers wordt geacht door andere "
|
||
"rassen. Wederzijdse interesses hebben hartelijke relaties met naburige Naga-"
|
||
"stammen bevorderd, maar meer geheimzinnige rassen zoals Draken en Elfen "
|
||
"hebben altijd gedacht dat Duinvolk expedities als opdringerig bedoeld zijn, "
|
||
"vooral wanneer ze zich dicht bij territoriale grenzen begeven. het is niet "
|
||
"ongebruikelijk dat karavanen ten prooi vallen aan Trol-hinderlagen in de "
|
||
"bergen, iets dat aanleiding heeft gegeven tot talloze verhalen over "
|
||
"onvoorstelbare schatten die zijn verzameld in verborgen grotten.\n"
|
||
"\n"
|
||
"Als gevolg van het eeuwenlang leven in vijandige omgevingen heeft het "
|
||
"Duinvolk rationele onderzoeksmethoden ontwikkeld waardoor ze hun begrip van "
|
||
"de wereld blijven verbeteren. Hun studie van kruidengeneeskunde houdt hun "
|
||
"strijders en arbeiders fris en gezond. Door hun kennis van alchemie kunnen "
|
||
"ze het vuur temmen en hanteren als een dodelijk wapen in de strijd. "
|
||
"Tegelijkertijd heeft deze analytische gedachtegang gezorgd voor meer afstand "
|
||
"van de magische kunsten; voor de rationele geest is magie oncontroleerbaar, "
|
||
"onvoorspelbaar en daarom onbetrouwbaar. Om deze reden heeft het Duinvolk "
|
||
"vooral een hekel aan de perversies van dodenbezwering en zwarte magie, zelfs "
|
||
"meer dan andere rassen al hebben.\n"
|
||
"\n"
|
||
"De nieuwsgierige en verkennende aard van het Duinvolk sluit militaire "
|
||
"sterkte niet uit. Ze hebben niet alleen lichte troepen tot hun beschikking, "
|
||
"katafrakten en zwaar gepantserde infanterie, maar hun scherpe kennis van "
|
||
"technologie verleent hen een beslissende voorsprong op hun tegenstanders. "
|
||
"Wanneer je echter in de strijd tegenover het Duinvolk staat, is de meest "
|
||
"angstaanjagende aanblik hun inzet van woeste en bizarre beesten. Van de "
|
||
"majestueuze Roc tot de imposante Wyvern, hun synergie met deze wezens zorgt "
|
||
"voor grote veelzijdigheid in de strijd. De oorsprong van deze traditie ligt "
|
||
"waarschijnlijk in de erfenis van het verre verleden van het Duinvolk in de "
|
||
"exotische uithoeken van Irdya."
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Saurian"
|
||
msgstr "Sauriaan"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:255
|
||
msgid "race+female^Saurian"
|
||
msgstr "Sauriaan"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Saurians"
|
||
msgstr "Saurianen"
|
||
|
||
#. [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 ""
|
||
"Saurianen zijn hagedisachtige wezens. Kleiner en slanker dan mensen, ze zijn "
|
||
"zelden langer dean een tien jaar oud kind, maar van snuit tot staarteinde "
|
||
"kan een Sauriaan zo lang zijn als dat de gemiddelde man is. Licht en "
|
||
"wendbaar, vechten de krijgers tijdens hun jacht liever door vijandelijke "
|
||
"linies om de zwakken en gewonden te raken terwijl ze hun aanvallers "
|
||
"ontwijken.\n"
|
||
"\n"
|
||
"<header>text='Samenleving'</header>\n"
|
||
"Saurianen zijn zeer mysterieuze wezens vanwege hun neiging om te leven in "
|
||
"gebieden die onherbergzaam zijn voor anderen, zoals moerassen. Fatalistisch "
|
||
"in het extreme, Saurianen geloven dat alle gebeurtenissen in een leven "
|
||
"voorspeld kunnen worden door het gebruik van een complexe vorm van "
|
||
"astrologie.\n"
|
||
"\n"
|
||
"De Sauriaanse cultuur is sterk gescheiden tussen de geslachten. Binnen elk "
|
||
"geslahct concurreren de leden, en door vaardigheid, vastberadenheid en "
|
||
"reputatie vestigen zij een duidelijke pikorde, met een leider aan de top. Op "
|
||
"die momenten dat de twee geslachten elkaar ontmoeten, vechten ze niet om "
|
||
"dominantie; in plaats daarvan bepaald de situatie het dominante geslacht. "
|
||
"Het hoofd van de mannetjes is alfa in het dorp of kamp van de clan, terwijl "
|
||
"het hoofd van de vrouwen elders dominant is. Dit gaat verder in de rangorde "
|
||
"waarbij elk mannelijke of vrouwelijke Sauriaan dominant is over elk lid van "
|
||
"het andere geslacht met een lagere rang en zich aanbiedt aan leden van het "
|
||
"andere geslacht met hogere rang.\n"
|
||
"\n"
|
||
"De segregatie en aparte manier van geslachtsdominantie binnen de Sauriaanse "
|
||
"samenleving is een uitvloeisel van hun duidelijk gedefinieerde "
|
||
"geslachtsrollen. Het is de verantwoordelijkheid van het vrouwtje om te jagen "
|
||
"en voedsel te vinden, vaardigheden die hen uiteindelijk trainen om krijgers "
|
||
"te zijn: de warzaaiers, sluipers en sluipmoordenaars zijn angst verwekkend. "
|
||
"De mannelijke Saurianen zijn verantwoordelijk voor het bewaken van het nest "
|
||
"— de eieren die door de vrouwtjes zijn achtergelaten. Terwijl dit tijd laat "
|
||
"voor de mannetjes om zich te ontwikkelen in de kunsten van astrologie, "
|
||
"genezing en magie, stelt het hen ook bloot aan aanzienlijk gevaar, omdat het "
|
||
"stationaire doelen zijn voor de nummer één vijand van een Sauriaanse clan — "
|
||
"andere Sauriaanse clans.\n"
|
||
"\n"
|
||
"Nieuwe Sauriaanse clans worden gestart wanneer de juiste astrologische "
|
||
"tekens worden gelezen. Een \"arcering\" genoemd, waarbij elke vrouw die door "
|
||
"de leiders wordt aangeduid, een groep individuen met een lagere rang "
|
||
"selecteert en hun thuisclan verlaat. Vaak zullen alle vrouwtjes met een "
|
||
"specifiek kenmerk worden uitgekozen, waardoor meerdere clans tegelijkertijd "
|
||
"\"uitkomen\". Selectie is een eenvoudig proces: geen enkele groep kan groter "
|
||
"zijn dan de groep die wordt verlaten, en een hogere rangorde stelt een vrouw "
|
||
"in staat om de keuze van een andere vrouw over te nemen over wie ze kiezen.\n"
|
||
"\n"
|
||
"Vanwege hun snelle bevolkingsgroei, frequente splitsingen in clans en het "
|
||
"feit dat kannibalisme geen taboe is, is geweld een van de bepalende "
|
||
"kenmerken van het Sauriaanse leven. Dit beperkt de groei van de Sauriaanse "
|
||
"cultuur tot horten en stoten, aangezien veel van hun kennis wordt "
|
||
"doorgegeven door mondelinge tradities en hun bezittingen makkelijk te "
|
||
"verplaatsen moeten zijn.\n"
|
||
"\n"
|
||
"<header>text='Geografie'</header>\n"
|
||
"Saurianen kunnen in veel verschillende gebieden leven, hoewel moerassen "
|
||
"veruit het meest voorkomende habitat zijn.\n"
|
||
"\n"
|
||
"<header>text='Biologie'</header>\n"
|
||
"Saurianen leven spectaculair korte levens in vergelijking met de meeste "
|
||
"andere rassen van Wesnoth, ze bereiken de volledige volwassenheid binnen "
|
||
"drie jaar en sterven vaak tegen de tijd dat ze 10 tot 15 jaar oud zijn. "
|
||
"Verreweg de meest voorkomende doodsoorzaak is geweld. Sauriaanse vrouwtjes "
|
||
"produceren ongeveer een keer per jaar nesten van zo'n 20 eieren, wat zorgt "
|
||
"voor een constante bevolkingsdruk en die de voedselvoorziening van de meeste "
|
||
"carnivoren zal onderhouden. Jagers en aaseters, Saurianen hebben extreem "
|
||
"krachtige kaken en hebben een zeer krachtig spijsverteringssysteem met zeer "
|
||
"zure vloeistoffen, waardoor ze in staat zijn om al hun prooien te eten en te "
|
||
"verteren. Verder hebben ze geen afkeer van het eten van aas en begaan ze "
|
||
"zelfs kannibalisme, wat beide regelmatig voorkomt."
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:283
|
||
msgid "race^Mechanical"
|
||
msgstr "Mechanisch"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:284
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mechanisch"
|
||
|
||
#. [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 ""
|
||
"Levend, noch door het natuurlijke leven, noch door dodenbezwering, "
|
||
"beschrijft de term <italic>text='mechanisch'</italic> een gecreëerd voorwerp "
|
||
"van een intelligent wezen. De meeste mechanische dingen bewegen noch denken "
|
||
"alleen, maar anderen doen dat als een gevolg van een magische betovering.."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:294
|
||
msgid "race^Merman"
|
||
msgstr "Meerman"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:295
|
||
msgid "race^Mermaid"
|
||
msgstr "Meermin"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:296
|
||
msgid "race^Merfolk"
|
||
msgstr "Watervolk"
|
||
|
||
#. [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 ""
|
||
"Iets als een fusie tussen mens en vis, het watervolk is een raadselachtig "
|
||
"ras met zowel visachtige als humanoïde eigenschappen. Ze hebben sterke "
|
||
"staarten die zich lenen voor snelle bewegingen in elke waterige omgeving, "
|
||
"terwijl hun handige handen en intelligente geesten fijn vakmanschap en "
|
||
"gereedschap maken. Van nature semi-aquatisch kan het watervolk zonder "
|
||
"problemen water en lucht ademen. Ondanks dat ze aan land kunnen overleven, "
|
||
"zijn ze veel sneller en behendiger in het water en zullen ze zelden ver van "
|
||
"de oceaan te vinden zijn. Ze zijn meestal op hun hoede voor droog land, "
|
||
"omdat ze daar ongemakkelijk en onhandig zijn en ze moeite hebben om zich "
|
||
"over ruw of bebost terrein te bewegen."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:307
|
||
msgid "race+female^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Monsters"
|
||
msgstr "Monsters"
|
||
|
||
#. [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 ""
|
||
"De term \"monster\" bevat veel afgrijslijke beesten die ronddolen in de "
|
||
"grotten, de wildernis, oceaandiepten en andere streken van de wereld. Ze "
|
||
"komen ook grotendeels voor in de verhalen en nachtmerries van zijn bewoners."
|
||
|
||
#. [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 "Nagini"
|
||
|
||
#. [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 ""
|
||
"De slangachtige naga's zijn een van de minst begrepen rassen van het Grote "
|
||
"Continent. Een deel hiervan is te wijten aan hun haat voor vreemden en een "
|
||
"deel is te wijten aan hun buitenaardse leefgebied. Nagas zijn een van de "
|
||
"weinig rassen die in staat zijn tot enige zinvolle mobiliteit in water, "
|
||
"waardoor ze toegang krijgen tot een hele wereld die effectief verboden is "
|
||
"voor landbewoners en ze verder scheidt van de aardse wezens die ze mijden. "
|
||
"Toch zijn ze geen ware wezens van de zee, en hun onvermogen om in het water "
|
||
"adem te halen laat achter zonder leefgebied. Wonen in kustgebieden geeft hen "
|
||
"een ontsnappingsroute op het land tegen de bewoners van de diepe zeeën, "
|
||
"terwijl ze buiten het bereik blijven van degenen die te voet, vleugel of "
|
||
"hoef reizen. Hoewel naga's enigszins niet stevig van vorm zijn, zijn ze vaak "
|
||
"sneller en wendbaarder dan hun tegenstanders. Ze komen soms op gespannen "
|
||
"voet te staan met het Watervolk wanneer hun territoria elkaar overlappen, "
|
||
"maar over het algemeen hebben naga's de voorkeur voor moerassen en rivieren, "
|
||
"net als voor open water."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:327
|
||
msgid "race^Ogre"
|
||
msgstr "Boeman"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:328
|
||
msgid "race+female^Ogre"
|
||
msgstr "Boevrouw"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:329
|
||
msgid "race^Ogres"
|
||
msgstr "Boemannen"
|
||
|
||
#. [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 ""
|
||
"Boemannen zijn een wild en onbeschaafd ras dat voornamelijk in de wildernis "
|
||
"van het Grote Continent verblijft. Fysiek lijken ze op mensen en orks, maar "
|
||
"ze zijn groter en sterker. Zelfs hun jongvolwassenen zijn meer dan "
|
||
"gelijkwaardig tegenover de meeste mensen. Boemannen worden in veel bevolkte "
|
||
"gebieden gewantrouwd en meestal worden ze vermeden of met geweld verdreven. "
|
||
"In plaats daarvan leven ze in de bergachtige gebieden aan de randen van de "
|
||
"beschaving, waar hongerige boemannen een constante bedreiging vormen voor "
|
||
"reizigers en karavanen. Hoewel boemannen niet bijzonder intelligent of snel "
|
||
"zijn, maken hun taaiheid en fysieke kracht ze tot een waardevol bezit in de "
|
||
"legers van andere rassen. Ze worden vooral gewaardeerd door meedogenloze "
|
||
"commandanten die de brutaliteit van de boemannen geen probleem vinden. Er is "
|
||
"weinig bekend over hun biologie of samenleving, als er al gezegd kan worden "
|
||
"dat ze er een hebben, maar er wordt beweerd dat ze aanvallen met wolven en "
|
||
"andere beesten. Of dit een teken van samenwerking, domesticatie of gewoon "
|
||
"wederzijds opportunisme is, is niet bekend."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:338
|
||
msgid "race^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:339
|
||
msgid "race+female^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:340
|
||
msgid "race^Orcs"
|
||
msgstr "Orks"
|
||
|
||
#. [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 ""
|
||
"Qua uiterlijk lijken orks op mensen met enkele dierlijke kenmerken. Ze zijn "
|
||
"groter, steviger en sterker dan mensen. Ze zijn van nature oorlogszuchtig, "
|
||
"primitief en wreed. Hun bloed is donkerder en dikker dan dat van mensen en "
|
||
"ze hebben weinig aandacht voor persoonlijke hygiëne of hun persoonlijke "
|
||
"uiterlijk. Hoewel orks zelfs onderling gewelddadig zijn, zijn ze gericht op "
|
||
"een roedel; een ork reist nooit alleen of woont in groepen kleiner dan 6.\n"
|
||
"\n"
|
||
"<header>text='Samenleving'</header>\n"
|
||
"Bijna elke ork is lid van een stam of een clan. Relaties tussen naburige "
|
||
"stammen zijn meestal gewelddadig, behalve in het geval dat een wederzijdse "
|
||
"vijand hun bestaan bedreigt of de mogelijkheden tot plunderen de wederzijdse "
|
||
"vijandigheid overschrijven. Af en toe kan een enkele sterke leider naar "
|
||
"voren komen om van tijd tot tijd meerdere stammen te leiden, meestal door "
|
||
"intimidatie van volgelingen. Een ork-stam in tijden van vrede heeft de "
|
||
"neiging zich bijna uitsluitend te richten op het versterken van zichzelf ter "
|
||
"voorbereiding op het volgende gewapende conflict. Van orks is bekend dat ze "
|
||
"een grof schrijfsysteem hebben — meestal in bloed — hoewel het meestal wordt "
|
||
"gebruikt om beledigingen of bedreigingen van stamleiders te verhandelen.\n"
|
||
"\n"
|
||
"Ork samenlevingen zijn gebaseerd op niet veel meer dan sterkte; kracht is "
|
||
"macht, en een leider leidt en overleeft alleen zolang niemand erin slaagt de "
|
||
"titel van hem af te dwingen. Een constante strijd voor de macht tussen "
|
||
"stamhoofden is gaande. Een orkleider houdt zelfden dezelfde positie voor "
|
||
"meer dan een handvol jaren — hoewel de geschiedenis enkele opmerkelijke "
|
||
"uitzonderingen kent. Orks hebben geen specifieke erecode en hoewel "
|
||
"onbetwistbare ruwe kracht meestal de geprefereerde methode is om macht te "
|
||
"tonen, zijn moord, vergiftiging en ruggensteken volstrekt haalbare middelen "
|
||
"om eigen doelen te bereiken.\n"
|
||
"\n"
|
||
"Orks leven meestal op landelijke gebieden, vaak in heuvels of bergachtig "
|
||
"gebied en soms in grotten. Ze verbouwen geen gewassen en houden geen vee, "
|
||
"maar zijn competente jagers als gevolg van hun fysieke gestalte en "
|
||
"wreedheid. Vanwege hun grote aantal kunnen ze in relatief korte tijd een "
|
||
"gebied uitjagen dat vrijwel niets meer heeft dan knaagdieren. Vanwege dit en "
|
||
"hun onstabiele leiderschap hebben ork stammen de neiging om een semi-"
|
||
"nomadische levensstijl te leiden, nooit te lang in een regio gevestigd. De "
|
||
"grotere stammen kunnen zich jarenlang of zelfs decennialang stevig vestigen "
|
||
"in een gebied waar grote kampen opgebouwd worden die bijna op steden lijken, "
|
||
"maar zelfs deze kunnen gemakkelijk worden ontmanteld en verlaten als het "
|
||
"nodig is om de clan te verplaatsen.\n"
|
||
"\n"
|
||
"De oudst bekende orks zijn rond de leeftijd van 50 tot 60 jaar oud geworden, "
|
||
"maar heel weinig leven lang genoeg om hun dertigste levensjaar te bereiken, "
|
||
"hetzij door oorlog of door de hand van een van hun verwanten. De oudste orks "
|
||
"zijn vaak sjamanen, die misschien de enige zijn die de meesten van hun soort "
|
||
"als neutraal en betrouwbaar beschouwen. De oorsprong van deze gewoonte is "
|
||
"niet bekend, omdat de sjamanen niet direct veel bijdragen aan de samenleving "
|
||
"van de orks, maar slechts dienst doen als adviseurs — niet iets dat "
|
||
"doorgaans getolereerd wordt door andere orks. Sjamanen zijn in veel "
|
||
"opzichten het tegenovergestelde van de meeste andere orks: ze zijn vaak "
|
||
"fysiek verdord en broos en missen veel vaardigheid in de strijd.\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"
|
||
"Orks die niet het sterkst van het nest waren, specialiseren zichzelf vaak in "
|
||
"andere talenten zoals boogschutters of huurmoordenaars."
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:361
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Raven"
|
||
msgstr "Dwergen"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:362
|
||
#, fuzzy
|
||
#| msgid "race+female^Drake"
|
||
msgid "race+female^Raven"
|
||
msgstr "Draak"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:363
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Ravens"
|
||
msgstr "Dwergen"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:364
|
||
msgid ""
|
||
"Ravens are general scavengers, often associating with hunters or predators "
|
||
"in the hope of sharing in the kill. They do not have the powerful beak or "
|
||
"claws of the gryphons or raptors, but can still be a threat because of their "
|
||
"intelligence and ability to recognize any advantage.\n"
|
||
"\n"
|
||
"In the aftermath of a battle, the dead and wounded are a banquet for ravens, "
|
||
"thus ravens are a nuisance for allies of the defeated but are seen by some "
|
||
"victors as part of martial ceremonies. The violence and large numbers that "
|
||
"characterize both orcs and humans bring these races into constant "
|
||
"interaction with ravens in this context. For this reason, the birds have "
|
||
"become characters in fables, parables, and superstitions related to war.\n"
|
||
"\n"
|
||
"As intelligent scavengers, ravens do not need war dead to survive. Some "
|
||
"farmers struggle to keep ravens away from freshly sown seeds, but others are "
|
||
"happy to have them around as sentries."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:375
|
||
msgid "race^Troll"
|
||
msgstr "Trol"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:376
|
||
msgid "race+female^Troll"
|
||
msgstr "Trol"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Trolls"
|
||
msgstr "Trollen"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:378
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Trolls are ancient creatures, one of the oldest known races known to "
|
||
#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
|
||
#| "live extremely long lives inside deep caves or atop high mountains. The "
|
||
#| "most unique characteristic of trolls is an internal vitality that "
|
||
#| "sustains and heals them from within. As a result they live very different "
|
||
#| "lives from almost any known creature. Trolls have few real needs: they "
|
||
#| "require little food or water, and thus they have little incentive to "
|
||
#| "pursue much besides protection from those who are hostile towards them. "
|
||
#| "This in turn means they rarely have to worry about anything and can spend "
|
||
#| "much of their time sleeping or in contemplation. Trolls have a curious "
|
||
#| "affinity with nature. They do not relate with living things like elves "
|
||
#| "do, but instead with earth and stone. They are also somewhat curious of "
|
||
#| "their surroundings and many younger whelps even enjoy traveling and "
|
||
#| "seeing the world. As trolls grow older they tend to become increasingly "
|
||
#| "passive, gradually losing interest in their environment and spending more "
|
||
#| "of their time sleeping in a quiet, familiar corner of their home cave. "
|
||
#| "This is until they finally pass away as their bodies themselves slowly "
|
||
#| "turn into lifeless statues of stone.\n"
|
||
#| "\n"
|
||
#| "Trolls are seen by many as being little more than yet another race of "
|
||
#| "savage monsters. This common misconception is in part perpetuated by orcs "
|
||
#| "to persuade trolls to join their armies. Because they are rather simple "
|
||
#| "and do not understand the ways of other races or sometimes 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."
|
||
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 ""
|
||
"Trollen zijn oude wezens, een van de oudste bekende rassen die op het Grote "
|
||
"Continent leven. Ze zijn groot, traag, eenvoudig en leven extreem lange "
|
||
"levens in diepe grotten of op hoge bergen. Het meest unieke kenmerk is hun "
|
||
"interne levenskracht die ze in stand houdt en geneest van binnen. Als "
|
||
"resultaat leven ze heel andere levens dan bijna elk ander wezen. Trollen "
|
||
"hebben weinig echte behoeften: ze hebben maar beetje voedsel of water nodig "
|
||
"en hebben dus weinig aansporing om doelen na te jagen anders dan bescherming "
|
||
"tegen vijanden. Dit betekent dat ze zich zelden ergens zorgen over hoeven te "
|
||
"maken en veel van hun tijd kun gebruiken om te slapen of na te denken. "
|
||
"Trollen hebben een aparte affiniteit met de natuur. Ze voelen zich niet "
|
||
"verwant met levende dingen zoals elfen, maar met aarde en steen. Ze zijn ook "
|
||
"enigszins nieuwsgierig over hun omgeving en vele jongere welpen houden er "
|
||
"zelfs van om te reizen en de wereld te zien. Als trollen ouder worden, "
|
||
"worden ze steeds passiever, verliezen langzaam hun interesse in hun omgeving "
|
||
"en spenderen meer van hun tijd aan het slapen in een stil, bekend hoekje van "
|
||
"hun huis-grot. Dit is totdat ze uiteindelijk sterven als hun lichamen "
|
||
"langzaam veranderen in levenloze beelden van steen.\n"
|
||
"\n"
|
||
"Trollen worden door de meesten gezien als weinig anders dan weer een ander "
|
||
"ras van wilde monsters. Deze wijdverspreide misvatting wordt gedeeltelijk in "
|
||
"stand gehouden door orks die trollen overhalen zich aan te sluiten bij hun "
|
||
"legers om zo wraak te nemen op diegenen die hun bejaagden. Deze nieuwe "
|
||
"rekruten wordt daarna opgedragen om de huidige vijand van de orks aan te "
|
||
"vallen, of die te voren een vijand van de trollen waren of niet, wat alleen "
|
||
"maar meer vijanden oplevert voor de misleide trollen. De meest voorkomende "
|
||
"vijand van trollen zijn dwergen, de vijandigheid tussen deze twee rassen is "
|
||
"eeuwenoud.\n"
|
||
"\n"
|
||
"<header>text='Geografie'</header>\n"
|
||
"Trollen hebben de bergen van het Grote Continent langer bewoond dan de "
|
||
"dwergen, die erheen migreerden. Trollen zijn een bekende bezienswaardigheid "
|
||
"in de bergketens ten noorden en oosten van Wesnoth, en waar de Orkse hordes "
|
||
"heenreizen."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:398
|
||
msgid "race^Undead"
|
||
msgstr "Ondode"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:399
|
||
msgid "race+female^Undead"
|
||
msgstr "Ondode"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:400
|
||
msgid "race+plural^Undead"
|
||
msgstr "Ondoden"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:401
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Undead are not really a single race of creatures, although often treated "
|
||
#| "as such. Almost any dead creature can, by a sufficiently skilled "
|
||
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
|
||
#| "most part unnatural but mindless constructs, obeying whoever created them "
|
||
#| "without question nor thought. A greater mystery of necromancy is in how "
|
||
#| "constructs are sustained without continuous effort from the necromancer. "
|
||
#| "An undead creature does not require the constant attention of the "
|
||
#| "necromancer to command and sustain, but can work autonomously according "
|
||
#| "to the commands of its master. Only rarely, perhaps once every few "
|
||
#| "months, does the necromancer need to maintain his creation.\n"
|
||
#| "\n"
|
||
#| "Necromancy is almost solely limited to humans. Even the legends of "
|
||
#| "magically apt races like elves and merfolk tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "While undead lords arrived on the Great Continent in considerable numbers "
|
||
#| "only in the wake of Haldric I, they were not completely unheard of by "
|
||
#| "elves and dwarves before that."
|
||
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 ""
|
||
"Ondoden zijn niet echt een enkel ras, ondanks dat ze meestal wel zo bekeken "
|
||
"worden. Bijna ieder dood wezen kan door een voldoende bedreven "
|
||
"dodenbezweerder gereanimeerd worden en opstaan als Ondode. Ondoden zijn voor "
|
||
"het grootste deel onnatuurlijke maar onnadenkende creaturen die hun schepper "
|
||
"gehoorzamen zonder vraag of gedachte. Een groter mysterie van de "
|
||
"dodenbezwering is hoe deze constructies in stand worden gehouden zonder "
|
||
"continue inspanning van de dodenbezweerder. Een ondood schepsel vereist geen "
|
||
"constante aandacht van de dodenbezweerder om te bevelen en in stand te "
|
||
"houden, maar kan autonoom werken naar de bevelen van zijn meester. Slechts "
|
||
"zelden, misschien eens elke paar maanden, hoeft een dodenbezweerder zijn "
|
||
"creatie te onderhouden.\n"
|
||
"\n"
|
||
"Dodenbezwering is bijna volledig gelimiteerd tot mensen. Zelfs de legenden "
|
||
"van de magisch bekwame rassen zoals elfen en meermannen vertellen van "
|
||
"weinigen die zich ooit in de zwarte kunsten hebben verdiept. Er wordt "
|
||
"vermoed dat de zwarte magie een groot aanpassingsvermogen en een flexibele "
|
||
"geest vereisen, de extremen waarvan vooral in mensen worden gevonden. Het "
|
||
"uiteindelijke doel van de meeste dodenbezweerders is om deze zelfde kunst "
|
||
"van het behouden en geven van leven op zichzelf te gebruiken, om zich te "
|
||
"veranderen tegen elke prijs, om uiteindelijk de dood te ontsnappen door hun "
|
||
"geest en ziel te bewaren.\n"
|
||
"\n"
|
||
"<header>text='Geografie'</header>\n"
|
||
"Hoewel de ondode heren pas in grote aantallen op het Grote Continent "
|
||
"arriveerden in de kielzog van Haldric I, waren ze daarvoor niet volledig "
|
||
"onbekend bij elfen en dwergen."
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:414
|
||
msgid "race^Wolf"
|
||
msgstr "Wolf"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:415
|
||
msgid "race+female^Wolf"
|
||
msgstr "Wolvin"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:416
|
||
msgid "race^Wolves"
|
||
msgstr "Wolven"
|
||
|
||
#. [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 ""
|
||
"Wolven zijn jagende hondachtigen die vaak in de wildernis worden "
|
||
"aangetroffen. Snel, taai en een groot uithoudingsvermogen, een eenzame wolf "
|
||
"is voldoende om burgers en ongeschoolde soldaten gemakkelijk te verminken of "
|
||
"te doden, maar het is hun neiging om in roedels te reizen en op een "
|
||
"organiserende manier aan te vallen, wat heb bijzonder angstwekkend maakt "
|
||
"voor reizigers. Ze hebben de neiging om weg te blijven van de beschaving, "
|
||
"echter, slechts af en toe wordt er een poging gewaagd om vee aan te vallen."
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:426
|
||
msgid "race^Wose"
|
||
msgstr "Ent"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:427
|
||
msgid "race^Woses"
|
||
msgstr "Enten"
|
||
|
||
#. [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 ""
|
||
"De machtige ent bevindt zich in de diepste wouden van de bekende wereld. "
|
||
"Voor he ongetrainde oog lijkt de ent niets meer dan een vreemd gevormde, "
|
||
"maar nobele, boom te zijn. Als bewakers van het bos delen de enten een "
|
||
"verbinding met het woud die dieper gaat dan die van de elfen. Terwijl de "
|
||
"enten een vreedzaam ras zijn, zal de verstoring van de oerbossen, die ze "
|
||
"uitstralen, de woede van de natuur zelf aanwakkeren. Enten zijn langzaam "
|
||
"bewegende wezens die eeuwen kunnen doorbrengen op één locatie, ongestoord "
|
||
"door het reilen en zeilen van de tijd.\n"
|
||
"\n"
|
||
"Hoewel ze zelf geen magie beoefenen, delen de enten een diepe connectie met "
|
||
"feeën. Van het weinige dat er bekend is van dit oude ras komt van geleerde "
|
||
"elfen die geloven in een mysterieuze kracht, die de krachtigste elfen hebben "
|
||
"geprobeerd te begrijpen, die af te leiden is van de eeuwenoude enten. Hoewel "
|
||
"enten erop lijken, delen ze geen voorouders met bomen. Van enten wordt "
|
||
"aangenomen dat ze enkele van de oudste wezens in de wereld zijn, misschien "
|
||
"zelfs nog ouder dan de bossen waarin ze wonen, en men denkt dat de kracht "
|
||
"van magie deze wezens de eeuwige taak heeft gegeven om als bewakers van het "
|
||
"bos te dienen.\n"
|
||
"\n"
|
||
"Enten zijn op z'n zachts gezegd niet oorlogszuchtig en zijn niet gewend om "
|
||
"rassen uit te roeien. Ze zullen wel altijd reageren met gepast geweld ter "
|
||
"bescherming van het beboste gebied. Enten verplaatsen zich langzaam en zijn "
|
||
"kwetsbaar buiten de bossen. Door hun nauwe band met magie zijn de enten "
|
||
"bijzonder gevoelig voor het geheimzinnige. Het hardhout dat de ent maakt is "
|
||
"bijna ongevoelig voor een fysieke aanval, de verschrikkelijke kwetsbaarheid "
|
||
"van vlammen daargelaten. Hun dikke schors en het vermogen om de kracht van "
|
||
"de magie te benutten om snel te herstellen wanneer ze gewond raken, stelt de "
|
||
"ent in staat om een vijandelijke aanval lang genoeg te overleven om te "
|
||
"reageren met een verpletterende kracht die kan worden opgeheven door zijn "
|
||
"vredige, plooiende karakter. Binnen zijn woongebied kan de waas tussen de "
|
||
"bomen verdwijnen en zelfs de best opgeleide elfenverkenner overvallen.\n"
|
||
"\n"
|
||
"De levensduur van de ent is onbekend, hoewel de oudste leden van dit ras al "
|
||
"vele honderden jaren hebben geleefd en tot enorme hoogten zijn gegroeid. Er "
|
||
"wordt gedacht dat, tenzij een ent in de strijd sneuvelt, het geen "
|
||
"natuurlijke dood zal sterven. Tevreden met het eeuwen lang staan als een "
|
||
"schildwacht, ongeïnteresseerd in het reilen en zeilen van de beschaafde "
|
||
"wereld, de ent zal alleen maar bewegen om de natuurlijke wereld en bossen "
|
||
"die het thuis noemt te beschermen."
|
||
|
||
#. [lua]: action
|
||
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
|
||
msgid "+1 max HP"
|
||
msgstr "+1 max LP"
|
||
|
||
#. [lua]: wesnoth.interface.game_display.unit_status
|
||
#: data/lua/stun.lua:14
|
||
msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control."
|
||
msgstr ""
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
#, fuzzy
|
||
#| msgid "female^undead"
|
||
msgid "female^stunned"
|
||
msgstr "ondood"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr ""
|
||
|
||
#: src/help/help.cpp:207
|
||
msgid "Close"
|
||
msgstr "Sluiten"
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Help"
|
||
msgstr "Help"
|
||
|
||
#: src/help/help.cpp:263 src/help/help.cpp:267
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "Fout bij het verwerken van de helptekst:"
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Best of"
|
||
msgstr "Beste van"
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Worst of"
|
||
msgstr "Slechtste van"
|
||
|
||
#. 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 "Basis Terrein: "
|
||
|
||
#: src/help/help_topic_generators.cpp:165
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
|
||
#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
|
||
#: src/help/help_topic_generators.cpp:170
|
||
msgid ""
|
||
"This terrain allows units to be cured of poison, or to heal a single "
|
||
"hitpoint."
|
||
msgid_plural ""
|
||
"This terrain allows units to heal $amount hitpoints, or to be cured of "
|
||
"poison, as if stationed in a village."
|
||
msgstr[0] ""
|
||
msgstr[1] ""
|
||
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
|
||
#: src/help/help_topic_generators.cpp:181
|
||
msgid ""
|
||
"This terrain is a keep — a leader can recruit from this hex onto connected "
|
||
"castle hexes."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
|
||
#: src/help/help_topic_generators.cpp:184
|
||
msgid ""
|
||
"This unusual keep allows a leader to recruit while standing on it, but does "
|
||
"not allow a leader on a connected keep to recruit onto this hex."
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:188
|
||
#: src/help/help_topic_generators.cpp:618
|
||
msgid "Special Notes:"
|
||
msgstr "Bijzonderheden:"
|
||
|
||
#. 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] "Basis Terrein: "
|
||
msgstr[1] "Basis Terrein: "
|
||
|
||
#. 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 ""
|
||
|
||
#: src/help/help_topic_generators.cpp:231
|
||
msgid "Defense properties: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:311
|
||
msgid "Level"
|
||
msgstr "Rang"
|
||
|
||
#: src/help/help_topic_generators.cpp:375
|
||
msgid "Advances from: "
|
||
msgstr "Promoveert van: "
|
||
|
||
#: src/help/help_topic_generators.cpp:377
|
||
msgid "Advances to: "
|
||
msgstr "Promoveert naar: "
|
||
|
||
#: src/help/help_topic_generators.cpp:406
|
||
msgid "Base unit: "
|
||
msgstr "Basis eenheid: "
|
||
|
||
#: src/help/help_topic_generators.cpp:411
|
||
msgid "Base units: "
|
||
msgstr "Basis eenheden: "
|
||
|
||
#: src/help/help_topic_generators.cpp:429
|
||
msgid "Variations: "
|
||
msgstr "Variaties: "
|
||
|
||
#: src/help/help_topic_generators.cpp:453
|
||
msgid "race^Miscellaneous"
|
||
msgstr "Allerlei"
|
||
|
||
#: src/help/help_topic_generators.cpp:455
|
||
msgid "Race: "
|
||
msgstr "Ras: "
|
||
|
||
#: src/help/help_topic_generators.cpp:525
|
||
msgid "Abilities: "
|
||
msgstr "Vermogens: "
|
||
|
||
#: src/help/help_topic_generators.cpp:551
|
||
msgid "Ability Upgrades: "
|
||
msgstr "Vermogens verbeteringen: "
|
||
|
||
#. 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 "LP:"
|
||
|
||
#. 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 "Zetten:"
|
||
|
||
#. 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 "Zicht:"
|
||
|
||
#. 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 ""
|
||
|
||
#. 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 "Prijs:"
|
||
|
||
#. 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 "Alliantie:"
|
||
|
||
#. 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 "Benodigde EP:"
|
||
|
||
#: src/help/help_topic_generators.cpp:630
|
||
msgid "unit help^Attacks"
|
||
msgstr "Aanvallen"
|
||
|
||
#: src/help/help_topic_generators.cpp:637
|
||
msgid "unit help^Name"
|
||
msgstr "Naam"
|
||
|
||
#: src/help/help_topic_generators.cpp:638
|
||
msgid "Strikes"
|
||
msgstr "Aanvallen"
|
||
|
||
#: src/help/help_topic_generators.cpp:639
|
||
msgid "Range"
|
||
msgstr "Bereik"
|
||
|
||
#: src/help/help_topic_generators.cpp:640
|
||
msgid "Type"
|
||
msgstr "Type"
|
||
|
||
#: src/help/help_topic_generators.cpp:641
|
||
msgid "Special"
|
||
msgstr "Speciaal"
|
||
|
||
#: src/help/help_topic_generators.cpp:716
|
||
msgid "Resistances"
|
||
msgstr "Weerstand"
|
||
|
||
#: src/help/help_topic_generators.cpp:720
|
||
msgid "Attack Type"
|
||
msgstr "Aanvalstype"
|
||
|
||
#: src/help/help_topic_generators.cpp:721
|
||
msgid "Resistance"
|
||
msgstr "Weerstanden"
|
||
|
||
#: src/help/help_topic_generators.cpp:751
|
||
msgid "Terrain Modifiers"
|
||
msgstr "Terrein Informatie"
|
||
|
||
#: src/help/help_topic_generators.cpp:755
|
||
msgid "Terrain"
|
||
msgstr "Terrein"
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Defense"
|
||
msgstr "Verdediging"
|
||
|
||
#: src/help/help_topic_generators.cpp:757
|
||
msgid "Movement Cost"
|
||
msgstr "Bewegingskosten"
|
||
|
||
#: src/help/help_topic_generators.cpp:761
|
||
msgid "Defense Cap"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:766
|
||
msgid "Vision Cost"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:770
|
||
msgid "Jamming Cost"
|
||
msgstr ""
|
||
|
||
#~ msgid ""
|
||
#~ "A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
#~ "text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
#~ "Plains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Een nagenoeg ondoordringbare barrière tussen de <ref>dst='arkan_thoria' "
|
||
#~ "text='Arkan-thoria'</ref>streek en de <ref>dst='far_north' "
|
||
#~ "text='Noordelijke Vlakten'</ref>."
|
||
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "snelle slag"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Dusk"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "Tweede Zonsondergang"
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Vlak"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Dorp"
|
||
|
||
#~ 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 ""
|
||
#~ "Deze eenheid geeft leiding aan je eenheden die naast hem staan waardoor "
|
||
#~ "ze beter vechten.\n"
|
||
#~ "\n"
|
||
#~ "Aangrenzende eigen eenheden van lagere rang brengen meer schade toe in "
|
||
#~ "een gevecht. Wanneer een aangrenzende eenheid met een lagere rang van "
|
||
#~ "dezelfde zijde zich in een gevecht begeeft, brengen zijn aanvallen 25% "
|
||
#~ "extra, maal het verschil in rang met de leider, toe."
|
||
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "Bollen"
|
||
|
||
#~ 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 ""
|
||
#~ "Boven de levenspuntenbalk naast iedere eenheid van jou is een bol. Voor "
|
||
#~ "eenheden die jij beheerst is deze bol:"
|
||
|
||
#~ msgid " green if it hasn’t moved this turn,"
|
||
#~ msgstr " groen als de eenheid deze beurt nog niet verplaatst is,"
|
||
|
||
#~ msgid " yellow if it has moved, but could still move further or attack, or"
|
||
#~ msgstr ""
|
||
#~ " geel als de eenheid verplaatst is, maar nog meer kan verplaatsen of aan "
|
||
#~ "kan vallen, of"
|
||
|
||
#~ msgid ""
|
||
#~ " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~ "turn."
|
||
#~ msgstr ""
|
||
#~ " rood wanneer de eenheid niet meer kan verplaatsen of aan kan vallen, of "
|
||
#~ "als de speler de beurt van de eenheid heeft beëindigd."
|
||
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr " blauw als de eenheid een bondgenoot is die je niet beheerst."
|
||
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr ""
|
||
#~ " Vijandelijke eenheden hebben geen bolletje boven hun levenspuntenbalk."
|
||
|
||
#~ 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"
|
||
#~ "Schakel tussen menselijke en AI-speler. De speler/client die de partij "
|
||
#~ "beheert moet het commando uitvoeren. Als geen tweede parameter ingegeven "
|
||
#~ "is, schakel tussen mens en AI. Als het 'on' gezet is kies een AI "
|
||
#~ "besturing. Als 'off' gekozen is kies een menselijke besturing. Standaard "
|
||
#~ "is het de huidige actieve kant.\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 ""
|
||
#~ "In vergelijking met mensen zijn elfen iets langer, wendbaarder maar "
|
||
#~ "minder stevig. Ze hebben licht puntige oren, bleke huid en meestal blond "
|
||
#~ "haar. Weinig verschillen tussen mensen en elfen zijn meer uitgesproken "
|
||
#~ "dan de ongewoon lange levensduur van de elfen — de meesten, tenzij ze "
|
||
#~ "worden opgeëist door ziekte, ongeluk of oorlog, leven een volledige twee "
|
||
#~ "en een halve eeuw. Hoewel van sommige elfen met een hoge magische aanleg "
|
||
#~ "bekend is dat ze een extra volle eeuw leven, beginnen de meeste elfen "
|
||
#~ "fysiek kwetsbaar te worden op een bepaald moment tussen de 250 en 300 "
|
||
#~ "jaar oud en gaan ze daarna snel (meestal binnen een jaar of twee) dood.\n"
|
||
#~ "\n"
|
||
#~ "Elfen zijn van nature doordrenkt met magie. Hoewel de meesten het niet "
|
||
#~ "direct kunnen kanaliseren, geeft het hen de aanwezigheid van scherpe "
|
||
#~ "zintuigen en een lange levensduur. Veel elfen hebben door magie "
|
||
#~ "aangedraven talenten zoals scherpschutterschap of sluipen, waardoor ze "
|
||
#~ "taken kunnen uitvoeren die de meeste normale wezens verbazingwekkend "
|
||
#~ "zouden vinden. De elfen die leren om deze kracht op meer algemene "
|
||
#~ "manieren te gebruiken, kunnen formidabel worden in het gebruik ervan. "
|
||
#~ "Velen kiezen ervoor om hun geschenk te gebruiken om anderen te genezen.\n"
|
||
#~ "\n"
|
||
#~ "Een paar elfen, die zich ver op de paden van magie en mystiek begeven, "
|
||
#~ "worden gevoelig voor de aanwezigheid van koud ijzer en kunnen er zelfs "
|
||
#~ "door worden verbrand. De elfse legende geeft aan dat dit in het verre "
|
||
#~ "verleden vaker voorkwam.\n"
|
||
#~ "\n"
|
||
#~ "Elfen spenderen veel van hun tijd aan het verbeteren van hun talenten en "
|
||
#~ "vaardigheden. Degenen die niet bedreven zijn in de magische kunsten, "
|
||
#~ "besteden meestal hun tijd aan het verbeteren van hun fysieke "
|
||
#~ "vaardigheden. Als gevolg daarvan blinken elfen uit in boogschieten, at "
|
||
#~ "misschien wel hun belangrijkste manier van oorlogsvoering is. De meeste "
|
||
#~ "elfen dragen een boog en geen ander ras kan hun boogschutters in snelheid "
|
||
#~ "en nauwkeurigheid evenaren. Alle elven delen ook een intense genegenheid "
|
||
#~ "voor de ongerepte natuur. Ze voelen zich vaak ongemakkelijk in open, niet "
|
||
#~ "begroeide ruimtes. Ze leven voornamelijk in de bossen van het Grote "
|
||
#~ "Continent; het Aethenwoud in het zuidwesten, Wesmere in het noordwesten, "
|
||
#~ "en de grote noordelijke bossen waarvan het Lintanir Woud de zuidelijkste "
|
||
#~ "rand is.\n"
|
||
#~ "\n"
|
||
#~ "Elfen zijn het oudste ras van het continent, met de mogelijke "
|
||
#~ "uitzondering van trollen. Veel van hun nederzettingen kunnen niet "
|
||
#~ "betrouwbaar worden gedateerd, sommigen zullen ongetwijfeld al meer dan "
|
||
#~ "een millennium bestaan."
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "Dit ras heeft nog geen beschrijving."
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "De Strijd om Wesnoth Help"
|
||
|
||
#~ msgid "Editor Brush"
|
||
#~ msgstr "Editor Kwast"
|
||
|
||
#~ msgid "TODO"
|
||
#~ msgstr "TODO"
|
||
|
||
#~ msgid "Terrain Clipboard"
|
||
#~ msgstr "Terrein Klembord"
|
||
|
||
#~ msgid ""
|
||
#~ "Paint terrain tiles on the map.\n"
|
||
#~ "\n"
|
||
#~ "The paint tool utilizes the brushes and the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Verft terrein tegels op de kaart\n"
|
||
#~ "\n"
|
||
#~ "Het verf gereedschap gebruikt de kwasten en het terreinpalet."
|
||
|
||
#~ msgid ""
|
||
#~ "Fill continuous regions of terrain with a different one!\n"
|
||
#~ "\n"
|
||
#~ "The fill tool utilizes the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Vult aaneengesloten gebieden terrein met een ander soort terrein!\n"
|
||
#~ "\n"
|
||
#~ "Het opvul gereedschap maakt gebruik van het terreinpalet."
|
||
|
||
#~ msgid ""
|
||
#~ "Selects a set of hex fields. The best tool ever!\n"
|
||
#~ "\n"
|
||
#~ "This tool utilizes the brushes."
|
||
#~ msgstr ""
|
||
#~ "Selecteert een groep tegels. Het beste gereedschap ooit!\n"
|
||
#~ "\n"
|
||
#~ "Dit gereedschap maakt gebruik van de kwasten."
|
||
|
||
#~ msgid "Paste Tool"
|
||
#~ msgstr "Plak Gereedschap"
|
||
|
||
#~ msgid "Paste the terrain in the clipboard"
|
||
#~ msgstr "Plak het terrein in het klembord"
|
||
|
||
#~ msgid "Starting Tool"
|
||
#~ msgstr "Start Gereedschap"
|
||
|
||
#~ msgid ""
|
||
#~ "Defines the side leader starting position\n"
|
||
#~ "\n"
|
||
#~ "This tool sets the side leaders' default starting locations, and named "
|
||
#~ "special locations."
|
||
#~ msgstr ""
|
||
#~ "Definieert de startpositie van de leider\n"
|
||
#~ "\n"
|
||
#~ "Dit gereedschap bepaald de standaard start locatie van de leider, en kan "
|
||
#~ "speciale locaties een naam geven."
|
||
|
||
#~ msgid "Item Tool"
|
||
#~ msgstr "Voorwerp Gereedschap"
|
||
|
||
#~ msgid "Soundsource Tool"
|
||
#~ msgstr "Geluidsbron Gereedschap"
|
||
|
||
#~ msgid ""
|
||
#~ "Places Soundsources on your maps!\n"
|
||
#~ "\n"
|
||
#~ "This tool has not been implemented yet."
|
||
#~ msgstr ""
|
||
#~ "Plaatst Geluidsbronnen op je kaarten!\n"
|
||
#~ "\n"
|
||
#~ "Dit gereedschap is nog niet in gebruik."
|
||
|
||
#~ 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 ""
|
||
#~ "Benoemde Gebieden zijn delen van het speelveld die aangesproken kunnen "
|
||
#~ "worden tijdens het coderen van een scenario door middel van een gegeven "
|
||
#~ "naam.\n"
|
||
#~ "\n"
|
||
#~ "Het kan gebruikt worden om verschil mogelijk te maken tussen de "
|
||
#~ "uitvoering van een effect en de specifieke kaartinstelling.\n"
|
||
#~ "Het is een erg bruikbaar mechanisme omdat het dezelfde scenariocoderingen "
|
||
#~ "kan gebruiken voor verschillende kaarten door het gebruik van dezelfde "
|
||
#~ "benoemde locaties."
|
||
|
||
#~ 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 ""
|
||
#~ "Slaat een lijst van muzieknummers en definieert een willekeurige "
|
||
#~ "afspeellijst voor het scenario.\n"
|
||
#~ "\n"
|
||
#~ "Neem een kijk in de add-on server voor additionele muzieknummers die "
|
||
#~ "makkelijk te gebruiken zijn."
|
||
|
||
#~ 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 ""
|
||
#~ "De Kaart en Scenario Editor van Wesnoth laat gebruikers een kaart te "
|
||
#~ "creëren en aan te passen waarop een Wesnoth scenario plaatsvindt. Het "
|
||
#~ "bevat ook een klein aantal geselecteerde functies waarmee een standaard "
|
||
#~ "scenario gemaakt kan worden.\n"
|
||
#~ "\n"
|
||
#~ "De editor kan geopend worden vanuit de <italic>text='Kaart Editor'</"
|
||
#~ "italic>"
|
||
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ " optie op het beginscherm.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Wat je krijgt'</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='Terrein Editor'</ref>\n"
|
||
#~ "Een makkelijk te gebruiken kaart editor, vergelijkbaar met eenvoudige "
|
||
#~ "paint programma's.\n"
|
||
#~ "\n"
|
||
#~ "• Scenario Editor\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_playlist' text='Afspeellijst Beheer'</ref>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "Predefine the scenario's music track playlist.\n"
|
||
#~ "\n"
|
||
#~ "• Time Schedule Editor\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Stel de muziek afspeellijst van het scenario in.\n"
|
||
#~ "\n"
|
||
#~ "• Tijdschema Editor\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"
|
||
#~ "• Wat-je-ziet-is-wat-je-krijgt (WYSIWYG)\n"
|
||
#~ "De editor is geen WYSIWYG programma.\n"
|
||
#~ "\n"
|
||
#~ "Omdat iedere tegel een terreinsoort vertegenwoordigd afhankelijk van de "
|
||
#~ "terreinregels die geladen zijn (welke anders zijn tussen de editor en "
|
||
#~ "iedere ander gebruik) zal de kaart niet precies hetzelfde eruit zien.\n"
|
||
#~ "\n"
|
||
#~ "• Gebeurtenis handlers en coderen\n"
|
||
#~ "De editor is geen gebruikersvoorwerp om gebeurtenissen te coderen.\n"
|
||
#~ "\n"
|
||
#~ "• Oneindige Terugwaardse Compatibiliteit\n"
|
||
#~ "De editor kan geen kaarten laden van versies voor 1.10\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='Aanpassingmodus'</ref>\n"
|
||
#~ "• <ref>dst='editor_toolkit' text='Editor Gereedschapskist'</ref>\n"
|
||
#~ "• <ref>dst='editor_palette' text='Editor Kleuren'</ref>\n"
|
||
#~ "• <ref>dst='editor_brush' text='Editor Kwasten'</ref> TODO: niet zeker of "
|
||
#~ "het een onderwerp op zich vereist\n"
|
||
#~ "• <ref>dst='editor_clipboard' text='Editor Klembord'</ref>"
|
||
|
||
#~ msgid "Editing Modes"
|
||
#~ msgstr "Aanpassingmodus"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Enkel Kaart Modus'</header>"
|
||
|
||
#~ msgid "The editor features two separate modes of operation:"
|
||
#~ msgstr "De editor bevat twee losstaande manieren van besturing:"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Allows only the composing of the terrain map itself and the definition of "
|
||
#~ "leader starting positions."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Staat enkel het samenstellen van de terreinkaart zelf en de startposities "
|
||
#~ "van de leiders."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "How the information is saved depends on the loaded file:\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Native'</bold>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Hoe de informatie opgeslagen wordt hangt af van het geladen bestand\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Lokaal'</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"
|
||
#~ "Een nieuwe kaart of nieuw bestand bevat enkel argumenten over het "
|
||
#~ "map_data attribuut.\n"
|
||
#~ "\n"
|
||
#~ "De geproduceerde kaart kan afgespeeld worden in de \"Gebruikers mappen\" "
|
||
#~ "speltype wanneer een multiplayer speldialoog opgeslagen wordt in een "
|
||
#~ "lokale map.\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Ingebouwd'</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"
|
||
#~ "Scenario bestanden die een geldig map_data attribuut bevatten (zonder "
|
||
#~ "bestand toegevoegd) worden geopend in deze submodus. De editor vervangt "
|
||
#~ "enkel de inhoud van map_data en laat al het andere zoals het was. Kaarten "
|
||
#~ "die op deze manier geopend worden zijn gemarkeerd met [e] in het Kaart "
|
||
#~ "menu."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Modus'</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"
|
||
#~ "De Scenario modus staat toe dat een aantal extra hulpmiddelen gebruikt "
|
||
#~ "kunnen worden, zoals het Eenheid hulpmiddel. Ten minste een kant moet "
|
||
#~ "gedefinieerd worden om deze hulpmiddelen te kunnen gebruiken.\n"
|
||
#~ "\n"
|
||
#~ "In deze modus, terrein data is opgeslagen in het map_data attribuut en "
|
||
#~ "opgeslagen in een bestand met een toepasselijk WML."
|
||
|
||
#~ msgid "Editor Tools"
|
||
#~ msgstr "Editor Hulpmiddelen"
|
||
|
||
#~ 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 ""
|
||
#~ "De editor heeft verschillende gereedschappen voor het aanpassen van je "
|
||
#~ "kaarten en scenarios. Er is altijd één gereedschap actief. Het actieve "
|
||
#~ "gereedschap bepaalt de inhoud van het editor palette en het contextmenu.\n"
|
||
#~ "\n"
|
||
#~ "De volgende gereedschappen zijn beschikbaar:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_paint' text='Verf Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_fill' text='Opvul Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_select' text='Selecteer Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_paste' text='Plak Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_starting' text='Start Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_label' text='Label Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_item' text='Voorwerp Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_soundsource' text='Geluidsbron Gereedschap'</"
|
||
#~ "ref>\n"
|
||
#~ "• <ref>dst='editor_tool_village' text='Dorpen Gereedschap'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_unit' text='Eenheid Gereedschap'</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 ""
|
||
#~ "De functionaliteit van de terrein editor valt onder het "
|
||
#~ "<ref>dst='editor_tool_paint' text='Verf'</ref> en "
|
||
#~ "<ref>dst='editor_tool_fill' text='Opvul gereedschap'</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 ""
|
||
#~ "De editor kleur bevat alle toepasbare onderdelen die je kan gebruiken in "
|
||
#~ "samenwerken met het geselecteerde gereedschap. Bijvoorbeeld, het Verf "
|
||
#~ "gereedschap zal een lijst weergeven van alle beschikbare terreinen, en "
|
||
#~ "het Eenheid gereedschap zal een lijst weergeven van alle beschikbare "
|
||
#~ "eenheden."
|
||
|
||
#~ 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 slaat de kaarten op in bestanden die door mensen te lezen zijn.\n"
|
||
#~ "\n"
|
||
#~ "Een kaart bestand bevat rijen met terreincodes door komma's gescheiden. "
|
||
#~ "De bestanden kunnen aangepast worden met een standaard tekstverwerker "
|
||
#~ "zoals notepad.\n"
|
||
#~ "\n"
|
||
#~ "De enige extra informatie die de kaartcode geeft zijn de startposities "
|
||
#~ "van de leiders.\n"
|
||
#~ "\n"
|
||
#~ "Verdere informatie zoals teams, gebeurtenissen, en ingewikkelde "
|
||
#~ "instellingen moeten nog steeds handmatig gecodeerd worden in WML."
|
||
|
||
#~ msgid "Scenario Format"
|
||
#~ msgstr "Scenario Format"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Berserk:\n"
|
||
#~| "Whether used offensively or defensively, this attack presses the "
|
||
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~| "have occurred."
|
||
#~ msgid ""
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
#~ msgstr ""
|
||
#~ "Razernij:\n"
|
||
#~ "Zowel bij offensief als bij defensief gebruik van deze aanval gaat het "
|
||
#~ "gevecht door totdat een van de strijders gevallen is (met een maximum van "
|
||
#~ "30 gevechtsrondes)."
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "initiatief"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Magical:\n"
|
||
#~| "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~| "ability of the unit being attacked."
|
||
#~ msgid ""
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the champion being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisch:\n"
|
||
#~ "Deze aanval heeft altijd 70% kans om te raken ongeacht de verdediging van "
|
||
#~ "de aan te vallen eenheid."
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "Meermannen"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Bijdragers"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Human"
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Mens"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Human"
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Mens"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+plural^Mechanical"
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Mechanisch"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "nachtsluiper"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Plague:\n"
|
||
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~| "unit identical to and on the same side as the unit with the Plague "
|
||
#~| "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgid ""
|
||
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~ "unit identical to and on the same side as the unit with the Plague "
|
||
#~ "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgstr ""
|
||
#~ "Pest:\n"
|
||
#~ "Als een eenheid wordt gedood door een pestaanval, dan wordt hij vervangen "
|
||
#~ "door eenzelfde eenheid van dezelfde partij als de aanvaller. Dit gaat "
|
||
#~ "niet op bij ondoden en eenheden in dorpen."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Snel"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Robuust"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Sterk"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Onbevreesd"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Wild"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Loyaal"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Ondood"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mechanisch"
|
||
|
||
#, fuzzy
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "elementair"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Behendig"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Gezond"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Dom"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Traag"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Zwak"
|
||
|
||
#, fuzzy
|
||
#~| msgid "trait^Undead"
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Ondood"
|
||
|
||
#, 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 ""
|
||
#~ "Het is onvermijdelijk dat eenheden verwondingen oplopen bij gevechten. "
|
||
#~ "Wanneer een eenheid <ref>dst='experience_and_advancement' "
|
||
#~ "text='promoveert'</ref>, geneest hij van al zijn verwondingen. Dat kan "
|
||
#~ "gebeuren als die eenheid een vijand bevecht, of het nu op jouw beurt is "
|
||
#~ "of niet. Er zijn in Wesnoth nog andere manieren om verwondingen te "
|
||
#~ "genezen die allemaal aan het begin van je beurt, dus voordat je iets "
|
||
#~ "doet, hun werking hebben."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Facties"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Overzicht"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Basis Gameplay"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "To begin with, it’s best to click the <bold>text='Tutorial'</bold> button "
|
||
#~ "at the main menu. This will take you to the interactive tutorial, which "
|
||
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
|
||
#~ "you play the Heir to the Throne campaign first — click "
|
||
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
|
||
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
|
||
#~ "challenging, you may wish to start on easy."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Het is handig te beginnen met het oefenspel (klik in het hoofdscherm op "
|
||
#~ "<bold>text=Oefenen</bold>). Je wordt dan begeleid in een eenvoudige "
|
||
#~ "veldtocht die je de beginselen van het spel leert. Als je dat gedaan "
|
||
#~ "hebt, kun je de veldtocht \"De Kroonprins\" spelen; kies "
|
||
#~ "<bold>text='Veldtocht'</bold> uit het hoofdscherm en dan <italic>text='De "
|
||
#~ "Kroonprins'</italic>. Omdat <italic>text='Strijd om Wesnoth'</italic> nu "
|
||
#~ "en dan behoorlijk moeilijk kan worden, is het verstandig in het begin op "
|
||
#~ "het makkelijkste niveau te spelen."
|
||
|
||
#~ 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 ""
|
||
#~ "In dit hoofdstuk vind je alles wat je moet weten om <italic>text='Strijd "
|
||
#~ "om Wesnoth'</italic> te spelen. De basisregels van het spel en hoe je het "
|
||
#~ "moet spelen worden hierin uitgelegd. Wanneer je het spel speelt, wordt er "
|
||
#~ "nieuwe informatie aan deze pagina's toegevoegd. Voor uitzonderingen en "
|
||
#~ "speciale situaties kun je de aangegeven links volgen."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
|
||
#~ "follow on from each other, telling a story. In a campaign, you often need "
|
||
#~ "to play more carefully, preserving your best troops so that they can be "
|
||
#~ "used again in later scenarios in the campaign."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Veldtochten bestaan uit meerdere scenario's die elkaar opvolgen en zo een "
|
||
#~ "verhaal vormen. In een veldtocht moet je vaak voorzichtiger spelen om je "
|
||
#~ "beste troepen in leven te houden zodat ze in een volgend scenario opnieuw "
|
||
#~ "ingezet kunnen worden."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The game takes place over a series of battles, called "
|
||
#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
|
||
#~ "the troops of one or more adversaries. You can play against the computer, "
|
||
#~ "or with friends who each take turns sitting at the computer (hotseat "
|
||
#~ "play). If your computer is connected to a computer network, you can also "
|
||
#~ "play against other people connected to that network. If your computer has "
|
||
#~ "a connection to the Internet, you can play against other people across "
|
||
#~ "the Internet."
|
||
#~ msgstr ""
|
||
#~ "In het spel speel je een serie veldslagen, ook wel scenario's genoemd. "
|
||
#~ "Elk scenario stelt jouw troepen tegenover één of meerdere vijanden. Je "
|
||
#~ "kunt tegen de computer spelen of met vrienden die om de beurt achter de "
|
||
#~ "computer gaan zitten (hotseat-spel). Als je computer op een netwerk is "
|
||
#~ "aangesloten kun je ook tegen andere mensen op dat netwerk spelen. Als je "
|
||
#~ "computer een internetverbinding heeft kun je over internet tegen anderen "
|
||
#~ "spelen."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Ervaring en Promotie"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
|
||
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
|
||
#~ "fight. They also suffer a quarter less damage from poison."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Gezonde eenheden hebben 1 HP plus 1 HP per rang meer dan gebruikelijk en "
|
||
#~ "iedere beurt rust geeft ze ook 2 HP meer. Ze ontvangen ook een kwart "
|
||
#~ "minder schade van vergif."
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Eenheden met deze specifieke aanval'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Eenheden met dit vermogen'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Leiders:"
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Rekruten:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Tijdperk:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Facties:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Facties worden alleen gebruikt in multiplayer"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Terug"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Volgende >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Verwijzing naar onbekend onderwerp: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "gebroken origineel bestand"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Kaste"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Afhankelijk van de speciale behandeling van het draaklingen<ref>dst='egg' "
|
||
#~ "text='ei'</ref> kan de stam het opgroeien van het latere "
|
||
#~ "<ref>dst='hatchling' text='drakenjong'</ref> manipuleren. Het resultaat "
|
||
#~ "kan een <ref>dst='unit_Drake Clasher' text='Geweldenaar'</ref> of een "
|
||
#~ "<ref>dst='unit_Drake Fighter' text='Draaklingkrijger'</ref> zijn."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Nest"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Een versterkt draaklingenhuis. Het bevat de <ref>dst='breeding_pen' "
|
||
#~ "text='broedplaatsen'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "Broedplaats"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Waar de ongevoelige <ref>dst='breeder' text='broedsters'</ref> leven "
|
||
#~ "onder het oog van de <ref>dst='dominant' text='Leider'</ref>."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Broedcyclus"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "De tijd tussen het leggen van één <ref>dst=egg text='Ei'</ref> en het "
|
||
#~ "volgende."
|
||
|
||
#, fuzzy
|
||
#~| msgid "Great Ocean"
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Grote Oceaan"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "De Grote Oceaan is de naam van de open zeeën die de <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref> archipel omringen. De draaklingen geloven dat hij "
|
||
#~ "eindigt bij de <ref>dst='abyss' tex='Afgrond'</ref>, een onmetelijke en "
|
||
#~ "dodelijke waterval."
|
||
|
||
#, fuzzy
|
||
#~| msgid "Great Continent"
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Grote Continent"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Great Continent -- 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."
|
||
#~ 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 ""
|
||
#~ "Grote Continent -- Het grote continent in het oosten van "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>. Het bestaan ervan was niet "
|
||
#~ "geweten bij de @draaklingen tot aan de vlucht van @Galun."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Afgrond"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "Een onmetelijke en dodelijke waterval waar de oceaan van de wereldschijf "
|
||
#~ "valt."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Spiraalpad"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Een quasi-geheime organisatie onder de draaklingen die het doel heeft om "
|
||
#~ "de laatste Malthusische oorlog te vermijden. Zie ook "
|
||
#~ "<ref>dst='straight_path' text='Rechte Pad'</ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Rechte Pad"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "'Zij die het rechte pad volgen', kortweg 'Het Rechte Pad' is de naam voor "
|
||
#~ "de traditie onder de draaklingen van eeuwigdurende expansie en "
|
||
#~ "verovering. Deze term wordt meestal gebruikt door de leden van het "
|
||
#~ "<ref>dst='spiral_path' text='Spiraalpad'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Leider"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "De <ref>dst='aspirant' text='Aspirant'</ref> die draaklingenleider wordt, "
|
||
#~ "de enige draakling van de stam die zich mag voortplanten met de "
|
||
#~ "<ref>dst='breeders' text='broedsters'</ref>. Zelden verleent hij "
|
||
#~ "privileges aan anderen om zich voort te planten."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulcaniad"
|
||
|
||
#~ 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 ""
|
||
#~ "De (onregelmatige) periode tussen de opeenvolgende erupties van de "
|
||
#~ "<ref>dst='mount_morogor' text='Morogorberg'</ref>. De "
|
||
#~ "<ref>dst='long_count' text='Lange Telling'</ref>-kalender is erop "
|
||
#~ "gebaseerd."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Annalist"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "De Draaklingse historicus die het Draaklingse <ref>dst='drakisch_script' "
|
||
#~ "text='schrift'</ref> geleerd heeft. De annalisten zijn de enige "
|
||
#~ "<ref>dst='caste' text='kaste'</ref> van de Draaklingen die niet "
|
||
#~ "biologisch bepaald wordt: zij rekruteren hun leden vanuit alle kastes."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Het leggen"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr ""
|
||
#~ "een periode in de <ref>dst='breeding_cycle' text='broedcyclus'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Uit het ei komen"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Jong"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Een jonge draakling die nog geen andere generatie drakenjongen gezien "
|
||
#~ "heeft. De jongsten van de huidige generatie draaklingenjongen zijn de "
|
||
#~ "meest agressieve. Dit gedrag noemt men de <ref>dst='flight' "
|
||
#~ "text='vlucht'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Jaarling"
|
||
|
||
#~ 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 ""
|
||
#~ "Een jonge draak die al een andere generatie draken gezien heeft. Als de "
|
||
#~ "<ref>dst='flight' text='vlucht'</ref> zich het verlies van een generatie "
|
||
#~ "kan veroorloven starten ze het <ref>dst='swarming' text='uitzwermen'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Broedster"
|
||
|
||
#~ 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 ""
|
||
#~ "Een vrouwelijke draakling. Ze zijn zeldzaam zodat de <ref>dst='egg' "
|
||
#~ "text='eieren'</ref> waaruit broedsters zullen komen met extra zorg "
|
||
#~ "behandeld moeten worden. Het aantal broedsters is ook beperkt door het "
|
||
#~ "aantal niet-broedsters, aangezien broedsters niet voor hun eigen voedsel "
|
||
#~ "kunnen zorgen wanneer ze eieren leggen. Draaklingenbroedsters worden "
|
||
#~ "vruchtbaar na de volgende keer dat draaklingenjongen <ref>dst='hatching' "
|
||
#~ "text='uit het ei komen'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "Ei, Draakling"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "De <ref>dst='caste' text='kaste'</ref> waaraan de <ref>dst='hatchling' "
|
||
#~ "text='jongen die uit het ei komen'</ref> zullen toebehoren wordt bepaald "
|
||
#~ "door het moment waarop het ei gelegd is."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Vlucht"
|
||
|
||
#~ 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 ""
|
||
#~ "Draaklingenstam, leeft in een <ref>dst='aerie' text='Nest'</ref>, "
|
||
#~ "beheerst een jachtgebied. Elke stam heeft een <ref>dst='dominant' "
|
||
#~ "text='Leider'</ref>, die de paarrechten verdeelt."
|
||
|
||
#~ 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 ""
|
||
#~ "Mannelijke draakling die door een hormonale metamorfose gegaan is die hem "
|
||
#~ "in staat hebben gesteld om te paren met <ref>dst='breeder' "
|
||
#~ "text='broedsters'</ref>. De afscheiding van de hormonen wordt veroorzaakt "
|
||
#~ "door de jacht en gevechtsacties waarin de draakling betrokken geweest is."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Volgroeide"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "De draaklingennaam voor een echte <ref>dst='unit_Fire Dragon' "
|
||
#~ "text='draak'</ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Luitenant"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Een van de <ref>dst='aspirant' text='Aspirant'</ref>-luitenanten van een "
|
||
#~ "<ref>dst='dominant' text='Leider'</ref>. Volgens de traditie heeft die er "
|
||
#~ "een van elke <ref>dst='caste' text='kaste'</ref> behalve zijn eigen. "
|
||
#~ "Extra 'Luitenanten' worden soms aangewezen voor speciale opdrachten. "
|
||
#~ "Luitenanten krijgen het vaakst paarrechten, vooral na een belangrijke "
|
||
#~ "dienst."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Zwerm"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "De <ref>dst='swarmlings' text='Zwermers'</ref> die het <ref>dst='aerie' "
|
||
#~ "text='nest'</ref> verlaten hebben om een nieuwe te stichten."
|
||
|
||
#, fuzzy
|
||
#~| 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>"
|
||
#~ 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 ""
|
||
#~ "De <ref>dst='flight' text='vlucht'</ref> voor een nieuw "
|
||
#~ "draken<ref>dst='aerie' text='nest'</ref> die zich herhaalt iedere "
|
||
#~ "<ref>dst='breeding_cycle' text='broedcyclus'</ref>. Zie <ref>dst='swarm' "
|
||
#~ "text='Zwerm'</ref>."
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Renners"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr ""
|
||
#~ "Draaklingterm voor ontsnapte slaven die door de Draaklingen achtervolgd "
|
||
#~ "worden om opgepeuzeld te worden."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Morogorberg"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Vulkanische berg op het centrale eiland van de <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>archipel."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Lange Telling"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "De draaklingkalender gebaseerd op de <ref>dst='vulcaniad' "
|
||
#~ "text='Vulcaniad'</ref> en <ref>dst='breeding_cycle' text='Broedcyclus'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Lang varken"
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Keramiek"
|
||
|
||
#~ 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 ""
|
||
#~ "De draaklingen bewerken metaal, maar zijn meesters in het ambacht van het "
|
||
#~ "maken van keramiek. Enkel de <ref>dst='unit_Drake Burner' "
|
||
#~ "text='Vlammendraaklingen'</ref> kunnen genoeg hitte produceren om de "
|
||
#~ "voorwerpen op volle sterkte te maken."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Draaklings, schrift"
|
||
|
||
#~ 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 ""
|
||
#~ "De geschreven taal van de draaklingen. Neergeschreven op "
|
||
#~ "<ref>dst='ceramic' text='keramische'</ref> tafels door de leden van de "
|
||
#~ "<ref>dst='recorder' text='Annalisten'</ref>."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Draaklings, taal"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "De taal die door de draaklingen gesproken wordt."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
|
||
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
|
||
#~ "is both very easy to move across, but is also difficult to defend oneself "
|
||
#~ "in. Typically, those units that perform best on grassland are either "
|
||
#~ "cavalry, or very agile units which take advantage of the open space.\n"
|
||
#~ "\n"
|
||
#~ "Most units have defense of 30 to 40% on grassland."
|
||
#~ msgstr ""
|
||
#~ "Grasland representeert open vlaktes, hetzij natuurlijk, hetzij bedoeld "
|
||
#~ "voor landbouw of veeteelt. De open vlaktes zijn makkelijk te doorkruisen "
|
||
#~ "maar het is moeilijk er verdediging te vinden. Over het algemeen zijn de "
|
||
#~ "eenheden die het beste presteren op grasland cavalerie en erg wendbare "
|
||
#~ "eenheden, die gebruik maken van de ruimte.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben een verdedigingspercentage van 30% tot 40% op "
|
||
#~ "grasland."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Weg"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
|
||
#~ "travelers passing over them. As far as gameplay is concerned, roads "
|
||
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Wegen zijn platgetreden stofpaden, gevormd door het passeren van vele "
|
||
#~ "reizigers. Wat betreft de spelregels zijn wegen gelijk aan "
|
||
#~ "<ref>dst='terrain_flat' text='Vlak'</ref> terrein.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defense to most units than open ground. "
|
||
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
|
||
#~ "gained by stealth is negated. Elves are an exception to this general rule "
|
||
#~ "for forests. Not only do they possess full movement in forests, but they "
|
||
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
|
||
#~ "to this rule; though they are able to plow through the forests without "
|
||
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
|
||
#~ "them to receive no defensive bonus.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Bos representeert elk soort bebost gebied met genoeg lage begroeiing om "
|
||
#~ "de doorgang te hinderen. Hoewel het bijna ieders voortgang vertraagt, "
|
||
#~ "biedt het bos de meeste eenheden betere verdediging dan grasland. "
|
||
#~ "Cavalerie echter, heeft zoveel moeite zijn weg door het bos te vinden dat "
|
||
#~ "elk verkregen verdedigingsvoordeel daardoor weer ongedaan wordt gemaakt. "
|
||
#~ "Elfen vormen een uitzondering. Niet alleen houden ze hun volledige "
|
||
#~ "bewegingssnelheid, ze hebben ook een aanzienlijke verdedigingsbonus. "
|
||
#~ "Dwergen zijn een andere uitzondering. Hoewel ze zich zonder veel moeite "
|
||
#~ "door het bos bewegen, worden ze in hun verdediging sterk gehinderd door "
|
||
#~ "hun onervarenheid met het terrein.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben 50% verdediging in het bos, maar cavalerie "
|
||
#~ "heeft niet meer dan 30%. Elfen, inclusief hun bereden eenheden, hebben "
|
||
#~ "60% tot 70% verdediging, terwijl dwergen niet meer dan 30% krijgen.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
|
||
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
|
||
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
|
||
#~ "enough familiarity with the terrain that they can pass through it without "
|
||
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
|
||
#~ "that any defensive aid lent by cover is negated.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Heuvels representeren elk soort redelijk ruig terrein, met genoeg hogere "
|
||
#~ "en diepere punten om wat dekking te geven. De meeste eenheden bewegen "
|
||
#~ "moeizaam door heuvels. Dwergen, Trollen en Orks zijn bekend met het "
|
||
#~ "terrein en worden er niet door vertraagd. Cavalerie heeft zoveel "
|
||
#~ "problemen zich door het terrein te bewegen dat enig verdedigingsvoordeel "
|
||
#~ "weer ongedaan gemaakt wordt.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben ongeveer 50% verdediging in de heuvels, maar "
|
||
#~ "cavalerie heeft 40% en Dwergen 60%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Bergen"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
|
||
#~ "to climb over obstacles to move. By this nature, they provide a "
|
||
#~ "considerable defensive bonus for most troops, but they also severely "
|
||
#~ "impede any passage through them. Most cavalry simply cannot enter "
|
||
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
|
||
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
|
||
#~ "mountainous terrain, and have a very easy time getting around.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
|
||
#~ "70%."
|
||
#~ msgstr ""
|
||
#~ "Bergen zijn zo steil dat eenheden regelmatig over obstakels moeten "
|
||
#~ "klauteren om vooruit te komen. Deze eigenschap geeft de meeste eenheden "
|
||
#~ "een aanzienlijke verdediging, maar bergen vertragen ook. De meeste "
|
||
#~ "ruiters kunnen zelfs helemaal niet door de bergen; Elfen en goblin "
|
||
#~ "wolfruiters zijn hier een uitzondering op. Zowel Dwergen als Trollen "
|
||
#~ "komen van nature uit de bergen en lopen er op hun gemak rond.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben een verdediging van 60% in de bergen, dwergen "
|
||
#~ "zelfs 70%."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
|
||
#~ "slow down nearly everyone, and inhibit their ability to defend "
|
||
#~ "themselves. An exception to this is any race bodily skilled in navigating "
|
||
#~ "water; these receive both full movement and a defensive bonus. Those that "
|
||
#~ "make their living in the wetlands are also adept at using this terrain "
|
||
#~ "for cover.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "Moeras representeert elk soort nat gebied. Moerassen vertragen bijna "
|
||
#~ "iedereen, en hinderen de verdedigingsmogelijkheden. Uitzonderingen hierop "
|
||
#~ "zijn rassen die gebouwd zijn voor het water; deze bewegen zich snel en "
|
||
#~ "hebben een hoge verdediging. Degenen die hun brood verdienen in het "
|
||
#~ "moeras kunnen zich er ook goed verdedigen.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden moeten het doen met 30% verdediging in het moeras. "
|
||
#~ "Meermannen, Naga's en Saurianen krijgen meestal 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Ondiep water"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
|
||
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
|
||
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
|
||
#~ "water reaches up almost to their heads, have an extremely hard time of "
|
||
#~ "this. The exception is any race whose bodies naturally lend themselves to "
|
||
#~ "swimming, for which they receive a considerable defensive bonus and full "
|
||
#~ "movement.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
|
||
#~ "naga and mermen enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "Ondiep water representeert elk soort water dat zo diep is dat het tot het "
|
||
#~ "middel van een man komt. Het vertraagt bijna iedereen en geeft weinig "
|
||
#~ "verdediging. Zeker dwergen, die het water tot het hoofd komt, hebben het "
|
||
#~ "moeilijk. De uitzondering wordt gevormd door de rassen die gebouwd zijn "
|
||
#~ "om in het water te leven. Deze krijgen een aanzienlijke verdedigingsbonus "
|
||
#~ "en volledige beweging.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden moeten het doen met 20% tot 30% verdediging in ondiep "
|
||
#~ "water. Meermannen en Naga's krijgen daarentegen 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Diep water"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
|
||
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
|
||
#~ "the domain of units which can either fly, or are exceptionally strong "
|
||
#~ "swimmers.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and naga both receive 50% defense in deep water, with full "
|
||
#~ "movement."
|
||
#~ msgstr ""
|
||
#~ "Diep water representeert elke watermassa diep genoeg om tot boven het "
|
||
#~ "hoofd van een volwassen man te komen. De meeste eenheden kunnen niet door "
|
||
#~ "diep water bewegen: het is het domein van eenheden die of kunnen vliegen "
|
||
#~ "of uitzonderlijk goede zwemmers zijn.\n"
|
||
#~ "\n"
|
||
#~ "Meermannen en Naga's krijgen beide een verdediging van 50% in diep water "
|
||
#~ "en worden er niet door vertraagd."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
|
||
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
|
||
#~ "harder time defending themselves. Note that swimming units, even those "
|
||
#~ "who can breathe underwater, cannot swim underneath ice.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 20 to 40% defense in frozen terrain."
|
||
#~ msgstr ""
|
||
#~ "Bevroren terrein representeert elk soort vlak gebied met sneeuw of ijs. "
|
||
#~ "De meeste eenheden worden vertraagd door de sneeuw en kunnen zich "
|
||
#~ "slechter verdedigen. Zwemmende eenheden, zelfs zij die onderwater kunnen "
|
||
#~ "ademen, kunnen niet onder ijs doorzwemmen.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden krijgen 20% tot 40% verdediging op bevroren terrein."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~ "Nearly all units receive a considerable bonus to their defense by being "
|
||
#~ "stationed in a castle, and most units receive full movement in a castle. "
|
||
#~ "Stationing units in a castle represents its defensive capability. Without "
|
||
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
|
||
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 60% defense in a castle.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Kastelen zijn elk soort permanente fortificatie. Bijna alle eenheden "
|
||
#~ "krijgen een aanzienlijke verdedigingsbonus wanneer ze in een kasteel "
|
||
#~ "geplaatst zijn en alle eenheden kunnen er ongehinderd bewegen. Een "
|
||
#~ "kasteel verdedig je door er eenheden in te plaatsen. Wanneer een "
|
||
#~ "kasteelvakje vrij is kan een vijand eenvoudigweg binnensluipen en zo "
|
||
#~ "dezelfde verdedigingsbonus krijgen.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben ongeveer 60% verdediging in een kasteel.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
|
||
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
|
||
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
|
||
#~ "easier for them to navigate.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in sand."
|
||
#~ msgstr ""
|
||
#~ "Los zand hindert de bewegingen van troepen en laat hen vrijwel "
|
||
#~ "onverdedigd. Dat geldt niet voor de hagedisachtigen met hun brede voeten "
|
||
#~ "en slangachtige lichamen.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden krijgen 20% tot 40% verdediging in het zand."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Woestijn"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
|
||
#~ "than small sand pits or beaches, however for gameplay purposes they are "
|
||
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Woestijnen hebben een enigszins andere samenstelling dan kleine "
|
||
#~ "zandputten en stranden, maar qua spelregels zijn ze identiek. Zie "
|
||
#~ "<ref>dst='terrain_sand' text='Zand'</ref>."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
|
||
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
|
||
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
|
||
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
|
||
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
|
||
#~ "their small size can navigate many obstacles that other races cannot. "
|
||
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='illuminated'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
|
||
#~ msgstr ""
|
||
#~ "Een grot representeert een ondergrondse ruimte, ruim genoeg voor een "
|
||
#~ "eenheid om erdoor te kunnen.De meeste eenheden zijn volstrekt onbekend "
|
||
#~ "met het terrein en worden daardoor zowel in hun voortgang als hun "
|
||
#~ "verdediging gehinderd. Dwergen en Trollen, die in grotten huizen, hebben "
|
||
#~ "het er makkelijker. Zeker dwergen, die door hun geringe grootte "
|
||
#~ "makkelijker de obstakels in de grot kunnen ontwijken. Soms zijn grotten "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='verlicht'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden krijgen 20% tot 40% verdediging in grotten, dwergen "
|
||
#~ "50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Rotsgrot"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
|
||
#~ "water and wind, carrying erosive particles that carve the rock. It "
|
||
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
|
||
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
|
||
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
|
||
#~ "who by dint of their small size have the full advantage of navigation in "
|
||
#~ "such topography. Occasionally caves are "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
|
||
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
|
||
#~ msgstr ""
|
||
#~ "Een rotsgrot is door water en wind uitgesleten. De onregelmatige "
|
||
#~ "ondergrond hindert de voortgang van de meeste eenheden, maar verhoogt de "
|
||
#~ "defensie. Dwergen en trollen, die in grotten leven, hebben het hier "
|
||
#~ "makkelijker, met name dwergen die hun geringe lengte mee hebben. Soms "
|
||
#~ "zijn grotten <ref>dst='terrain_illuminated_cave' text='verlicht'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben 50% verdediging in deze grotten, cavalerie niet "
|
||
#~ "meer dan 40%, dwergen genieten 60% verdediging. "
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Verlichte grot"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "Rare patches of the underground world are illuminated by light from the "
|
||
#~ "surface shining down into the gloomy darkness. This provides an attack "
|
||
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
|
||
#~ "In all other regards this terrain is functionally identical to normal "
|
||
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Een verlichte grot is een stuk grot waar licht van de oppervlakte het "
|
||
#~ "duister binnendringt. Daardoor krijgen gezagsgetrouwe eenheden een bonus "
|
||
#~ "op hun aanval en verliezen wetteloze eenheden hun bonus. Verder is dit "
|
||
#~ "terrein gelijk aan een reguliere grot."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
|
||
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
|
||
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
|
||
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
|
||
#~ "completely mired and lack proper freedom of movement in combat. Undead "
|
||
#~ "units have a natural affinity for decay and function quite well in "
|
||
#~ "mushroom forests.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
|
||
#~ "receive only 20%."
|
||
#~ msgstr ""
|
||
#~ "Een paddenstoelenveld is een uitgestrekt ondergronds woud van "
|
||
#~ "paddestoelen, dat goed gedijt in de vochtige duisternis. Voor de meeste "
|
||
#~ "eenheden is de zompige ondergrond een obstakel, maar de lange stammen "
|
||
#~ "geven dekking. Bereden eenheden hebben op dit terrein een ernstig tekort "
|
||
#~ "aan bewegingsvrijheid. Ondoden hebben een natuurlijke affiniteit met "
|
||
#~ "verrotting en voelen zich goed thuis in een paddenstoelenveld.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben 50% tot 60% verdediging in een "
|
||
#~ "paddenstoelenveld, cavalerie slechts 20%."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
|
||
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
|
||
#~ "navigating villages, and most units gain a defensive bonus from being "
|
||
#~ "stationed in a village. Villages allow units the resources to clean and "
|
||
#~ "tend to their wounds, which allows any unit stationed therein to heal "
|
||
#~ "eight hitpoints each turn, or to be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Dorpen representeren een groep gebouwen, menselijk of niet. Bijna alle "
|
||
#~ "eenheden, zelfs cavalerie, kunnen makkelijk door dorpen bewegen, en de "
|
||
#~ "meeste eenheden krijgen een verdedigingsbonus als ze in een dorp "
|
||
#~ "gestationeerd zijn. Dorpen verschaffen eenheden de mogelijkheid hun "
|
||
#~ "wonden te laten verzorgen, zodat elke eenheid in een dorp elke beurt acht "
|
||
#~ "hitpoints geneest of bijkomt van zijn vergiftiging.\n"
|
||
#~ "\n"
|
||
#~ "De meeste eenheden hebben 50% tot 60% verdediging in een dorp, cavalerie "
|
||
#~ "slechts 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Gezonken dorp"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
|
||
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
|
||
#~ "have a hard time navigating and defending these villages. However, like "
|
||
#~ "any village, the facilites are available to all creatures which allow "
|
||
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
|
||
#~ "eight hitpoints each turn, or be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
|
||
#~ "based units usually have a low defense."
|
||
#~ msgstr ""
|
||
#~ "Gezonken dorpen zijn de woningen van Meermensen en Nagas. Terwijl "
|
||
#~ "waterbewoners er thuis zijn landbewoners hebben het lastig om deze dorpen "
|
||
#~ "te verdedigen. Zoals ieder dorp bieden ze aan alle wezens de mogelijkheid "
|
||
#~ "om hun wonden te laten helen. Iedere eenheid zal 8 HP helen of genezen "
|
||
#~ "van een vergiftiging.\n"
|
||
#~ "\n"
|
||
#~ "Meermensen en Nagas hebben 60% verdediging in gezonken dorpen, terwijl "
|
||
#~ "landbewoners meestal een lage verdediging hebben."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Onbegaanbaar"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
|
||
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
|
||
#~ "are noted for sheer walls which would take days to traverse. As far as "
|
||
#~ "gameplay is concerned, only units capable of flying can cross this "
|
||
#~ "terrain."
|
||
#~ msgstr ""
|
||
#~ "Onbegaanbaar terrein bestrijkt elke afgrond of kloof die, zoals de naam "
|
||
#~ "al zegt, niet overbrugd kan worden door middel van lopen. Afgronden zijn "
|
||
#~ "bekend om de steile muren die dagen zouden kosten om te beklimmen. Wat "
|
||
#~ "betreft het spel kunnen alleen vliegende eenheden kunnen over een dit "
|
||
#~ "terrein heen."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lava"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
|
||
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
|
||
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
|
||
#~ "only be crossed by those units capable of flying a considerable distance "
|
||
#~ "above it. The molten magma also produces a substantial glow, illuminating "
|
||
#~ "the area immediately above it. This provides an attack bonus for lawful "
|
||
#~ "units and removes the attack bonus from chaotic units."
|
||
#~ msgstr ""
|
||
#~ "Het gevaar van het lopen over lava ligt voor de hand. Wat betreft "
|
||
#~ "beweging is lava equivalent aan <ref>dst='terrain_unwalkable' "
|
||
#~ "text='Onbegaanbaar'</ref> terrein, en kan alleen betreden worden door "
|
||
#~ "eenheden die er hoog boven kunnen vliegen. Het gesmolten magma produceert "
|
||
#~ "een aanzienlijke gloed, die het gebied er direct boven verlicht. "
|
||
#~ "Gezagsgetrouwe eenheden krijgen daarom hun aanvalsbonus, wetteloze "
|
||
#~ "eenheden verliezen de bonus."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Rivierwade"
|
||
|
||
#~ 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 ""
|
||
#~ "Als een rivier echt ondiep is, kunnen landeenheden er zonder problemen "
|
||
#~ "doorheen waden. Bovendien behouden ook watereenheden hun volledige "
|
||
#~ "bewegingsvrijheid. Qua spelregels wordt een oversteekplaats gezien als "
|
||
#~ "land of als water, wat maar het beste uitkomt."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Kustrif"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Kustriffen zijn ondiepe wateren gevormd door steen, koraal en zand. Dit "
|
||
#~ "voorziet landeenheden van betere staansgrond en verdediging dan het waden "
|
||
#~ "door ondiep water normaal doet. Ook geeft het de meeste in water levende "
|
||
#~ "rassen een uitzonderlijk hoge verdediging.\n"
|
||
#~ "\n"
|
||
#~ "Meermannen en Nagas krijgen beiden 70% verdediging op kustriffen."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Brug"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "To those capable of building one, the ability to lay a "
|
||
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
|
||
#~ "of waterways, whose fords come and go with the rise and fall of the "
|
||
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
|
||
#~ "which is no laughing matter in the cold months of the year.\n"
|
||
#~ "\n"
|
||
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
|
||
#~ "for gameplay purposes, it is treated either as grassland or the "
|
||
#~ "underlying water, whichever offers the best movement and defensive "
|
||
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
|
||
#~ "and a land unit are not capable of occupying a bridge hex at the same "
|
||
#~ "time."
|
||
#~ msgstr ""
|
||
#~ "Aan degenen die in staat zijn een brug te bouwen, biedt het een "
|
||
#~ "bevrijding van de grillige natuur van waterstromen, wier "
|
||
#~ "oversteekplaatsen verschijnen en verdwijnen met het stijgen en dalen van "
|
||
#~ "de waterspiegel. Bovendien houden ze droge voeten, wat in de koude "
|
||
#~ "wintermaanden geen overbodige luxe is.\n"
|
||
#~ "\n"
|
||
#~ "Voor degenen die over land of over zee bewegen, is een brug het beste van "
|
||
#~ "twee werelden - qua spelregels wordt een brug als grasland of als het "
|
||
#~ "onderliggende water gezien, welke van de twee het beste uitkomt voor de "
|
||
#~ "eenheid die het vakje bezet. Een waterwezen en landwezen kunnen niet "
|
||
#~ "tegelijk de brugtegel bezetten."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Onbegaanbaar"
|
||
|
||
#~ 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 ""
|
||
#~ "Obstakels die zelfs de meest volhardende reiziger niet kan overwinnen "
|
||
#~ "omvatten massieve stenen muren en bergen zo hoog en steil dat ze constant "
|
||
#~ "gesluierd zijn in wolken. Zelfs vliegende wezens kunnen de hoekige toppen "
|
||
#~ "op zulke hoogten niet navigeren en zelfs de meest woeste trol kan niet "
|
||
#~ "door dikke stenen muren heenslaan."
|
||
|
||
#~ 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 ""
|
||
#~ "Razernij:\n"
|
||
#~ "Zowel bij offensief als bij defensief gebruik van deze aanval gaat het "
|
||
#~ "gevecht door totdat een van de strijders gevallen is (met een maximum van "
|
||
#~ "30 gevechtsrondes)."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisch:\n"
|
||
#~ "Deze aanval heeft altijd 70% kans om te raken ongeacht de verdediging van "
|
||
#~ "de aan te vallen eenheid."
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Initiatief:\n"
|
||
#~ "Deze eenheid deelt altijd de eerste klap uit, ook wanneer hij verdedigt."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Voeden:\n"
|
||
#~ "Deze eenheid verkrijgt 1 hitpoint extra wanneer het een levende eenheid "
|
||
#~ "doodt."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Sommige wapens hebben speciale eigenschappen die de effectiviteit van de "
|
||
#~ "aanval verbeteren.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr "<header>text='Rasspecifieke onderwerpen'</header>"
|
||
|
||
#~ msgid "South Seas pidgin for human meat."
|
||
#~ msgstr "Zuidelijk zeedialect voor mensenvlees."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ " red if it has finished its turn (might still be able to move or attack)."
|
||
#~ msgstr ""
|
||
#~ "rood als het zijn beurt beëindigd heeft (kan nog in staat zijn om te "
|
||
#~ "bewegen of aan te vallen)."
|