10663 lines
436 KiB
Text
10663 lines
436 KiB
Text
# Slovak translations for Battle for Wesnoth package.
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# Copyright (C) 2004 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth package.
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# Automatically generated, 2004.
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth 1.2\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: 2023-11-01 14:44+0100\n"
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"Last-Translator: Michal Fusatý <michal.fusaty@gmail.com>\n"
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"Language-Team: Slovenčina\n"
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"Language: sk_SK\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=3; plural= (n==1) ? 1 : (n>=2 && n<=4) ? 2 : 0;\n"
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"X-Generator: Poedit 3.4\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 "Podzemie"
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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 "nemŕtvy"
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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 "nebojácny"
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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 "choroba"
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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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"Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky "
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"chodiaca mŕtvola a bude bojovať za rovnakú stranu ako jednotka, čo ju "
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"zabila. Toto neplatí na Nemŕtvych a na jednotky v dedine."
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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 "neoblomný"
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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 "neoblomná"
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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 "osvetľuje"
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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 "uzdravuje +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 "uzdravuje +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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"Jednotka dokáže uzdravovať spriatelené jednotky na vedľajších políčkach na "
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"začiatku ťahu.\n"
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"\n"
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"Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o "
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"4 životy alebo jej v tomto kole nebude jed uberať životy.\n"
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"Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí "
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"vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť."
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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 " Táto jednotka dokáže liečiť a spomaliť dehydratáciu."
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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 "uzdravuje +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 "uzdravuje +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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"Jednotka kombinuje rastlinné liečivá s mágiou, aby uzdravovala rýchlejšie, "
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"ako je bežne možné na bojisku.\n"
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"\n"
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"Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o "
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"8 životov, alebo jej v tomto kole nebude jed uberať životy.\n"
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"Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí "
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"vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť."
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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 "uzdravuje +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 "uzdravuje +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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"Táto jednotka kombinuje bylinné lieky s mágiou, aby vyliečila jednotky "
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"rýchlejšie, ako je to bežne možné na bojisku.\n"
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"\n"
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"Jednotka, o ktorú sa tento liečiteľ stará, sa môže vyliečiť až o 12 životov "
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"za ťah, alebo môže mať zastavené pôsobenie jedu v danom ťahu.\n"
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"Otrávenú jednotku nemôže liečiteľ vyliečiť, tá musí vyhľadať starostlivosť "
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"dediny alebo špecifickej jednotky, ktorá vie liečiť otravu jedom."
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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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"Táto jednotka dokáže liečiť ľudí okolo seba, spomaľuje dehydratáciu a lieči "
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"otravu z jedov."
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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 "teleport"
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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 "regeneruje"
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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 "Vždy sa lieči akoby odpočíval"
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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 "zákerný"
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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 "kŕmenie"
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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 "velenie"
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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 "prepad"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
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msgid "Castle"
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msgstr "Hrad"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
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msgid "Cave"
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msgstr "Jaskyňa"
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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 "utajenie"
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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 "vysaje"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
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msgid "firststrike"
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msgstr "prvý úder"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
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msgid "Forest"
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msgstr "Les"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
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msgid "Frozen"
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msgstr "Zamrznuté"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
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msgid "Hills"
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msgstr "Kopce"
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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 "presný"
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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 "Hubový porast"
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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 "nočné zakrádanie"
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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 "jed"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
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msgid "Sand"
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msgstr "Piesok"
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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 "priebojný"
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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 "spomaľuje"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
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msgid "Swamp"
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msgstr "Močiar"
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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 "lieči"
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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 "Editor máp a scenárov"
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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 "Editor terénu"
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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 "Editor scenárov"
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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 "Nástroj na maľovanie"
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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"
|
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"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
||
"changing the overlay. If an overlay is selected, change the overlay without "
|
||
"changing the base.\n"
|
||
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
||
"had been selected on the terrain palette (picks up both base and overlay).\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
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"\n"
|
||
"The selected brush changes the size of the tool:"
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msgstr ""
|
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"Maľovanie terénnych dlaždíc na mape.\n"
|
||
"\n"
|
||
"Nástroj na maľovanie využíva veľkosti štetcov a paletu terénu.\n"
|
||
"\n"
|
||
"<bold>text=\"Modifikátory klávesnice\"</bold>\n"
|
||
"\n"
|
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"- Shift+kliknutie myšou: Ak je vybraný základ terénu, zmeníte základ bez "
|
||
"zmeny prekrytia. Ak je vybrané prekrytie, zmeníte prekrytie bez zmeny "
|
||
"základne.\n"
|
||
"- Ctrl+kliknutie myšou: Vyberie terén pod kurzorom myši, ako keby bol "
|
||
"vybraný na palete terénov (vyberie základňu aj prekrytie).\n"
|
||
"\n"
|
||
"<bold>text=\"Veľkosti štetca\"</bold>\n"
|
||
"\n"
|
||
"Vybraný štetec mení veľkosť nástroja:"
|
||
|
||
#. [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 "Maľujte jednotlivé šesťuholníky."
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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 "Vymaľujte sedem šesťuholníkov naraz."
|
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|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:43
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msgid "Paint nineteen hexes at a time."
|
||
msgstr "Vymaľujte devätnásť šesťuholníkov naraz."
|
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|
||
#. [topic]: id=editor_tool_paint
|
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#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
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msgid "Paint three hexes in a line."
|
||
msgstr "Vymaľujte tri šesťuholníky v rade."
|
||
|
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#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:52
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msgid "Fill Tool"
|
||
msgstr "Nástroj na vyplnenie"
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:53
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msgid ""
|
||
"Fill continuous regions of terrain with a different one.\n"
|
||
"\n"
|
||
"The fill tool utilizes the terrain palette.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
||
"changing the overlay. If an overlay is selected, change the overlay without "
|
||
"changing the base.\n"
|
||
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
||
"had been selected on the terrain palette (picks up both base and overlay)."
|
||
msgstr ""
|
||
"Vyplňte súvislé oblasti terénu iným terénom.\n"
|
||
"\n"
|
||
"Nástroj na vyplnenie využíva paletu terénu.\n"
|
||
"\n"
|
||
"<bold>text=\"Modifikátory klávesnice\"</bold>\n"
|
||
"\n"
|
||
"- Shift+kliknutie myšou: Ak je vybraný základ terénu, zmeníte základ bez "
|
||
"zmeny prekrytia. Ak je vybraný prekryvný terén, zmeníte prekryvný terén bez "
|
||
"zmeny základne.\n"
|
||
"- Ctrl+kliknutie myšou: Vyberie terén pod kurzorom myši, ako keby bol "
|
||
"vybraný na palete terénov (vyberie základňu aj prekrytie)."
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:67
|
||
msgid "Select Tool"
|
||
msgstr "Vybrať nástroj"
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:68
|
||
msgid ""
|
||
"Selects a set of hex fields, for use with with the cut, copy and fill-"
|
||
"selection buttons below the menu bar.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
|
||
"cursor, and adjoining hexes of the same terrain type.\n"
|
||
"• Control+mouse click: Unselect hexes.\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
||
"\n"
|
||
"The selected brush changes the size of the tool:"
|
||
msgstr ""
|
||
"Vyberie sadu hexadecimálnych polí na použitie s tlačidlami na výber výrezu, "
|
||
"kopírovania a vyplnenia pod panelom ponúk.\n"
|
||
"\n"
|
||
"<bold>text=\"Modifikátory klávesnice\"</bold>\n"
|
||
"\n"
|
||
"- Shift+kliknutie myšou: Režim \"Magická palička\", výber hexu pod kurzorom "
|
||
"myši a priľahlých hexov rovnakého typu terénu.\n"
|
||
"- Control+kliknutie myšou: Zrušiť výber hexov.\n"
|
||
"\n"
|
||
"<bold>text=\"Veľkosti štetca\"</bold>\n"
|
||
"\n"
|
||
"Vybraný štetec mení veľkosť nástroja:"
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:78
|
||
msgid "Select single hexes."
|
||
msgstr "Vyberte jednotlivé šesťuholníky."
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:79
|
||
msgid "Select seven hexes at a time."
|
||
msgstr "Vyberte sedem šesťuholníkov naraz."
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:80
|
||
msgid "Select nineteen hexes at a time."
|
||
msgstr "Vyberte devätnásť šesťuholníkov naraz."
|
||
|
||
#. [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 "Vyberte tri šesťuholníky v rade."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:89
|
||
msgid "Clipboard and Paste Tool"
|
||
msgstr "Nástroj na kopírovanie a vkladanie"
|
||
|
||
#. [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 ""
|
||
"Otáčanie, prevracanie a vkladanie terénu do schránky\n"
|
||
"\n"
|
||
"Šesťuholníky môžete vyrezať alebo skopírovať do schránky pomocou "
|
||
"<ref>dst='editor_tool_select' text='Zvoľ nástroj'</ref>.\n"
|
||
"\n"
|
||
"Nástroj na vkladanie zobrazuje obrys schránky, ktorý možno vložiť kliknutím "
|
||
"myšou. Zobrazí sa len obrys, ale chyby sa dajú opraviť pomocou funkcie "
|
||
"\"vrátiť\" späť, ktorá je viazaná na klávesovú skratku Control+Z aj na "
|
||
"rovnaký kláves ako funkcia \"vrátiť\" späť v hre.\n"
|
||
"\n"
|
||
"Nástroj na vkladanie má aj niektoré funkcie na manipuláciu so schránkou:"
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:97
|
||
msgid "Rotate clockwise by 60°."
|
||
msgstr "Otáčajte v smere hodinových ručičiek o 60°."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:98
|
||
msgid "Rotate counter-clockwise by 60°."
|
||
msgstr "Otáčajte proti smeru hodinových ručičiek o 60°."
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:99
|
||
msgid "Flip horizontally"
|
||
msgstr "Prevrátiť na dĺžku"
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:100
|
||
msgid "Flip vertically"
|
||
msgstr "Prevrátiť na výšku"
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:107
|
||
msgid "Starting Locations Tool"
|
||
msgstr "Nástroj pre východiskové lokality"
|
||
|
||
#. [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 ""
|
||
"Definuje východiskovú pozíciu vedúceho strany.\n"
|
||
"\n"
|
||
"Tento nástroj nastavuje predvolené štartovacie pozície vedúcich strán a "
|
||
"pomenované špeciálne pozície. Oba typy umiestnenia sú povolené v režimoch "
|
||
"<ref>dst='..editor_mode_terrain' text='Editor terénu'</ref> aj <ref>dst='.."
|
||
"editor_mode_scenario' text='Editor scenára'</ref>. Názvy lokalít sa "
|
||
"zobrazujú ako zoznam v palete editora, kliknutím na mapu sa daný názov "
|
||
"umiestni na hex, každá lokalita môže byť umiestnená len na jeden hex a "
|
||
"editor povolí len jednu lokalitu na jeden hex.\n"
|
||
"\n"
|
||
"Ak chcete pridať pomenované špeciálne lokality, kliknite na tlačidlo "
|
||
"\"Pridať\" v dolnej časti palety editora a zadajte názov. Tieto názvy musia "
|
||
"začínať písmenom a môžu obsahovať čísla a podčiarkovníky.\n"
|
||
"\n"
|
||
"Na mapu je možné pridať viac ako deväť tímov, a to kliknutím na tlačidlo "
|
||
"\"Pridať\" a zadaním čísla, napríklad \"10\". Používateľské rozhranie to "
|
||
"automaticky zobrazí ako \"Hráč 10\".\n"
|
||
"\n"
|
||
"K pomenovaným lokalitám možno pristupovať z jazyka WML pomocou štandardného "
|
||
"filtra lokalít <italic>text='location_id='</italic>. K začiatkom hráčov "
|
||
"možno pristupovať aj z WML pomocou <italic>text='location_id=1'</italic>, "
|
||
"<italic>text='location_id=2'</italic> atď - použite len číslo, bez pridania "
|
||
"\"Player \" pred číslo.\n"
|
||
"\n"
|
||
"<bold>text=\"Modifikátory klávesnice\"</bold>\n"
|
||
"\n"
|
||
"- Control+kliknutie myšou na šesťuholník, ktorý už má polohu: vyberte miesto "
|
||
"na umiestnenie následným kliknutím myšou, ako keby bolo vybrané v palete "
|
||
"editora."
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr "Editor grafiky prekrytia terénu"
|
||
|
||
#. [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 ""
|
||
"Mapy v editore vyzerajú vo všeobecnosti podobne ako v hre. Existuje niekoľko "
|
||
"výnimiek, pri ktorých sa v editore používa iná grafika; všetky tu opísané "
|
||
"prekryvy sa nachádzajú v skupine \"špeciálne\" terénnej palety."
|
||
|
||
#. [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 ""
|
||
"editor^<bold>text='Prekrytia pohybu'</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> "
|
||
"Nepriechodné a neprístupné\n"
|
||
"\n"
|
||
"Hoci sú v editore ľahko viditeľné, v hre sú neviditeľné, takže zmiešané "
|
||
"terény, ktoré sú nimi vytvorené, vyzerajú ako základný terén. Vytvárajú "
|
||
"zmiešaný terén s nákladmi na pohyb nastavenými na \"nepriechodný\", "
|
||
"respektíve \"neprístupný\"."
|
||
|
||
#. [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 ""
|
||
"editor^<bold>text='Prekrytia hradu'</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"
|
||
"Pridanie niektorého z týchto prekrytí na priechodný hex umožňuje naverbovať "
|
||
"jednotky na šesťuholník. Pevnosť tiež umožňuje veliteľovi verbovať z nej.\n"
|
||
"\n"
|
||
"Tieto možno pridať na nepriechodný šesťuholník a spojiť tak hrad s vizuálne "
|
||
"oddelenou pevnosťou cez nepriechodnú stenu. Je tiež možné vytvoriť hrad, "
|
||
"ktorý má zdanlivo trávnaté plochy medzi pevnosťou a vežami, to však "
|
||
"vyžaduje, aby boli spojovacie šesťuholníky obsadené alebo zablokované, aby "
|
||
"sa na ne nedali naverbovať jednotky."
|
||
|
||
#. [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 ""
|
||
"editor^<bold>text='Prekrytia dediny'</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"
|
||
"Týmto spôsobom sa akýkoľvek základný terén zmení na dedinu, ktorá poskytuje "
|
||
"príjem a liečenie."
|
||
|
||
#. [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 ""
|
||
"editor^<bold>text='Falošný závoj'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Falošný závoj vyzerá ako nepreskúmaná oblasť, a to aj v scenároch, v ktorých "
|
||
"je závoj vypnutý, a aj keď jednotky hráča vidia šesťuholník."
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "Grafika prevýšenia terénu"
|
||
|
||
#. [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 ""
|
||
"Kozmetický efekt prevýšenia, ktorý v editore vyzerá trochu inak ako v hre "
|
||
"kvôli vizuálnym pomôckam v editore; všetky tu opísané prekrytia sa "
|
||
"nachádzajú v skupine \"prevýšenie\" na palete terénu."
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr "editor^<bold>text='Priame prekrytia'</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 ""
|
||
"Útesy a rokliny\n"
|
||
"\n"
|
||
"Zrázy, rokliny a podobné variácie sa podobajú na štandardné prekrytie terénu "
|
||
"a možno ich jednoducho použiť týmto spôsobom. Pre väčšie oblasti mapy, kde "
|
||
"budete chcieť umožniť použitie iných prekrytí terénu, ich však budete chcieť "
|
||
"skombinovať so \"značkami\" opísanými v nasledujúcej časti."
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr "editor^<bold>text='Výška záplavovej oblasti'</bold>"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr "Zvýšená značka prevýšenia na mape"
|
||
|
||
#. [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 ""
|
||
"Zvýšená ikona palety editora nadmorskej výšky\n"
|
||
"\n"
|
||
"Ak chcete, aby bol kúsok terénu vyšší alebo nižší, a pritom ste mohli "
|
||
"používať iné prekrytia terénu, napríklad stromy, musíte použiť tieto značky. "
|
||
"Umiestnením jednej z týchto šípok na mapu sa mapa zaplaví farebnou hmlou; "
|
||
"hmla ani šípka nebudú v hre viditeľné. Zahalená oblasť bude mať hraničný "
|
||
"výstupok, vďaka čomu bude vyzerať vyššie alebo nižšie ako priľahlé dieliky.\n"
|
||
"\n"
|
||
"K dispozícii sú dve vysoké značky a dve nízke značky, takže je možné "
|
||
"vytvoriť terasy až piatich úrovní (najnižšia, nižšia, normálna, vyššia, "
|
||
"najvyššia). Umiestnenie vysokej oblasti vedľa nízkej oblasti nemá za "
|
||
"následok väčšie útesy.\n"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:193
|
||
msgid ""
|
||
"editor^<bold>text='How to Use'</bold>\n"
|
||
"\n"
|
||
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
|
||
"type terrains can be used to contain the floodfilled area.\n"
|
||
"\n"
|
||
"An example use case would be:\n"
|
||
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
|
||
"paint tool to outline a big blob over an empty, all-grass map.\n"
|
||
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
|
||
"Bluffs border).\n"
|
||
"3. The blob should all be raised now, and as long as you don't overwrite "
|
||
"the Marker or Bluffs overlays, you can add other terrain overlays as "
|
||
"needed.\n"
|
||
"\n"
|
||
"The graphics used to represent the ledge borders are determined by the base "
|
||
"terrain.\n"
|
||
msgstr ""
|
||
"editor^<bold>text='Ako na to'</bold>\n"
|
||
"\n"
|
||
"Značkovacie šípky nie sú samy o sebe veľmi užitočné, ale terény typu útesy/"
|
||
"skalky sa dajú použiť na obmedzenie zaplavenej oblasti.\n"
|
||
"\n"
|
||
"Príkladom použitia môže byť napr:\n"
|
||
"1. Vyberte z palety editora Bluffs (^Qhh) a pomocou nástroja na maľovanie "
|
||
"jedným šesťhranom obkreslite veľkú škvrnu nad prázdnou, celoplošne "
|
||
"zatrávnenou mapou.\n"
|
||
"2. Umiestnite šípku Marker High (^_mh) na dlaždicu vo vnútri kvapky (nie na "
|
||
"hranici Bluffs).\n"
|
||
"3. Blob by mal byť teraz celý vyvýšený a pokiaľ neprepíšete prekrytie "
|
||
"Marker alebo Bluffs, môžete podľa potreby pridať ďalšie prekrytia terénu.\n"
|
||
"\n"
|
||
"Grafika použitá na znázornenie hraníc rímsy je určená základným terénom.\n"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:204
|
||
msgid ""
|
||
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
|
||
"have their terrain codes changed, or any other properties affected, so "
|
||
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
msgstr ""
|
||
"editor^<format>text='Poznámka pre autorov UMC: Pri dlaždiciach vyplnených "
|
||
"povodňou sa nemenia kódy terénu ani iné vlastnosti, takže filtrovanie "
|
||
"lokality podľa nadmorskej výšky nie je jednoduché.' italic='yes' "
|
||
"font_size=10 </format>"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
msgid "Deprecated Terrain"
|
||
msgstr "Znehodnotený terén"
|
||
|
||
#. [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 ""
|
||
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
|
||
"png)' align=left box=yes</img>Purpurové 'D' (ako \"Deprecated\").\n"
|
||
"\n"
|
||
"Zobrazuje sa v editore nad znehodnotenými terénnymi kódmi. Príklady sú:\n"
|
||
"• <ref>dst='terrain_fungus_grove_old' text='“^Uf” terén húb'</ref>,\n"
|
||
"• terén \"Xol\" Osvetlená kamenná stena, ktorý je zastaraný, pretože viaceré "
|
||
"terény stien teraz podporujú ozdobu \"^Efs\" \"Sconce embellishment\".\n"
|
||
"\n"
|
||
"Stránky nápovedy pre tieto terény môžu obsahovať dodatočný text, ktorý sa "
|
||
"zobrazuje iba v editore a ktorý opisuje vyradenie a odporúčané náhrady."
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr "Nástroj na označovanie"
|
||
|
||
#. [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 ""
|
||
"Umiestnite na mapu textové štítky.\n"
|
||
"\n"
|
||
"- Kliknutím ľavým tlačidlom myši sa otvorí dialógové okno na vytvorenie "
|
||
"nového alebo úpravu existujúceho štítku.\n"
|
||
"- Kliknutím pravým tlačidlom myši sa odstráni.\n"
|
||
"- Ťahaním a púšťaním ľavým tlačidlom myši sa štítky presúvajú.\n"
|
||
"\n"
|
||
"Tento nástroj je k dispozícii len v režime scenára; dekorácie sú v scenári "
|
||
"implementované pomocou značky <italic>text='[label]'</italic> jazyka WML."
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr "Nástroj položiek (Nástroj scenérie)"
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
#| "monoliths. Multiple items can be placed on the same hex.\n"
|
||
#| "\n"
|
||
#| "<bold>text='Note:'</bold> the tool doesn’t support deleting items once "
|
||
#| "placed, nor does it support undo. Mistakes can currently only be fixed by "
|
||
#| "editing the generated WML file.\n"
|
||
#| "\n"
|
||
#| "This tool is only available in Scenario Mode; the decorations are not "
|
||
#| "part of the terrain and are implemented in the scenario using WML’s "
|
||
#| "<italic>text='[item]'</italic> tag."
|
||
msgid ""
|
||
"The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
"monoliths. Multiple items can be placed on the same hex.\n"
|
||
"\n"
|
||
"• Left-click will place a decoration on the clicked hex.\n"
|
||
"• Right-click will remove the decoration.\n"
|
||
"\n"
|
||
"<bold>text='Note:'</bold> the tool doesn’t support undo.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are not part "
|
||
"of the terrain and are implemented in the scenario using WML’s "
|
||
"<italic>text='[item]'</italic> tag."
|
||
msgstr ""
|
||
"Nástroj položiek umožňuje umiestňovať dekorácie, ako sú veterné mlyny, "
|
||
"knižnice a monolity. Na ten istý šesťuholník možno umiestniť viacero "
|
||
"predmetov.\n"
|
||
"\n"
|
||
"<bold>text='Poznámka:'</bold> nástroj nepodporuje vymazanie raz umiestnených "
|
||
"predmetov, ani ich vrátenie späť. Chyby je v súčasnosti možné opraviť len "
|
||
"úpravou vygenerovaného súboru WML.\n"
|
||
"\n"
|
||
"Tento nástroj je k dispozícii len v režime scenára; dekorácie nie sú "
|
||
"súčasťou terénu a sú implementované do scenára pomocou značky "
|
||
"<italic>text='[item]'</italic> WML."
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr "Nástroj vlastníctva dediny"
|
||
|
||
#. [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 ""
|
||
"Tento nástroj prideľuje vlastníctvo dedín na začiatku scenára. Dediny musia "
|
||
"byť najprv umiestnené na terén pomocou <ref>dst='editor_tool_paint' "
|
||
"text='Nástroja maľovania'</ref>.\n"
|
||
"\n"
|
||
"- Kliknutím ľavým tlačidlom myši sa dedina priradí k aktuálne vybranej "
|
||
"strane.\n"
|
||
"- Kliknutím pravým tlačidlom myši sa dedina nastaví späť na nevlastnenú.\n"
|
||
"\n"
|
||
"Tento nástroj je k dispozícii len v režime scenára; informácie o vlastníctve "
|
||
"sa ukladajú pridaním značiek WML <italic>text='[dedina]'</italic> k "
|
||
"príslušným značkám <italic>text='[strana]'</italic>."
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:274
|
||
msgid "Unit Tool"
|
||
msgstr "Nástroj jednotiek"
|
||
|
||
#. [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 ""
|
||
"Umiestnite jednotky patriace k aktuálne vybranej strane.\n"
|
||
"\n"
|
||
"- Kliknutím ľavým tlačidlom myši umiestnite jednotku.\n"
|
||
"- Ťahaním ľavým tlačidlom myši presuniete už umiestnenú jednotku.\n"
|
||
"- Do ponuky pravého tlačidla myši sa pridajú rôzne operácie, keď šesťuholník "
|
||
"obsahuje jednotku.\n"
|
||
"\n"
|
||
"Tento nástroj je k dispozícii len v režime scenára; pridáva značky WML "
|
||
"<italic>text='[jednotka]'</italic> k príslušným <italic>text='[strana]'</"
|
||
"italic>."
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr "Pomenované oblasti"
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This tool create sets of tiles that can be used in WML scripts’ Standard "
|
||
#| "Location Filters (a concept explained in detail on the Wiki), by using "
|
||
#| "the area’s id in the filter’s <italic>text='area='</italic> attribute. "
|
||
#| "For example:\n"
|
||
#| "\n"
|
||
#| "• assigning a local time zone to this set of hexes\n"
|
||
#| "• filtering the set of hexes which trigger an event when a unit moves on "
|
||
#| "to them\n"
|
||
#| "\n"
|
||
#| "To use the tool:\n"
|
||
#| "\n"
|
||
#| "• select hexes using the <ref>dst='editor_tool_select' text='select "
|
||
#| "tool'</ref>\n"
|
||
#| "• in the Areas menu, select Add New Area\n"
|
||
#| "• then in the Areas menu, select Save Selection to Area\n"
|
||
#| "• then in the Areas menu, select Rename Selected Area and choose a name "
|
||
#| "for the area\n"
|
||
#| "\n"
|
||
#| "This tool is only available in Scenario Mode; it adds WML "
|
||
#| "<italic>text='[time_area]'</italic> tags to the scenario. Although the "
|
||
#| "tag’s name implies time, it is now more generic and can be used for other "
|
||
#| "purposes without needing to change the time-of-day schedule in the area."
|
||
msgid ""
|
||
"This tool creates sets of tiles that can be used in WML scripts’ Standard "
|
||
"Location Filters (a concept explained in detail on the Wiki), by using the "
|
||
"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
|
||
"example:\n"
|
||
"\n"
|
||
"• assigning a local time zone to this set of hexes\n"
|
||
"• filtering the set of hexes which trigger an event when a unit moves on to "
|
||
"them\n"
|
||
"\n"
|
||
"To use the tool:\n"
|
||
"\n"
|
||
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
|
||
"ref>\n"
|
||
"• in the Areas menu, select Add New Area\n"
|
||
"• then in the Areas menu, select Save Selection to Area\n"
|
||
"• then in the Areas menu, select Rename Selected Area and choose a name for "
|
||
"the area\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s "
|
||
"name implies time, it is now more generic and can be used for other purposes "
|
||
"without needing to change the time-of-day schedule in the area."
|
||
msgstr ""
|
||
"Tento nástroj vytvára sady dlaždíc, ktoré možno použiť v štandardných "
|
||
"filtroch umiestnenia skriptov WML (koncept podrobne vysvetlený na Wiki) "
|
||
"pomocou id oblasti v atribúte <italic>text='oblasť='</italic> filtra. "
|
||
"Napríklad:\n"
|
||
"\n"
|
||
"- priradenie miestneho časového pásma k tomuto súboru šesťuholníkov\n"
|
||
"- filtrovanie množiny šesťuholníkov, ktoré spustia udalosť, keď sa na ne "
|
||
"presunie jednotka\n"
|
||
"\n"
|
||
"Použitie nástroja:\n"
|
||
"\n"
|
||
"- výber šesťuholníkov pomocou <ref>dst='editor_tool_select' text='výber "
|
||
"nástroja'</ref>\n"
|
||
"- v ponuke Oblasti vyberte položku Pridať novú oblasť\n"
|
||
"- potom v ponuke Oblasti vyberte možnosť Uložiť výber do oblasti\n"
|
||
"- potom v ponuke Oblasti vyberte položku Premenovať vybranú oblasť a vyberte "
|
||
"názov oblasti\n"
|
||
"\n"
|
||
"Tento nástroj je k dispozícii len v režime scenára; pridáva do scenára "
|
||
"značky WML <italic>text='[time_area]'</italic>. Hoci názov tagu naznačuje "
|
||
"čas, je teraz všeobecnejší a môže sa použiť na iné účely bez toho, aby bolo "
|
||
"potrebné zmeniť časový plán dňa v oblasti."
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr "Správca zoznamu skladieb"
|
||
|
||
#. [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 ""
|
||
"Zobrazí zoznam hudobných skladieb známych pre editor s prepínacími políčkami "
|
||
"na ich zapnutie.\n"
|
||
"\n"
|
||
"Tento nástroj je k dispozícii len v režime scenára; pridáva do scenára "
|
||
"značky WML <italic>text='[music]'</italic>."
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
msgid "Change Add-on ID"
|
||
msgstr "Zmena ID doplnku"
|
||
|
||
#. [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 ""
|
||
"Umožňuje zmeniť ID doplnku, čo je názov priečinka, v ktorom sa nachádza. "
|
||
"Týmto sa iba zmení názov tohto priečinka a aktualizujú sa všetky odkazy naň "
|
||
"v súbore _main.cfg. Akékoľvek iné miesto bude potrebné aktualizovať ručne."
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr "Doplnkový editor publikovania"
|
||
|
||
#. [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 ""
|
||
"Umožňuje nastaviť súbor _server.pbl doplnku, ktorý je potrebný na "
|
||
"publikovanie doplnku na serveri doplnkov, aby si ho mohli stiahnuť ostatní "
|
||
"hráči. Tlačidlo Overiť skontroluje, či všetky požadované polia majú platné "
|
||
"hodnoty."
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr "Editor mapy/scenára"
|
||
|
||
#. [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 ""
|
||
"Editor máp a scenárov Wesnoth umožňuje používateľom vytvárať a upravovať "
|
||
"mapy, na ktorých sa odohráva každý scenár Wesnoth. Poskytuje tiež obmedzený "
|
||
"súbor funkcií na vytvorenie základného scenára, ako aj inicializáciu "
|
||
"prídavného modulu, ktorý možno použiť na distribúciu vytvorených scenárov.\n"
|
||
"\n"
|
||
"Editor môžete spustiť z možnosti <italic>text='Editor máp'</italic> na "
|
||
"titulnej obrazovke.\n"
|
||
"\n"
|
||
"<header>text='Režimy úprav'</header>\n"
|
||
"Editor ponúka dva režimy práce: režim terénu a režim scenára.\n"
|
||
"<ref>dst='.. editor_mode_terrain' text='Režim terénu'</ref> je podobný "
|
||
"jednoduchej aplikácii na maľovanie, s nástrojmi na "
|
||
"<ref>dst='editor_tool_paint' text='maľovanie'</ref>, "
|
||
"<ref>dst='editor_tool_fill' text='vyplniť'</ref>, "
|
||
"<ref>dst='editor_tool_select' text='vybrať (a kopírovať)'</ref> a "
|
||
"<ref>dst='editor_tool_paste' text='vložiť'</ref>. Má tiež nástroj na "
|
||
"nastavenie vodcov <ref>dst='editor_tool_starting' text='počiatočné miesta'</"
|
||
"ref>.\n"
|
||
"\n"
|
||
"<ref>dst='.. editor_mode_scenario' text='Režim scenára'</ref>, okrem "
|
||
"nástrojov dostupných v režime terénu, pridáva podporu pre pridávanie "
|
||
"<ref>dst='editor_tool_label' text='štítkov'</ref>, "
|
||
"<ref>dst='editor_tool_scenery' text='prvkov scenérie'</ref>, "
|
||
"<ref>dst='editor_tool_unit' text='jednotky'</ref> okrem vodcu a priradenie "
|
||
"<ref>dst='editor_tool_village' text='vlastníctvo dediny'</ref> na začiatku "
|
||
"scenára. K dispozícii je aj <ref>dst='editor_playlist' text='správca zoznamu "
|
||
"skladieb'</ref> pre hudbu."
|
||
|
||
#. [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 ""
|
||
"V oboch režimoch sa zobrazí výzva na výber doplnku, ktorý chcete použiť pre "
|
||
"vytvorené scenáre. Môže to byť existujúci doplnok alebo úplne nový doplnok. "
|
||
"Ak sa rozhodnete použiť úplne nový doplnok, doplnok bude mať automaticky "
|
||
"vytvorené všetky požadované súbory a priečinky, ako aj pridelené predvolené "
|
||
"ID. Ak neupravujete už existujúci súbor s mapou, je potrebné použiť režim "
|
||
"scenára, aby sa vaše mapy dali vybrať počas vytvárania hry."
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:358
|
||
msgid ""
|
||
"<header>text='What you do *not* get'</header>\n"
|
||
"\n"
|
||
"• Exactly the same map rendering as in-game\n"
|
||
"\n"
|
||
"The map won’t look exactly the same in the game as it does in the editor, "
|
||
"because this depends on the terrain rules. For example, when many mountain "
|
||
"hexes are clustered together the terrain rules will try to combine them into "
|
||
"mountain ranges and large graphics spanning multiple hexes.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"\n"
|
||
"The editor is not a tool to help you scripting the scenario’s event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"\n"
|
||
"The editor can load most maps from older versions of Wesnoth, but not all. "
|
||
"Maps from 1.3.2 and later will normally be supported, unless they use "
|
||
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
|
||
"have their own terrains will need that add-on to tell the editor about their "
|
||
"terrains."
|
||
msgstr ""
|
||
"<header>text='Čo *ne* dostanete'</header>\n"
|
||
"\n"
|
||
"- Presne také isté vykresľovanie mapy ako v hre\n"
|
||
"\n"
|
||
"Mapa nebude v hre vyzerať presne rovnako ako v editore, pretože to závisí od "
|
||
"pravidiel terénu. Napríklad, keď je veľa horských hexov zoskupených "
|
||
"dohromady, pravidlá terénu sa ich pokúsia spojiť do horských pásiem a veľkej "
|
||
"grafiky rozprestierajúcej sa na viacerých hexoch.\n"
|
||
"\n"
|
||
"- Obsluha udalostí a skriptovanie\n"
|
||
"\n"
|
||
"Editor nie je nástroj, ktorý by vám pomáhal skriptovať obsluhy udalostí "
|
||
"scenára.\n"
|
||
"\n"
|
||
"- Nekonečná spätná kompatibilita\n"
|
||
"\n"
|
||
"Editor dokáže načítať väčšinu máp zo starších verzií hry Wesnoth, ale nie "
|
||
"všetky. Mapy z verzie 1.3.2 a novšej budú normálne podporované, pokiaľ "
|
||
"nepoužívajú terény, ktoré už nie sú v hlavnej verzii Wesnoth. Mapy z "
|
||
"doplnkov, ktoré majú vlastné terény, budú potrebovať, aby daný doplnok "
|
||
"informoval editor o svojich terénoch."
|
||
|
||
#. [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 ""
|
||
"Funkcie editora terénu sú podobné jednoduchej aplikácii na maľovanie.\n"
|
||
"\n"
|
||
"Pravý bočný panel obsahuje zhora nadol miniatúrnu mapu, sadu nástrojov "
|
||
"(pozri stránky pre jednotlivé nástroje), možnosti nástrojov a "
|
||
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
|
||
"\n"
|
||
"Po uložení pomocou funkcie \"Uložiť mapu ako\" a uložení do predvoleného "
|
||
"adresára sa výsledná mapa nachádza v type hry \"Vlastné mapy\" v dialógovom "
|
||
"okne \"Vytvoriť hru\" pre viacerých hráčov."
|
||
|
||
#. [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 ""
|
||
"Režim editora scenárov pridáva podporu pre niektoré funkcie WML súvisiace s "
|
||
"mapou, ako sú oblasti a prvky scenérie. Väčšina scenárov bude stále "
|
||
"vyžadovať napísanie dodatočného jazyka WML pomocou iného nástroja; editor "
|
||
"scenárov nepodporuje skriptovanie udalostí scenára."
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:392
|
||
msgid ""
|
||
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
|
||
"\n"
|
||
"You can check which mode the editor is in by looking at the menu bar.\n"
|
||
"\n"
|
||
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
|
||
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
|
||
msgstr ""
|
||
"<header>text='Kontrola, či je editor v režime scenára'</header>\n"
|
||
"\n"
|
||
"To, v akom režime sa editor nachádza, môžete skontrolovať pohľadom na panel "
|
||
"s ponukou.\n"
|
||
"\n"
|
||
"- V režime scenára sú povolené ponuky \"Oblasti\" a \"Strana\".\n"
|
||
"- V režime terénu sú ponuky \"Oblasti\" a \"Strana\" sivé."
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:399
|
||
msgid ""
|
||
"<header>text='Entering scenario mode'</header>\n"
|
||
"\n"
|
||
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
|
||
"menu.\n"
|
||
"\n"
|
||
"If you’re already editing a map in terrain mode, use “Save Scenario As” from "
|
||
"the “File” menu; this will switch to scenario mode.\n"
|
||
"\n"
|
||
"To load a map that was created in the scenario editor, use “Load Map” from "
|
||
"the “File” menu, and select the .cfg file (not a .map file)."
|
||
msgstr ""
|
||
"<header>text='Vstupujeme do režimu scenára'</header>\n"
|
||
"\n"
|
||
"Ak chcete spustiť novú mapu v režime scenára, z ponuky \"Súbor\" vyberte "
|
||
"položku \"Nový scenár\".\n"
|
||
"\n"
|
||
"Ak už upravujete mapu v režime terénu, použite \"Uložiť scenár ako\" z "
|
||
"ponuky \"Súbor\"; tým sa prepnete do režimu scenára.\n"
|
||
"\n"
|
||
"Ak chcete načítať mapu, ktorá bola vytvorená v editore scenárov, použite "
|
||
"\"Načítať mapu\" z ponuky \"Súbor\" a vyberte súbor .cfg (nie súbor .map)."
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:407
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves one file when in terrain mode (a .map) or two files "
|
||
"when in scenario mode (both a .map and a .cfg).\n"
|
||
"\n"
|
||
"Loading a .cfg file has different results depending on the contents of the ."
|
||
"cfg file. For .cfg files that were created by the scenario editor, it will "
|
||
"open the .cfg in the scenario editor. However, for .cfg files that cannot be "
|
||
"opened by the scenario editor, the editor will attempt to find the "
|
||
"scenario's map data and open the corresponding .map file in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector. It is recommended "
|
||
"in those cases to simply load the .map file directly instead."
|
||
msgstr ""
|
||
"<header>text='Súbory: .map a .cfg'</header>\n"
|
||
"\n"
|
||
"Editor máp ukladá jeden súbor v režime terénu (.map) alebo dva súbory v "
|
||
"režime scenára (.map aj .cfg).\n"
|
||
"\n"
|
||
"Načítanie súboru .cfg má rôzne výsledky v závislosti od obsahu súboru .cfg. "
|
||
"V prípade súborov .cfg, ktoré boli vytvorené editorom scenárov, sa otvorí "
|
||
"súbor .cfg v editore scenárov. V prípade súborov .cfg, ktoré sa nedajú "
|
||
"otvoriť v editore scenárov, sa však editor pokúsi nájsť mapové údaje scenára "
|
||
"a otvorí príslušný súbor .map v režime len terén, ako keby bol súbor .map "
|
||
"vybraný vo výberovom okne. V týchto prípadoch sa odporúča namiesto toho "
|
||
"jednoducho načítať súbor .map priamo."
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr "Používanie samostatného súboru pre udalosti WML"
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:420
|
||
msgid ""
|
||
"When loading a .cfg file, the scenario editor understands files created by "
|
||
"the scenario editor, but is likely to have difficulty with files that have "
|
||
"been edited by hand.\n"
|
||
"\n"
|
||
"One option is to create a separate WML file, also with the .cfg extension, "
|
||
"which uses the WML preprocessor to include the editor-created file. This "
|
||
"separate file contains both the [scenario] tag and any hand-edited WML such "
|
||
"as events. With this workflow, the add-on’s file structure could look like "
|
||
"this:\n"
|
||
"\n"
|
||
"<header>text='Example'</header>\n"
|
||
"If your add-on will only be used on 1.18 and later, it is instead "
|
||
"recommended to use the new include_file attribute to load a .cfg file "
|
||
"containing additional WML into the scenario.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
"which makes “map_file” search the “maps” directory\n"
|
||
"• maps/first.map\n"
|
||
" ◦ this is the .map file created by the scenario editor when saving in "
|
||
"scenario mode\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ this is the .cfg file containing everything that the scenario editor "
|
||
"doesn't understand\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
|
||
"map file\n"
|
||
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
|
||
"the additional cfg file"
|
||
msgstr ""
|
||
"Pri načítaní súboru .cfg editor scenárov rozumie súborom vytvoreným editorom "
|
||
"scenárov, ale pravdepodobne bude mať problémy so súbormi, ktoré boli "
|
||
"upravené ručne.\n"
|
||
"\n"
|
||
"Jednou z možností je vytvoriť samostatný súbor WML, tiež s príponou .cfg, "
|
||
"ktorý pomocou preprocesora WML obsahuje súbor vytvorený editorom. Tento "
|
||
"samostatný súbor obsahuje značku [scenario] aj všetky ručne upravené súbory "
|
||
"WML, napríklad udalosti. Pri tomto pracovnom postupe by štruktúra súboru "
|
||
"doplnku mohla vyzerať takto:\n"
|
||
"\n"
|
||
"<header>text='Príklad'</header>\n"
|
||
"Ak sa váš doplnok bude používať len na verziách 1.18 a novších, odporúča sa "
|
||
"namiesto toho použiť nový atribút include_file na načítanie súboru .cfg "
|
||
"obsahujúceho ďalšie WML do scenára.\n"
|
||
"\n"
|
||
"- _main.cfg:\n"
|
||
" ◦ použite \"[binary_path]\" na pridanie adresárov prídavného modulu do "
|
||
"binárnej cesty, čo spôsobí, že \"map_file\" bude vyhľadávať v adresári "
|
||
"\"maps\"\n"
|
||
"- maps/first.map\n"
|
||
" ◦ toto je súbor .map vytvorený editorom scenárov pri ukladaní v režime "
|
||
"scenára\n"
|
||
"- scenarios/other.cfg\n"
|
||
" ◦ toto je súbor .cfg obsahujúci všetko, čomu editor scenárov nerozumie\n"
|
||
"- scenarios/first.cfg\n"
|
||
" ◦ vnútri prvku [scenario] použite \"map_file=\"first.map\"\" na načítanie "
|
||
"súboru s mapou\n"
|
||
" ◦ vnútri prvku [scenario] použite \"include_file=\"other.cfg\"\" na "
|
||
"načítanie ďalšieho súboru cfg"
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr "Používanie masky editora"
|
||
|
||
#. [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 ""
|
||
"Masky možno použiť na základnú mapu na opätovné použitie vo viacerých "
|
||
"scenároch, ktoré sa hrajú na rovnakých miestach."
|
||
|
||
#. [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 "Editor den. času a rozvrhu"
|
||
|
||
#. [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 ""
|
||
"Toto tlačidlo v pravom hornom rohu obrazovky sprístupňuje náhľad denného "
|
||
"času a editor rozvrhu.\n"
|
||
"\n"
|
||
"V režime terénu sa zobrazí mapa tak, ako bude prefarbená v rôznych časoch "
|
||
"dňa.\n"
|
||
"\n"
|
||
"V režime scenára toto tlačidlo sprístupňuje editor jednotlivých rozvrhov pre "
|
||
"<ref>dst='editor_named_area' text='časové oblasti'</ref>."
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:464
|
||
msgid "Editor Palette"
|
||
msgstr "Paleta editora"
|
||
|
||
#. [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 ""
|
||
"Paleta editora obsahuje príslušné položky, ktoré môžete použiť s aktuálne "
|
||
"vybraným nástrojom. Napríklad nástroj Maľba zobrazí úplný zoznam všetkých "
|
||
"dostupných terénov a nástroj jednotky poskytne zoznam dostupných jednotiek. "
|
||
"Pri použití nástroja Štartovacie miesta sa paleta zmení na zoznam \"Hráč "
|
||
"1\", \"Hráč 2\" atď.\n"
|
||
"\n"
|
||
"<bold>text=\"Filter\"</bold>\n"
|
||
"\n"
|
||
"K dispozícii je funkcia filtra, ktorá zobrazí len podmnožinu dostupných "
|
||
"položiek - ide o ľavé krajné zo štyroch tlačidiel v hornej časti palety a "
|
||
"grafika sa mení v závislosti od toho, čo je vybrané. Príklady:"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr "Zobraziť všetky druhy terénu"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr "Zobraziť len vodné terény"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr "Zobraziť len dediny"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr "Formát mapy Wesnoth"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr "Wesnoth ukladá svoje mapy v čitateľných textových súboroch."
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:488
|
||
msgid ""
|
||
"<header>text='Native'</header>\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"only non-terrain information provided by the map syntax is the set of "
|
||
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
|
||
"Locations Tool'</ref>. The files can be edited with a general purpose text "
|
||
"editor like notepad.\n"
|
||
"\n"
|
||
"These files can be used directly for multiplayer games, the number of "
|
||
"players is automatically determined by the number of starting positions. "
|
||
"When saved in the default directory, the map can be found in the “Custom "
|
||
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
|
||
"refresh the cache (press F5 on the title screen) before a newly-created map "
|
||
"appears.\n"
|
||
"\n"
|
||
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
|
||
"providing additional information such as teams, custom events, and complex "
|
||
"side setups. The .cfg file loads the map file with either of:\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
|
||
"1.14'</italic>\n"
|
||
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
|
||
"include'</italic>\n"
|
||
"\n"
|
||
"The <italic>text='map_file'</italic> method is preferred over using a "
|
||
"preprocessor include."
|
||
msgstr ""
|
||
"<header>text='Native'</header>\n"
|
||
"\n"
|
||
"Súbor s mapou pozostáva z riadkov s kódovými reťazcami terénu oddelenými "
|
||
"čiarkami. Jediná neterénna informácia, ktorú poskytuje syntax mapy, je súbor "
|
||
"lokalít vytvorených nástrojom <ref>dst='editor_tool_starting' text='Nástroj "
|
||
"pre počiatočné lokality'</ref>. Súbory možno upravovať pomocou všeobecného "
|
||
"textového editora, ako je napríklad Poznámkový blok.\n"
|
||
"\n"
|
||
"Tieto súbory možno použiť priamo pre hry viacerých hráčov, počet hráčov sa "
|
||
"automaticky určí podľa počtu štartovacích pozícií. Po uložení do "
|
||
"predvoleného adresára mapu nájdete v type hry \"Vlastné mapy\" v dialógovom "
|
||
"okne \"Vytvoriť hru\" pre viacerých hráčov; možno bude potrebné obnoviť "
|
||
"vyrovnávaciu pamäť (stlačte F5 na titulnej obrazovke), kým sa objaví novo "
|
||
"vytvorená mapa.\n"
|
||
"\n"
|
||
"Tieto súbory možno použiť v súbore .cfg scenára, pričom WML scenára "
|
||
"poskytuje ďalšie informácie, ako sú tímy, vlastné udalosti a komplexné "
|
||
"nastavenia strán. Súbor .cfg načíta súbor s mapou buď pomocou jednej z "
|
||
"týchto možností:\n"
|
||
"\n"
|
||
"- map_file=maps/01_First_Map.map <italic>text='- podporované od Wesnoth "
|
||
"1.14'</italic>\n"
|
||
"- map_data=\"{maps/01_First_Map.map}\" <italic>text='- zahrnutie "
|
||
"preprocesora WML'</italic>\n"
|
||
"\n"
|
||
"Metóda <italic>text='map_file'</italic> sa uprednostňuje pred použitím "
|
||
"include preprocesora."
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:501
|
||
msgid ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"The map data can stored as part of a scenario’s .cfg file, directly in the "
|
||
"<italic>text='map_data'</italic> attribute. In other words, in the place "
|
||
"that the preprocessor would include it when using the preprocessor-include "
|
||
"method.\n"
|
||
"\n"
|
||
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
|
||
"\n"
|
||
"If you are editing the map and not using the Scenario Mode support, then "
|
||
"it’s trivial to move the data to a native map file before opening it in the "
|
||
"editor. This conversion is recommended — the editor supports editing the "
|
||
"content of map_data while leaving everything else in the file untouched, but "
|
||
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
|
||
"menu."
|
||
msgstr ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"Mapové údaje môžu byť uložené ako súčasť súboru .cfg scenára priamo v "
|
||
"atribúte <italic>text='map_data'</italic>. Inými slovami, na mieste, kam by "
|
||
"ich zaradil preprocesor pri použití metódy preprocessor-include.\n"
|
||
"\n"
|
||
"<header>text=\"Používanie vloženého formátu v režime terénu\"</header>\n"
|
||
"\n"
|
||
"Ak upravujete mapu a nepoužívate podporu režimu Scenario Mode, potom je "
|
||
"triviálne presunúť údaje do natívneho mapového súboru pred jeho otvorením v "
|
||
"editore. Tento prevod sa odporúča - editor podporuje úpravu obsahu map_data, "
|
||
"pričom všetko ostatné v súbore zostáva nedotknuté, ale ide o zriedkavo "
|
||
"používaný kód. Takto otvorené mapy sú v ponuke Okno označené (E)."
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:509
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
|
||
"map data as a separate .map file. The scenario then references the .map file "
|
||
"via map_file. When loading a .cfg file, the scenario editor understands "
|
||
"files created by the scenario editor itself, but is likely to have "
|
||
"difficulty with files that have been edited by hand; problems can be avoided "
|
||
"by <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
|
||
"ref> for the hand-edited parts."
|
||
msgstr ""
|
||
"<header>text='Súbory vytvorené editorom scenára'</header>\n"
|
||
"\n"
|
||
"V režime scenára editor ukladá údaje scenára ako súbor .cfg a údaje mapy ako "
|
||
"samostatný súbor .map. Scenár potom odkazuje na súbor .map prostredníctvom "
|
||
"súboru map_file. Pri načítaní súboru .cfg editor scenárov rozumie súborom "
|
||
"vytvoreným samotným editorom scenárov, ale pravdepodobne bude mať problémy "
|
||
"so súbormi, ktoré boli upravené ručne; problémom sa dá predísť "
|
||
"<ref>dst='editor_separate_events_file' text='použitím samostatného súboru ."
|
||
"cfg'</ref> pre ručne upravené časti."
|
||
|
||
#. [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 "Hlboké podzemie"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr "V dome"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Encyklopédia"
|
||
|
||
#. [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='Kalendár'</ref>\n"
|
||
"<ref>dst='..geography' text='Zemepis'</ref>"
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr "Kalendár"
|
||
|
||
#. [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 ""
|
||
"Každý rok v kalendári Wesnothu pozostáva z 12 mesiacov. Sú to v poradí:\n"
|
||
"\n"
|
||
"Whitefire\n"
|
||
"Bleeding Moon\n"
|
||
"Scatterseed\n"
|
||
"Deeproot\n"
|
||
"Scryer’s Bloom\n"
|
||
"Thorntress\n"
|
||
"Summit Star\n"
|
||
"Kindlefire\n"
|
||
"Stillseed\n"
|
||
"Reaper’s Moon\n"
|
||
"Verglas Bloom\n"
|
||
"Blackfire\n"
|
||
"\n"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Zemepis"
|
||
|
||
#. [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 ""
|
||
"Rieka vyvierajúca v <ref>dst='heart_mountains' text='Hlbokých horách'</ref> "
|
||
"a tečúca na východ do Listry."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great River"
|
||
msgstr "Veľká rieka"
|
||
|
||
#. [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 ""
|
||
"Veľká rieka tvorí hranicu medzi <ref>dst='kingdom_wesnoth' text='Kráľovstvom "
|
||
"Wesnoth'</ref> a <ref>dst='northlands' text='Severnými krajinami'</ref>. "
|
||
"Ústi do <ref>dst='great_ocean' text='oceánu'</ref> v <ref>dst='elensefar' "
|
||
"text='Elensefare'</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 "Veľký oceán"
|
||
|
||
#. [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 ""
|
||
"Leží na západ od <ref>dst='great_continent' text='kontinentu'</ref> a všetky "
|
||
"rieky do neho nakoniec vtekajú. Ďaleko na západe vo Veľkom oceáne sa "
|
||
"nachádza obrovské súostrovie nazývané <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 ""
|
||
"Súostrovie, ktoré sa nachádza niekde vo <ref>dst='great_ocean' text='Veľkom "
|
||
"oceáne'</ref> východne od <ref>dst='green_isle' text='Zeleného ostrova'</"
|
||
"ref> a západne od <ref>dst=great_continent text='Veľkého kontinentu'</ref>.\n"
|
||
"Obývajú ho prevažne <ref>dst='..race_drake' text='jaštery'</ref>.\n"
|
||
"Centrálny ostrov súostrovia sa nazýva aj \"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 "Zelený ostrov"
|
||
|
||
#. [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 ""
|
||
"Väčší ostrov ležiaci vo <ref>dst='great_ocean' text='Veľkom oceáne'</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 "Starý kontinent"
|
||
|
||
#. [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 ""
|
||
"Leží na západ od <ref>dst='morogor' text='Morogoru'</ref> cez "
|
||
"<ref>dst='great_ocean' text='Veľký oceán'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:91
|
||
msgid "Great Continent"
|
||
msgstr "Veľký kontinent"
|
||
|
||
#. [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 ""
|
||
"Kontinent, na ktorom leží <ref>dst='kingdom_wesnoth' text='Kráľovstvo "
|
||
"Wesnoth'</ref>. Jeho západné pobrežie obmýva <ref>dst='great_ocean' "
|
||
"text='Veľký oceán'</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 ""
|
||
"Názov sveta, v ktorom je umiestnené kráľovstvo <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> je ‘Irdya’. Tento názov sa však v ére zobrazenej na "
|
||
"hlavnej mape používa zriedka. Ľudia zvyčajne hovoria len “svet” alebo "
|
||
"poeticky “šíry zelený svet”."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:103
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Kráľovstvo 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 ""
|
||
"Kráľovstvo Wesnoth sa nachádza v severnej centrálnej časti "
|
||
"<ref>dst='great_continent' text='Veľkého kontinentu'</ref>. Väčšina hlavných "
|
||
"kampaní sa točí okolo neho. Na mape ho ohraničuje <ref>dst='great_river' "
|
||
"text='Veľká rieka'</ref> na severe, pobrežie <ref>dst='great_ocean' "
|
||
"text='oceán'</ref> na západe, Aethenwood na <ref>dst='southwest_elven_lands' "
|
||
"text='juhozápad'</ref> a Bažiny na juhovýchode.\n"
|
||
"\n"
|
||
"Za riekou Aethen, južne od pevnosti Tahn, sa nachádza pohraničná oblasť "
|
||
"Wesnothian. Na juhu (mimo mapy) ju ohraničujú husté lesy, ktorých "
|
||
"najsevernejšie rozšírenie možno považovať za Aethenwood.\n"
|
||
"\n"
|
||
"<header>text='Významné mestá:'</header>\n"
|
||
" - Weldyn: Hlavné mesto Wesnothu.\n"
|
||
" - Aldril: Mesto ležiace v Perlovom zálive.\n"
|
||
" - Prístav Blackwater: Mesto ležiace južne od Perlového zálivu.\n"
|
||
" - Carcyn: Leží medzi Šedým lesom a Veľkou riekou.\n"
|
||
" - Dan'Tonk: Najväčšie mesto Wesnothu, ktoré sa nachádza v strede "
|
||
"krajiny, západne a severne od Weldynu.\n"
|
||
"\n"
|
||
" - Soradoc: Najsevernejšia hraničná stanica Wesnothu, ktorá kontroluje "
|
||
"sútok rieky Weldyn a Veľkej rieky.\n"
|
||
" - Pevnosť Tahn: Najjužnejšia hraničná pevnosť, kontroluje severojužnú "
|
||
"cestu prechádzajúcu cez rieku Aethen.\n"
|
||
" - Tath: Dôležité pevnostné mesto severne od Dan'Tonku, vykonáva kontrolu "
|
||
"nad divokou krajinou okolo východnej časti Hnedých vrchov a na sever k brodu "
|
||
"Abez.\n"
|
||
"\n"
|
||
"<header>text=\"Pozoruhodné vlastnosti krajiny:\"</header>\n"
|
||
" - Gryfia hora: Domov bájnych Gryfov.\n"
|
||
" - Brod Abez: Plytká časť Veľkej rieky, zvyčajne ju kontrolujú Wesnothské "
|
||
"sily.\n"
|
||
" - Rieka Weldyn: Odbočuje z Veľkej rieky a tečie na juh.\n"
|
||
" - Veľká stredná rovina: Táto rovina, ohraničená Weldynom, Dan'Tonkom a "
|
||
"pevnosťou Tahn, je chlebovým košom Wesnothu a domovom väčšiny jeho "
|
||
"obyvateľov.\n"
|
||
" - Dulatuské vrchy: Tieto kopce lemujúce Veľkú centrálnu rovinu poskytujú "
|
||
"väčšinu dobytka a poľnohospodárstva Wesnothu.\n"
|
||
" - Hnedé vrchy: Pustatina obklopujúca Gryfiu horu, ktorá je málo osídlená "
|
||
"a občas veľmi nebezpečná.\n"
|
||
" - Konské pláne: Oblasť zvlnených rovín južne od Veľkej rieky, ohraničená "
|
||
"Glynovým lesom na západe a riekou Weldyn na východe; južný okraj prechádza "
|
||
"do Centrálnej roviny. Domov mocných klanov; chovajú sa tu najlepšie kone vo "
|
||
"Wesnothu.\n"
|
||
" - Hory Estmark: Veľké pohorie, ktoré sa dvíha južne od Veľkej rieky a "
|
||
"východne od rieky Weldyn. Najsevernejšiu časť, najbližšie k rieke Weldyn, v "
|
||
"rôznych obdobiach osídľovali Wesnothiania, ale kontrola kráľovstva je "
|
||
"prinajlepšom slabá a banditizmus je bežný.\n"
|
||
" - Glynov les: Glynský les: niekedy známy ako Kráľovský les, pomenovaný "
|
||
"po jednom zo synov Haldrika II.\n"
|
||
" - Šedý les: Veľký les v srdci divočiny Wesnothu, ktorý sa nachádza medzi "
|
||
"Carcynom a Aldrilom a všeobecne sa považuje za strašidelný."
|
||
|
||
#. [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 je niekedy provinciou <ref>dst='kingdom_wesnoth' text='Wesnothu'</"
|
||
"ref>, niekedy samostatnou krajinou a niekedy v spojenectve s Wesnothom. "
|
||
"Hraničí s Veľkou riekou na severe, nejasne definovanou čiarou na východe s "
|
||
"Wesnothom, Perlovou zátokou na juhu a <ref>dst='great_ocean' text='oceánom'</"
|
||
"ref> na západe. Viac informácií je možné nájsť v historickom sprievodcovi "
|
||
"Wesnothom.\n"
|
||
"<header>text='Významné mestá:'</header>\n"
|
||
" ◦ Elensefar: Hlavné mesto, ktoré sa nachádza na ostrove v delte "
|
||
"<ref>dst='great_river' text='Veľkej rieky'</ref>\n"
|
||
" ◦ Carcyn: Mesto na hranici Wesnothu a Elensefar, o ktoré sa sporí s "
|
||
"Wesnothom\n"
|
||
"<header>text='Významné krajinné útvary:'</header>\n"
|
||
" ◦ <ref>dst='great_river' text='Veľká rieka'</ref>: V tejto oblasti je už "
|
||
"veľmi široká a preto ju vedia prekonať len lode."
|
||
|
||
#. [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 "Severná zem"
|
||
|
||
#. [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 ""
|
||
"Neexistuje žiadna vláda Severnej zeme. Oblasť obývajú rôzne skupiny orkov, "
|
||
"trpaslíkov, barbarov a dokonca aj elfov. Severná a východná hranica nie je "
|
||
"definovaná, južná hranica je <ref>dst='great_river' text='Veľká rieka'</ref> "
|
||
"a západná hranica je <ref>dst='great_ocean' text=' oceán'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Významné mestá:'</header>\n"
|
||
" • Glamdrol: Hlavné hlavné mesto orkov.\n"
|
||
" • Wesmere: Miesto, kde sa nachádza Ka'lian – elfská rada.\n"
|
||
" • Dwarven Doors: Zmiešané ľudsko-trpasličie mesto v regióne Knalga v "
|
||
"južných Heart Mountains. Významné obchodné centrum.\n"
|
||
" • Dallben a Delwyn: Ľudské dediny pôvodne postavené osadníkmi, ktorí "
|
||
"prekročili Veľkú rieku počas expanzie Wesnothu Golden Age. Teraz opustené. "
|
||
"Zalesnenú oblasť severovýchodne od <ref>dst='elensefar' text='Elensefar'</"
|
||
"ref>, kde sa tieto dediny nachádzali, nazvali muži provinciou Annuvin, ale "
|
||
"elfovia ju poznali ako Wesmere.\n"
|
||
"\n"
|
||
"<header>text='Významné prvky krajiny:'</header>\n"
|
||
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: Prakticky "
|
||
"neprekonateľná bariéra medzi riečnou krajinou a Severnými rovinami.\n"
|
||
" • Heartfangs: obzvlášť zakázaný úsek vysokých štítov juhozápadne od "
|
||
"jazera Vrug a severne od lesa Wesmere. Najnehostinnejšia a najnebezpečnejšia "
|
||
"časť Srdcových hôr; žijú tam len pustovníci, šialenci a mágovia.\n"
|
||
" • Swamp of Dread: veľmi veľké močiare nachádzajúce sa medzi Heart "
|
||
"Mountains a Great River. Notoricky nebezpečné miesto.\n"
|
||
" • Jazero Vrug: Veľké horské jazero, ktorého rieka vedie jedinú cestu "
|
||
"cez Severné hory.\n"
|
||
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: Rieka, ktorá "
|
||
"vyteká z jazera Vrug. Toto je elfské meno; medzi ľuďmi sa nazýva Longlier.\n"
|
||
" • Rieka Listra: Južný prítok Veľkej rieky, do ktorej ústi Arkan-"
|
||
"thoria.\n"
|
||
" • Lintanir Forest: Najjužnejšia časť Veľkého severného lesa, "
|
||
"gigantického lesa, ktorého východnú a severnú hranicu poznajú len elfovia. "
|
||
"Ich hlavné mesto Elensiria ľudia navštevovali len zriedka.\n"
|
||
" • <ref>dst='great_river' text='Veľká rieka'</ref>: Pôvod tejto rieky je "
|
||
"niekde na východe severných krajín."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:183
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Juhozápadné kraje elfov"
|
||
|
||
#. [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 ""
|
||
"Lesní elfovia sú oddelení od tých zo severu a majú s nimi a väčšinou "
|
||
"ostatných krajín len občasné vzťahy. Jeho hranice sú <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> na západe, Čierna rieka na juhu a juhovýchode, Wesnoth na "
|
||
"severe a provincia Kerlath na východe.\n"
|
||
"\n"
|
||
"<header>text='Významné mestá:'</header>\n"
|
||
" • Nie sú známe.\n"
|
||
"\n"
|
||
"<header>text='Významné prvky krajiny:'</header>\n"
|
||
" • Aethenwood: Najväčší južný les, siaha ďaleko na juh a je domovom "
|
||
"<ref>dst='..race_elf' text='elfov'</ref>. Hoci elfovia nerobia taký rozdiel, "
|
||
"južnú časť lesa pomenovali obyvatelia Kerlathu Southwood.\n"
|
||
" • Čierny les: Prastarý les, o ktorom sa vie len veľmi málo, elfovia ho "
|
||
"opustili už dávno."
|
||
|
||
#. [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 ""
|
||
"Lesní elfovia sú oddelení od tých zo severu a majú s nimi a väčšinou "
|
||
"ostatných krajín len občasné vzťahy. Jeho hranice sú <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> na západe, Čierna rieka na juhu a juhovýchode, Wesnoth na "
|
||
"severe a provincia Kerlath na východe.\n"
|
||
"\n"
|
||
"<header>text='Významné mestá:'</header>\n"
|
||
" • Nie sú známe.\n"
|
||
"\n"
|
||
"<header>text='Významné prvky krajiny:'</header>\n"
|
||
" • Aethenwood: Najväčší južný les, siaha ďaleko na juh a je domovom "
|
||
"<ref>dst='..race_elf' text='elfov'</ref>. Hoci elfovia nerobia taký rozdiel, "
|
||
"južnú časť lesa pomenovali obyvatelia Kerlathu Southwood.\n"
|
||
" • Čierny les: Prastarý les, o ktorom sa vie len veľmi málo, elfovia ho "
|
||
"opustili už dávno."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:194
|
||
msgid "Heart Mountains"
|
||
msgstr "Hlboké hory"
|
||
|
||
#. [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 "Ďaleký sever"
|
||
|
||
#. [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 ""
|
||
"Studený, drsný a nedostupný je Ďaleký sever, pôvodná zem klanov orkov. Leží "
|
||
"severne od <ref>dst='heart_mountains' text='Hlbokých hôr'</ref>, ktoré "
|
||
"orkovia nazývajú Haggid-Dargor a prisvojujú si ich (bezdôvodne). Na východe "
|
||
"ležia nezaradené kmene Divokých stepí, ktoré sa vymanili z kontroly klanov a "
|
||
"namiesto toho brázdia s ľudskými barbarmi v potýčkach s elfmi Severných "
|
||
"plání (známymi ako Severní elfovia v ľudských krajoch). Elfovia sídlia ďalej "
|
||
"na východe, kde údajne vládnu rozľahlému kráľovstvu.\n"
|
||
"\n"
|
||
" • Významné mestá:\n"
|
||
" ◦ Barag Gor, domovské mesto Rady orkov\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
" ◦ Dorest, najsevernejšie mesto ľudí\n"
|
||
"\n"
|
||
"<header>text='Významné prvky krajiny:'</header>\n"
|
||
" ◦ Čierne bažiny\n"
|
||
" ◦ Hory Dorth\n"
|
||
" ◦ Hory Haag\n"
|
||
" ◦ Zelený les\n"
|
||
" ◦ Tichý les\n"
|
||
" ◦ Les Thelien\n"
|
||
" ◦ Rieka Oumph\n"
|
||
" ◦ Rieka Bork\n"
|
||
" ◦ Mrazivé pustatiny\n"
|
||
" ◦ Holé planiny"
|
||
|
||
#. [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 "Ďaleký sever"
|
||
|
||
#. [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 "Rozvrh dňa"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Úvod"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Hra"
|
||
|
||
#. #-#-#-#-# 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 "Vlastnosti"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Jednotky"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Schopnosti"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Špeciálne zbrane"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:127
|
||
msgid "Eras"
|
||
msgstr "Éry"
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:70 data/core/help.cfg:554
|
||
msgid "Terrains"
|
||
msgstr "Terén"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:607
|
||
msgid "Add-ons"
|
||
msgstr "Doplnky"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:680
|
||
msgid "Commands"
|
||
msgstr "Príkazy"
|
||
|
||
#. [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='Bitka o Wesnoth'</italic> je ťahová fantasy stratégia, čo je "
|
||
"medzi modernými strategickými hrami trochu nezvyčajné. Zatiaľ čo sa ostatné "
|
||
"hry snažia o zložitosť, <italic>text='Bitka o Wesnoth'</italic> sa snaží o "
|
||
"jednoduchosť v pravidlách i hraní. Neznamená to však, že hra je jednoduchá — "
|
||
"na týchto jednoduchých pravidlách možno postaviť rozmanité stratégie, takže "
|
||
"je ľahké hru pochopiť, ale náročné zvládnuť.\n"
|
||
"\n"
|
||
"Nasledujúce stránky uvádzajú všetko, čo potrebujete vedieť, aby ste mohli "
|
||
"hrať Wesnoth. Počas hrania sa do rôznych kategórií pridávajú nové "
|
||
"informácie, keď narazíte na nové aspekty hry. Podrobnejšie informácie o "
|
||
"špeciálnych situáciách a výnimkách nájdete na priložených odkazoch."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "O hre"
|
||
|
||
#. [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 ""
|
||
"Hra sa odohráva na hernom poli tvorenom šesťuholníkmi (nazývanými aj hax-"
|
||
"ami), kde vaše jednotky bojujú s jednotkami ovládanými počítačom, s "
|
||
"priateľmi, ktorí sa striedajú na rovnakom počítači (hranie na horúcom "
|
||
"sedadle), s ostatnými hráčmi v rovnakej sieti alebo s hráčmi z celého sveta "
|
||
"v režime pre viacerých hráčov. .\n"
|
||
"\n"
|
||
"Každá z týchto bitiek sa nazýva <italic>text='scenár'</italic>, ktorý možno "
|
||
"spojiť a vytvoriť <italic>text='kampane'</italic>. Okrem kampaní, ktoré sa "
|
||
"dodávajú s hrou, Wesnoth podporuje obsah vytvorený používateľmi a doplnkový "
|
||
"server sa môže pochváliť stovkami vlastných máp, kampaní, období, frakcií a "
|
||
"zdrojov.\n"
|
||
"\n"
|
||
"Hra obsahuje aj ľudsky čitateľný značkovací jazyk s názvom Wesnoth Markup "
|
||
"Language (WML), ktorý používateľom umožňuje jednoducho vytvárať vlastný "
|
||
"obsah, ako aj plne vybavený editor máp a scenárov na navrhovanie vlastných "
|
||
"bojových polí.\n"
|
||
"\n"
|
||
"Projekt <italic>text='Battle for Wesnoth'</italic> sa začal v roku 2003 a "
|
||
"odvtedy na ňom pracovalo množstvo dobrovoľníkov."
|
||
|
||
#. [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 ""
|
||
"Táto sekcie bude zobrazovať všetky jednotky, ktoré stretneš pri skúmaní "
|
||
"sveta Wesnothu. Ak uvidíš novú jednotku pri výprave alebo scéne pre "
|
||
"viacerých hráčov, bude pridaná do sekcie jej rasy. Potom si môžeš zobraziť "
|
||
"jej stránku kedykoľvek. Stránka jednotky poskytuje všeobecný popis, "
|
||
"charakteristiky, útoky, odolnosti, schopnosti pohybu a obrany.\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 ""
|
||
"Frakcia je zbierka jednotiek a vodcov. V hrách pre viacerých hráčov sú "
|
||
"frakcie priradené k stranám.\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 ""
|
||
"Éra je súbor frakcií, ktoré sa majú hrať proti sebe. Okrem období hlavnej "
|
||
"línie, ktoré prichádzajú s hrou, je z doplnkov dostupných mnoho frakcií "
|
||
"vytvorených používateľmi.\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 ""
|
||
"Niektoré jednotky majú schopnosti, ktoré buď priamo ovplyvňujú iné jednotky, "
|
||
"alebo majú vplyv na to, ako na ne táto jednotka pôsobí. Takéto schopnosti sa "
|
||
"pridajú do tejto záložky, keď na ne natrafíte. Každá stránka poskytne popis "
|
||
"čo schopnosť robí a ktoré (doteraz objavené) jednotky ju majú.\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 ""
|
||
"Niektoré zbrane majú špeciálne vlastnosti, ktoré zvyšujú účinnosť útoku s "
|
||
"nimi. Ak uvidíš zbraň so špeciálnou vlastnosťou pri výprave alebo hre "
|
||
"viacerých hráčov, bude pridaná do tohto zoznamu. Potom si môžeš zobraziť jej "
|
||
"stránku kedykoľvek. Každá stránka poskytuje popis čo vlastnosť robí a ktoré "
|
||
"(doteraz objavené) jednotky ju majú.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "Neznáma jednotka"
|
||
|
||
#. [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"
|
||
"Táto jednotka je momentálne neznáma. Musíš ju stretnúť v hre, aby si mohol "
|
||
"vidieť jej popis."
|
||
|
||
#. [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 sa skladá zo série bitiek nazývaných <italic>text='scenáre'</"
|
||
"italic>, v ktorých sú vaše jednotky konfrontované s jednotkami jedného alebo "
|
||
"viacerých protivníkov. Viaceré scenáre, ktoré na seba nadväzujú a rozprávajú "
|
||
"príbeh, tvoria <italic>text='kampane'</italic>. V kampani musíte často hrať "
|
||
"opatrnejšie a zachovať si svoje najlepšie jednotky pre použitie v neskorších "
|
||
"scenároch.\n"
|
||
"\n"
|
||
"Interaktívny <bold>text='Tutoriál'</bold> predstavuje základy hry Wesnoth v "
|
||
"kontexte scenára. Väčšina materiálov obsiahnutých v návode je na týchto "
|
||
"stránkach vysvetlená podrobnejšie, takže ak na niečo zabudnete, môžete sa "
|
||
"sem kedykoľvek vrátiť.\n"
|
||
"\n"
|
||
"Po zvládnutí základov vyskúšajte kampaň pre začiatočníkov, napríklad "
|
||
"<italic>text='Heir to the Throne'</italic> alebo <italic>text='The South "
|
||
"Guard'</italic>. Úplný zoznam nainštalovaných kampaní nájdete cez možnosť "
|
||
"<bold>text='Kampaň'</bold> v hlavnej ponuke. Keďže Wesnoth môže byť dosť "
|
||
"náročný, možno budete chcieť začať na ľahkom, než postúpite k vyšším "
|
||
"obtiažnostiam.\n"
|
||
"\n"
|
||
"Kampane sú zoskupené podľa <italic>text='úroveň'</italic> a "
|
||
"<italic>text='obtiažnosť'</italic>. Napríklad <italic>text='Heir to the "
|
||
"Throne'</italic> je úroveň „Novic“ a možno ju hrať v troch obtiažnostiach: "
|
||
"„Začiatočník“, „Normálny“ a „Náročný“. Úroveň kampane udáva, aký stupeň "
|
||
"odbornosti v herných mechanizmoch (napríklad <ref>dst='movement' text='zóna "
|
||
"kontroly'</ref> a <ref>dst='time_of_day' text='čas dňa'</ref>). Obtiažnosť "
|
||
"naznačuje, aké náročné budú scenáre pre skúseného hráča: pri vyšších "
|
||
"obtiažnostiach budú prekážky víťazstva vyššie a ich prekonanie si bude "
|
||
"vyžadovať šikovnejšie hranie. Napríklad pri vyšších ťažkostiach môže mať "
|
||
"nepriateľ vyššie príjmy, jednotky vyššej úrovne, viac hradných šesťuholníkov "
|
||
"atď."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Základy hry'</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 ""
|
||
"Počas hrania majte na pamäti, že môžete prejsť myšou po mnohých položkách v "
|
||
"hre, ako sú napríklad informácie zobrazené v stavovom paneli, aby ste videli "
|
||
"stručný popis vysvetľujúci každú položku. Je to užitočné najmä vtedy, keď sa "
|
||
"prvýkrát stretnete s novými prvkami, ako napríklad <ref>dst='.."
|
||
"abilities_section' text='schopnosti'</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Víťazstvo a Porážka"
|
||
|
||
#. [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"
|
||
"Keď vyhráš scénu, mapa sa zatemní na šedo a tlačidlo <bold>text='Koniec "
|
||
"kola'</bold> sa zmení na <bold>text='Ukončiť scénu'</bold>. Vtedy je možné "
|
||
"meniť napríklad nastavenia ukladania hier alebo (ak si v zápase) diskutovať "
|
||
"s ostatnými hráčmi ešte pred tým, ako stlačením tohto tlačidla postúpiš "
|
||
"ďalej."
|
||
|
||
#. [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 ""
|
||
"Dávajte pozor na vyskakovacie pole <bold>text='Ciele'</bold> na začiatku "
|
||
"každého scenára. Vo väčšine scenárov dosiahnete víťazstvo zabitím všetkých "
|
||
"nepriateľských vodcov; podobne smrť vášho vlastného vodcu má vo všeobecnosti "
|
||
"za následok porážku. Niektoré scenáre však môžu mať iné víťazné ciele, ako "
|
||
"napríklad dostať svojho vodcu na určené miesto, zachrániť spojenca, vyriešiť "
|
||
"hádanku alebo vydržať v obkľúčení, kým neuplynie určitý počet ťahov."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Verbovanie a privolávanie"
|
||
|
||
#. [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"
|
||
"Ak ťuknete pravým tlačidlom myši na políčko v hrade a vyberiete možnosť "
|
||
"\"verbuj\", nová jednotka sa objaví na tomto políčku. Inak sa objaví na "
|
||
"voľnom políčku vedľa pevnosti. Môžete verbovať iba toľko nových jednotiek, "
|
||
"koľko máte práve voľných políčok v hrade, a nemôžete pritom minúť viac "
|
||
"zlata, ako práve máte."
|
||
|
||
#. [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 ""
|
||
"Každá strana začína s jedným vodcom vo svojej pevnosti. Na začiatku "
|
||
"akejkoľvek bitky a niekedy aj počas nej budete musieť naverbovať <ref>dst='.."
|
||
"units' text='jednotky'</ref> do vašej armády. Ak chcete verbovať, musíte mať "
|
||
"svojho vodcu (napríklad Konrada v kampani <italic>text='Heir to the Throne'</"
|
||
"italic>) na veliteľskom šesťuholníku <ref>dst='..terrain_castle' text= "
|
||
"'hradu'</ref>. Potom môžete naverbovať buď výberom <bold>text='Naverbovať'</"
|
||
"bold> z ponuky, alebo kliknutím pravým tlačidlom myši na šesťuhoľníkové pole "
|
||
"a výberom <bold>text='Naverbovať'</bold>. Tým sa zobrazí ponuka náboru, v "
|
||
"ktorej sú uvedené jednotky dostupné na nábor spolu s ich cenou v zlate. "
|
||
"Kliknutím na jednotku zobrazíte jej štatistiky a potom ju naverbujte "
|
||
"stlačením tlačidla <bold>text='Naverbovať'</bold>."
|
||
|
||
#. [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"
|
||
"Naverbované jednotky majú dve náhodné <ref>dst='..traits_section' "
|
||
"text='vlastnosti'</ref>, ktoré ovplyvňujú ich štatistiky."
|
||
|
||
#. [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"
|
||
"V ďalších scénach si môžete privolávať tých, čo prežili v predchádzajúcej "
|
||
"bitke. Privolávanie stojí 20 zlatiek a zobrazí zoznam jednotiek, ktoré "
|
||
"prežili z predchádzajúcej hry."
|
||
|
||
#. [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"
|
||
"Za jednotky sa neplatí len pri verbovaní a privolávaní, ale aj ich údržba "
|
||
"stojí peniaze. Ďalšie informácie nájdete v kapitole "
|
||
"<ref>dst='income_and_upkeep' text='Príjmy a výdavky'</ref>."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Príjmy a výdavky"
|
||
|
||
#. [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"
|
||
"Príjem je jednoduchý. Máte základný príjem 2 zlatky za kolo. Za každú "
|
||
"dedinu, ktorú ovládate, získate každé kolo o jedno zlato navyše. Ak teda "
|
||
"máte desať dedín, za normálnych okolností by ste za každé kolo získali 12 "
|
||
"zlatých. Vaše náklady na údržbu sa odpočítajú od tohto príjmu, ako je "
|
||
"uvedené nižšie."
|
||
|
||
#. [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 ""
|
||
"Vo Wesnothe nestačí jednoducho naverbovať jednotky a bojovať. Musíte si "
|
||
"rovnako dobre strážiť aj zlato, najmä počas príbehu, kde sa ušetrené zlato "
|
||
"prenáša z jednej scény do druhej. Máme tu dve zložky: <italic>text='príjmy'</"
|
||
"italic> a <italic>text='výdavky'</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"
|
||
"Výdavky sú tiež pomerne jednoduché. Každá jednotka si vyžaduje žold vo výške "
|
||
"svojej úrovne. Prakticky teda sú zadarmo jednotky s takým množstvom úrovní, "
|
||
"koľko máte dedín. Avšak za každú úroveň jednotky, presahujúcu počet vašich "
|
||
"dedín, musíte zaplatiť jednu zlatku za kolo. Napríklad ak máte dvanásť "
|
||
"jednotiek na prvej úrovni a desať dedín, musíte zaplatiť ako výdavky 2 "
|
||
"zlatky za kolo."
|
||
|
||
#. [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"
|
||
"Tieto výdavky sa odrátavajú od príjmov, takže v prípade jednotiek spolu s "
|
||
"dvanástimi úrovňami a desiatich dedín, bude výsledný zisk za kolo 10 zlatiek."
|
||
|
||
#. [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"
|
||
"Vo všeobecnosti je základný príjem, množstvo zlata, ktoré získate za dedinu "
|
||
"za kolo, a počet úrovní jednotiek, ktoré môže každá dedina podporovať, "
|
||
"konfigurovateľné, ale v kampaniach ide takmer vždy o hodnoty opísané vyššie. "
|
||
"Karta <italic>text='Nastavenia scenára'</italic> v dialógovom okne "
|
||
"<italic>text='Status Table'</italic> zobrazuje hodnoty pre aktuálny scenár."
|
||
|
||
#. [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"
|
||
"Na výdavky sa vzťahuje jedna dôležitá výnimka: verné a veliace jednotky si "
|
||
"nikdy nepýtajú žold. Jednotky, ktoré máte na začiatku scény (napríklad "
|
||
"Delfador), alebo jednotky, ktoré sa k vám počas scény pridajú (napríklad "
|
||
"jazdec v druhej scéne príbehu <italic>text='Dedič trónu'</italic>), majú "
|
||
"zvyčajne vlastnosť <italic>text='verný'</italic>. Jednotky, za ktoré hráš "
|
||
"(napríklad Konrád), sú skoro vždy veliteľmi."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Životy a skúsenosti"
|
||
|
||
#. [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 ""
|
||
"Každá jednotka má určitý počet <italic>text='životov'</italic> (živ.). Ak "
|
||
"životy danej jednotky klesnú pod 1, jednotka zomrie. Každá jednotka má aj "
|
||
"určitý počet <italic>text='bodov skúsenosti'</italic>. Nová jednotka začína "
|
||
"bez bodov skúsenosti a môže ich získať bojom s nepriateľmi."
|
||
|
||
#. [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 ""
|
||
"Body zdravia a skúsenosti sú znázornené na stavovom paneli, každé ako dve "
|
||
"čísla (momentálna hodnota, a najvyššia možná hodnota pre túto jednotku)."
|
||
|
||
#. [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 ""
|
||
"Body života sú tiež označené pruhom vedľa každej jednotky, ktorý je zelený, "
|
||
"žltý alebo červený. Jednotka s aspoň 1 skúsenostným bodom má modrý pruh "
|
||
"skúseností, ktorý sa zmení na biely, keď sa jednotka chystá "
|
||
"<ref>dst='advancement' text='postúpiť'</ref> na vyšší level."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
msgid "Advancement"
|
||
msgstr "Povýšenie"
|
||
|
||
#. [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"
|
||
"Jednotky potrebujú isté množstvo skúseností, aby boli povýšené (pre "
|
||
"inteligentné jednotky je toto množstvo o 20% nižšie). Keď toto množstvo "
|
||
"dosiahnu, okamžite sú povýšené na vyššiu úroveň, pričom sa aj naplno "
|
||
"doliečia. V niektorých prípadoch dostanete na výber viac možností povýšenia."
|
||
|
||
#. [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 ""
|
||
"Ak obe jednotky prežijú súboj, každá získa toľko bodov skúsenosti, akú "
|
||
"úroveň mal ich protivník. Ak jedna jednotka v súboji zabije druhú, získa tým "
|
||
"omnoho viac skúseností - 4 za jednotku na úrovni 0, 8 za úroveň 1, 16 za "
|
||
"úroveň 2, 24 za úroveň 3, a tak ďalej."
|
||
|
||
#. [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"
|
||
"Väčšina jednotiek má tri možné úrovne, ale nie je to tak vždy. Niektoré "
|
||
"jednotky (ako napríklad <ref>dst='unit_Mage' text='mágovia'</ref>) môžu mať "
|
||
"štyri. Akonáhle jednotka dosiahne najvyššiu úroveň, môže mať ešte "
|
||
"<italic>text='vylepšovanie po najvyššej úrovni'</italic>. Pri \"vylepšovaní "
|
||
"po najvyššej úrovni\" sa jednotka, ktorá dosiahla stanovený počet skúseností "
|
||
"upraví, ale zostane na rovnakej úrovni. Zvyčajne sa zvýši jej maximálny "
|
||
"počet životov o 3 a plne sa uzdraví. Prvýkrát treba dosiahnuť asi 150 bodov "
|
||
"skúseností (120 pre inteligentné jednotky). Neskôr však na rovnaký efekt "
|
||
"treba stále viac skúseností, takže sa zvyčajne oplatí povyšovať jednotky na "
|
||
"nižších úrovniach."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Pohyb"
|
||
|
||
#. [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"
|
||
"Každá jednotka má určitý počet pohybových bodov, ktoré sa míňajú pri pohybe "
|
||
"na nové políčko, podľa terénu daného cieľového políčka. Napríklad vstup na "
|
||
"lúku skoro vždy stojí 1 pohybový bod. Presný počet pohybových bodov na vstup "
|
||
"na políčko závisí od typu jednotky — pohyb v lese stojí elfov 1 pohybový "
|
||
"bod, väčšinu ľudských a orčích jednotiek 2 body, a jazdcov 3 body. Ak chcete "
|
||
"zistiť, koľko presne pohybových bodov stojí jednotku vstup na daný typ "
|
||
"terénu, ťuknite na ňu pravým tlačidlom, vyberte si <bold>text='Popis "
|
||
"jednotky'</bold> a pozrite sa na <bold>text='Vplyv terénu'</bold>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
msgid ""
|
||
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
|
||
"the unit you wish to move to select it, then click on the hex you wish to "
|
||
"move it to. When a unit is selected, everywhere it can move this turn will "
|
||
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
|
||
"highlighted hex shows the defense rating the unit would have if you moved it "
|
||
"to that hex. Mousing over a dull hex will also show the number of turns "
|
||
"required to reach it, and clicking will cause the unit to move towards it by "
|
||
"the fastest route over this and subsequent turns. If you don’t use up all of "
|
||
"a unit’s movement when you first move a unit, you may move it again. This is "
|
||
"useful when having two units switch places. Attacking with a unit will use "
|
||
"up its movement. Ending a move in a village you don’t already own will also "
|
||
"use up a unit’s movement, but will still allow it to attack."
|
||
msgstr ""
|
||
"Pohyb v hre <italic>text='Bitka o Wesnoth'</italic> je jednoduchý. Ťuknutím "
|
||
"označ jednotku, ktorú chceš pohnúť; potom ťukni na pole, na ktoré ju chceš "
|
||
"presunúť. Keď je jednotka označená, všetky polia, na ktoré môže ísť v tomto "
|
||
"ťahu, sa zvýraznia; a tie, na ktoré ísť nemôže, vyblednú. Ak pohneš myšou "
|
||
"nad zvýraznené pole, zobrazí sa, akú by mala jednotka obranu na tomto poli. "
|
||
"Ak pohneš myšou nad bledé pole, ukáže sa počet ťahov, koľko by trval pohyb "
|
||
"na toto políčko; po ťuknutí na políčko sa k nemu jednotka pohne najkratšou "
|
||
"možnou cestou, v tomto ťahu i v nasledujúcich. Ak počas pohybu nevyužiješ "
|
||
"celý možný pohyb jednotky, môžeš ňou pohybovať ďalej. To je užitočné, ak "
|
||
"chceš vymeniť dve jednotky. Útok jednotkou ukončí jej pohyb. Vstup do "
|
||
"dediny, ktorá ti predtým nepatrila, tiež ukončí pohyb jednotky, ale ešte ňou "
|
||
"možno útočiť."
|
||
|
||
#. [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"
|
||
"Ďalšou vecou, ktorú treba mať na pamäti pri pohybe, sú <italic>text='zóny "
|
||
"kontroly'</italic>. Každá jednotka – okrem jednotiek úrovne 0 – generuje "
|
||
"zónu kontroly na šesťuhoľníkoch, ktoré ju bezprostredne obklopujú, a každá "
|
||
"nepriateľská jednotka, ktorá vstúpi na tieto šesťuhoľníky, okamžite ukončí "
|
||
"svoj pohyb. Naučiť sa, ako používať zóny kontroly vo svoj prospech, je "
|
||
"dôležitou súčasťou Wesnothu, pretože iba "
|
||
"<ref>dst='ability_skirmisherskirmisher' text='nabodávač'</ref> môže "
|
||
"ignorovať zóny kontroly."
|
||
|
||
#. [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"
|
||
"Ak chceš vidieť, kam sa môže nepriateľ pohnúť počas jeho ťahu, stlač Ctrl+v "
|
||
"(alebo Cmd-v). Ctrl-b (alebo Cmd-b) ukazuje, kam by sa nepriateľ mohol "
|
||
"pohnúť, keby mu tvoje jednotky neprekážali v pohybe."
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:277
|
||
#, fuzzy
|
||
#| msgid "Vision:"
|
||
msgid "Vision"
|
||
msgstr "Videnie:"
|
||
|
||
#. [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 "Odkrývanie mapy a hmla"
|
||
|
||
#. [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 ""
|
||
"Pri hraní niektorých scén môže hra ukrývať časti mapy. Existujú dva "
|
||
"mechanizmy, ktoré možno použiť osobitne alebo spolu. "
|
||
"<italic>text='Odkrývanie mapy'</italic> na začiatku ukryje všetky polia "
|
||
"mapy; ich terén aj jednotky, ktoré na nich stoja. Keď je však raz pole "
|
||
"odkryté, už ho vždy budeš vidieť. <italic>text='Hmla'</italic> ukrýva iba "
|
||
"jednotky a informáciu o tom, komu patrí dedina (okrem toho, keď patrí tebe "
|
||
"alebo niektorému spojencovi). Hmla dočasne zmizne, keď je nablízku tvoja "
|
||
"jednotka, ale vráti sa, keď jednotka odíde. Neodokrytú mapu aj hmlu "
|
||
"odkrývajú jednotky. Každá jednotka odkryje časť mapy v dosahu svojho pohybu "
|
||
"(ak neberieme do úvahy oblasť kontroly a nepriateľské jednotky).\n"
|
||
"\n"
|
||
"Za normálnych okolností je možné vrátiť späť pohyb jednotky, pokiaľ "
|
||
"nenastala udalosť s náhodným výsledkom, napríklad súboj alebo verbovanie "
|
||
"(pretože väčšina nových jednotiek získava náhodné vlastnosti). Skúmanie "
|
||
"skrytého terénu odkrývaním mapy alebo hmly taktiež neumožní návrat. Môžete "
|
||
"použiť možnosť <bold>text='pozastav odkrývanie mapy'</bold> v menu "
|
||
"<bold>text='Akcie'</bold>. To zabráni jednotkám odkryť mapu alebo hmlu až do "
|
||
"najbližšej náhodnej udalosti alebo manuálnej aktualizácii mapy cez "
|
||
"<bold>text='vykresli odkrytú mapu'</bold> (alebo konca kola), čím sa zachová "
|
||
"možnosť vrátenia pohybu späť."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:290
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr "<header>text='Multiplayer a návrat späť'</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 ""
|
||
"V hrách pre viacerých hráčov sa ťahy odoslané do siete nedajú vrátiť späť. "
|
||
"hra oneskoruje odosielanie údajov, aby sa pokúsila zachovať vašu schopnosť "
|
||
"vrátiť späť. Pri diskusii so spoluhráčmi nezabúdajte, že ostatní hráči sa "
|
||
"zvyčajne pozerajú na snímku z času posledného boja alebo ťahu odhaľujúceho "
|
||
"hmlu. Chatové správy a menovky na mape sa odosielajú okamžite, nespôsobujú "
|
||
"však odoslanie nevratných ťahov."
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid "Save-loading"
|
||
msgstr "Načítanie uloženej hry"
|
||
|
||
#. [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 ""
|
||
"Náhodné čísla sú súčasťou Wesnothu, útoky môžu zlyhať a jednotky môžu "
|
||
"zomrieť kvôli nešťastiu — to je očakávaná súčasť hry. Vrátenie sa k "
|
||
"predchádzajúcemu ťahu a vyskúšanie inej stratégie je súčasťou učenia sa hry, "
|
||
"ale neodporúčame opätovné načítanie len preto, aby ste znova vyskúšali "
|
||
"rovnakú stratégiu a dúfali vo viac šťastia."
|
||
|
||
#. [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 ""
|
||
"Jednou z výziev hry je prísť na to, ako ochrániť svojich hrdinov. Malé "
|
||
"riziká sa rýchlo hromadia: ak máte päť dôležitých jednotiek a každá z nich "
|
||
"má len 1% šancu na smrť v každom kole, môžete <italic>text='očakávať'</"
|
||
"italic>, že jedna z nich zomrie približne každých 20 ťahov . Takže len "
|
||
"zriedka prejdete scenárom bez toho, aby sa to stalo."
|
||
|
||
#. [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 ""
|
||
"Malé riziká sa hromadia aj pre vaše nehrdinské jednotky. Zatiaľ čo príbeh a "
|
||
"dialógy sa zvyčajne zameriavajú na to, aby vám poskytli nejaké emocionálne "
|
||
"puto s vašimi jednotkami, herná mechanika odmeňuje zapamätanie si, že je to "
|
||
"len hra – za to, že necháte tieto jednotky zomrieť, len zriedka existuje "
|
||
"nejaký trest, okrem toho, že si ich nebudete môcť v budúcich scenároch "
|
||
"odvolať. Váš bojový plán by mal rozložiť riziká podľa toho, ktoré jednotky "
|
||
"chcete neskôr odvolať."
|
||
|
||
#. [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 ""
|
||
"Úrovne obtiažnosti sú vyvážené za predpokladu, že hráč neuloží zaťaženie. V "
|
||
"hlavných kampaniach majú ťažšie obtiažnosti vo všeobecnosti viac nepriateľov "
|
||
"a tým aj viac dostupných skúsenostných bodov; to vedie k väčšej vyváženosti "
|
||
"za predpokladu, že hráč bude schopný vycvičiť dostatok jednotiek, aby sa "
|
||
"vyrovnal so stratou niektorých jednotiek úrovne dva alebo tri."
|
||
|
||
#. [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 ""
|
||
"Je to však len hra; najlepší spôsob hrania je ten, ktorý vám prinesie "
|
||
"najväčší pôžitok."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:316
|
||
msgid "Learning from Losses"
|
||
msgstr "Učenie sa z porážok"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:317
|
||
msgid ""
|
||
"<italic>text='Why did I lose that scenario?'</italic>\n"
|
||
"\n"
|
||
"One of the most difficult parts of Wesnoth is understanding why a scenario "
|
||
"was lost."
|
||
msgstr ""
|
||
"<italic>text='Prečo som prehral tento scenár?'</italic>\n"
|
||
"\n"
|
||
"Jednou z najťažších častí Wesnothu je pochopiť, prečo ste utrpeli porážku."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:319
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you first start playing, you will probably lose some scenarios. That is "
|
||
"normal, and is part of learning the game. When that happens, try to learn "
|
||
"from your mistakes: watch the replay, try to understand what you did wrong, "
|
||
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Keď prvýkrát začnete hrať, pravdepodobne niektoré scenáre prehráte. To je "
|
||
"normálne a je to súčasť učenia sa hry. Keď sa to stane, skúste sa poučiť zo "
|
||
"svojich chýb: pozrite si záznam, pokúste sa pochopiť, čo ste urobili zle, "
|
||
"potom <ref>dst='saveload' text='reštartujte scenár'</ref> a skúste to znova."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Niektoré bežné dôvody prehry v scenári sú:"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
|
||
"level'</ref>. Try restarting the scenario at an easier difficulty."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Hranie kampane na príliš vysokej <ref>dst='..gameplay' text='úrovni "
|
||
"obtiažnosti'</ref>. Skúste reštartovať scenár s ľahšou obtiažnosťou."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
|
||
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
|
||
"taking advantage of terrain features or units’ special abilities, and so on."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Používanie zlej stratégie: napríklad verbovanie nesprávnych typov "
|
||
"jednotiek, boj v nesprávnom <ref>dst='time_of_day' text='čase'</ref>, "
|
||
"nevyužívanie výhod terénu alebo špeciálnych schopností jednotiek a podobne."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:327
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Chýbajúce stopy. V príbehu a dialógu kampane sa často objavia rady o tom, "
|
||
"čo očakávať od náročného scenára a ako sa naň pripraviť. Ak máte na svojej "
|
||
"strane verného mága, nájdite si čas a vypočujte si jeho rady; môže vám to "
|
||
"zachrániť život."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:329
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. Campaigns generally "
|
||
"assume that you will have some <italic>text='carryover gold'</italic> and "
|
||
"some experienced units on your <italic>text='recall list.'</italic> (These "
|
||
"concepts are explained in the tutorial.) If you win a scenario but lose most "
|
||
"of your experienced units and much of your gold, the following scenario may "
|
||
"be very difficult to beat, even for a more experienced player. If you find "
|
||
"yourself in this situation, you may try to go back a scenario or two and win "
|
||
"them more convincingly, or change to an easier difficulty. (However, "
|
||
"remember that <italic>text='some'</italic> losses are expected, particularly "
|
||
"at higher difficulties.)"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Sotva ste preliezli predchádzajúcim scenárom. Kampane vo všeobecnosti "
|
||
"predpokladajú, že si zo scenára do scenára prenesiete nejaké zlato, či "
|
||
"skúsené jednotky. Ak vyhráte scenár, ale stratíte väčšinu svojich skúsených "
|
||
"jednotiek a veľkú časť zlata, nasledujúci scenár môže byť veľmi ťažké "
|
||
"prekonať, dokonca aj pre skúsenejšieho hráča. Ak sa ocitnete v tejto "
|
||
"situácii, môžete sa pokúsiť vrátiť jeden alebo dva scenáre späť a vyhrať ich "
|
||
"presvedčivejšie, alebo prejsť na ľahšiu obtiažnosť. (Pamätajte však, že "
|
||
"<italic>text='nejaké'</italic> straty sa očakávajú, najmä pri vyšších "
|
||
"ťažkostiach.)"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:331
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Poor gold management. At higher difficulties, managing gold — capturing "
|
||
"villages to increase the income, and using low-level units and fresh "
|
||
"recruits to reduce the spending — becomes important. If you use many high-"
|
||
"level units, you might win a scenario easily but have not enough gold "
|
||
"carryover for the next scenario. (This would be an example of “barely "
|
||
"scraping a victory”.)"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Zlý manažment zlata. Pri vyšších obtiažnostiach je dôležité starostlivo "
|
||
"spravovať zlato – obsadzovanie dedín na zvýšenie príjmu a používanie "
|
||
"nízkoúrovňových jednotiek a čerstvých regrútov na zníženie výdavkov. Ak "
|
||
"používate veľa jednotiek na vysokej úrovni, môžete ľahko vyhrať scenár, ale "
|
||
"nebudete mať dostatok zlata na ten ďalší. (t.j. “sotva ste preliezli "
|
||
"predchádzajúcim scenárom”.)"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:333
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Nepravdepodobné dôvody'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:335
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In addition to the common reasons, listed above, there are a few other "
|
||
"reasons which are unlikely, though not impossible. They are:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Okrem bežných dôvodov uvedených vyššie existuje niekoľko ďalších dôvodov, "
|
||
"ktoré sú nepravdepodobné, hoci nie nemožné. Oni sú:"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:337
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have played a strategy that the campaign developer did not "
|
||
"anticipate, and ended up with a set of high-level units not suitable for the "
|
||
"next scenario."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Možno ste mali pri hraní stratégiu, s ktorou vývojár kampane nepočítal, a "
|
||
"skončili ste s armádou jednotiek na vysokej úrovni, ktoré nie sú vhodné pre "
|
||
"ďalší scenár."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:339
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have found a scenario that can only be won on the second or third "
|
||
"time through, whether by requiring above-average luck or by expecting the "
|
||
"players to have foreknowledge — to know what surprises are coming up before "
|
||
"they happen. (It is under discussion whether foreknowledge is expected at "
|
||
"the highest difficulties. Requiring above-average luck, however, would "
|
||
"qualify as a bug.)"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Možno ste našli scenár, ktorý sa dá vyhrať iba na druhý alebo tretí raz, "
|
||
"či už vyžadovaním nadpriemerného šťastia alebo očakávaním, že hráči budú mať "
|
||
"znalosti z predchádzajúcich hraní rovnakého scenára – aby teda vedeli, aké "
|
||
"prekvapenia prídu skôr, než sa skutočne stanú. (Prebieha diskusia, či sa pri "
|
||
"najvyšších obťiažnostiach očakáva takéto predpovedanie zo strany hráčov. "
|
||
"Vyžadovanie nadpriemerného šťastia by sa však kvalifikovalo ako chyba.)"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:341
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
|
||
"could happen that the enemy was very lucky and had many hits, while you were "
|
||
"very unlucky and had many misses. However, this is a very rare occurrence, "
|
||
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
|
||
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
|
||
"strategy despite having <italic>text='above-average'</italic> luck, than by "
|
||
"playing a <italic>text='good'</italic> strategy but having "
|
||
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
|
||
"average” luck does not excuse a loss; having below-average luck is perfectly "
|
||
"normal, and scenarios are designed to be winnable even with below-average "
|
||
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
|
||
"here."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• Neobvyklá smola. To, či útok zasiahne alebo minie, je náhodné, takže sa "
|
||
"môže stať, že nepriateľ mal veľké šťastie a veľa zásahov, zatiaľ čo vy ste "
|
||
"mali veľkú smolu a veľa zásahov ste minuli. Je to však veľmi zriedkavý jav, "
|
||
"ktorý sa prakticky v scenároch nevyskytuje, okrem tých najkratších a "
|
||
"najmenších. V skutočnosti sú prehry častejšie spôsobené tým, že hráte "
|
||
"<italic>text='zlú'</italic> stratégiu napriek tomu, že máte "
|
||
"<italic>text='nadpriemerné'</italic> šťastie, ako tým, že hráte "
|
||
"<italic>text='dobrú'</italic> stratégiu, ale máte "
|
||
"<italic>text='podpriemerné'</italic> šťastie. Okrem toho samotné "
|
||
"\"podpriemerné\" šťastie neospravedlňuje prehru; mať podpriemerné šťastie je "
|
||
"úplne normálne a scenáre sú navrhnuté tak, aby sa dalo vyhrať aj s "
|
||
"podpriemerným šťastím. Máme tu na mysli len mimoriadne zlé šťastie v "
|
||
"priebehu viacerých ťahov."
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:343
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Be wary of attributing a loss to any of these reasons. If you are not a "
|
||
"veteran player, it is far more likely that your loss was caused by one of "
|
||
"the <italic>text='common'</italic> errors, listed above, and is not "
|
||
"indicative of a bug in the campaign. However, if you still think you found a "
|
||
"bug, then by all means, report it!"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Dávajte si pozor, aby ste stratu nepripisovali niektorému z týchto dôvodov. "
|
||
"Ak nie ste skúsený hráč, je oveľa pravdepodobnejšie, že vaša prehra bola "
|
||
"spôsobená jednou z <italic>text='bežných'</italic> chýb, uvedených vyššie, a "
|
||
"nesvedčí o chybe v kampani. Ak si však napriek tomu myslíte, že ste našli "
|
||
"chybu, určite ju nahláste!"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The “Damage Calculations” dialog shows some statistics that can help "
|
||
"determine whether a match was very lucky or very unlucky. However, reading "
|
||
"the statistics is no substitute to watching the replay and looking for "
|
||
"strategic mistakes, or small bits of luck at critical points in the "
|
||
"engagement."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"V dialógovom okne \"Výpočet poškodenia\" sa zobrazujú niektoré štatistiky, "
|
||
"ktoré môžu pomôcť určiť, či mal zápas veľké šťastie alebo veľkú smolu. "
|
||
"Čítanie štatistík však nenahradí sledovanie opakovaného záznamu a hľadanie "
|
||
"strategických chýb alebo malých kúskov šťastia v kritických bodoch súboja."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:354
|
||
msgid "Combat"
|
||
msgstr "Súboj"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Poradie a počet úderov'</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 ""
|
||
"Boj sa v <italic>text='Bitke o Wesnoth'</italic> vždy odohráva medzi dvoma "
|
||
"jednotkami na susediacich poliach. Klikni na svoju jednotku a klikni na "
|
||
"súperovu jednotku, ktorú chceš napadnúť: tvoja jednotka sa pohne k "
|
||
"súperovej, a keď je na vedľajšom políčku, začne boj. Útočník a obranca "
|
||
"striedavo útočia, kým si každý z nich nevyčerpá možný počet útokov. Útočník "
|
||
"si vyberá, akým typom zbrane zaútočí, a obranca sa bráni útokom rovnakého "
|
||
"typu. Sú dva typy útoku: <italic>text='na blízko'</italic> - to sú zvyčajne "
|
||
"zbrane ako meče, sekery alebo pazúry; <italic>text='na diaľku'</italic> - to "
|
||
"sú zvyčajne zbrane ako luky, oštepy a mágia."
|
||
|
||
#. [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"
|
||
"Útočník dostane prvý úder, potom obranca vykoná odvetný úder. Každý úder buď "
|
||
"zasiahne a spôsobí dané poškodenie, alebo minie a nespôsobí žiadne "
|
||
"poškodenie. Údery sa striedajú, kým každá jednotka nevyčerpá všetky svoje "
|
||
"údery. Počet úderov jednotky sa líši; napríklad elfský bojovník s útokom 5×4 "
|
||
"môže udrieť 4-krát, pričom každý úspešný úder spôsobí 5 poškodení, zatiaľ čo "
|
||
"orkský chrlič s útokom 9×2 môže udrieť len dvakrát (ale s poškodením 9 za "
|
||
"každý zásah)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Šanca na zásah'</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"
|
||
"Šanca zasiahnuť danú jednotku je určená <italic>text='terénom'</italic>, na "
|
||
"ktorom práve stojí. Šanca sa dá zistiť ťuknutím na jednotku pravým "
|
||
"tlačidlom, voľbou <bold>text='Popis jednotky'</bold>, v časti "
|
||
"<bold>text='Vplyv terénu'</bold>. Napríklad elfovia majú v lese obranu 70%, "
|
||
"čo znamená, že jednotka, ktorá na nich útočí, má šancu zasiahnuť ich iba "
|
||
"30%. Podobne, elfova šanca zasiahnuť útočníka počas protiúderu záleží od "
|
||
"terénu, na ktorom je útočník."
|
||
|
||
#. [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"
|
||
"Toto pravidlo má dve výnimky: <ref>dst='weaponspecial_magical' text='magický "
|
||
"útok'</ref> a schopnosť <ref>dst='weaponspecial_marksman' "
|
||
"text='ostrostrelca'</ref>. Magický útok má vždy 70% šancu na zásah, bez "
|
||
"ohľadu na terén, a ostrostrelec má počas svojho útoku vždy šancu na zásah "
|
||
"aspoň 60%, bez ohľadu na terén."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Zranenie</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"
|
||
"Každý zásah spôsobí základné poškodenie v závislosti od typu útoku. "
|
||
"Napríklad elfský bojovník s útokom 5×4 spôsobí 5 základných poškodení. To sa "
|
||
"zvyčajne modifikuje dvoma vecami: <ref>dst='damage_types_and_resistance' "
|
||
"text='odolnosťou'</ref> a <ref>dst='time_of_day' text='dennou dobou'</ref>. "
|
||
"Ak chcete vidieť, ako sa základné poškodenie mení podľa okolností, vyberte "
|
||
"<bold>text=\"Výpočet poškodenia\"</bold> v ponuke výberu útoku."
|
||
|
||
#. [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"
|
||
"Niektoré jednotky majú zvláštne <ref>dst='..abilities_section' "
|
||
"text='schopnosti'</ref>, ktoré ovplyvňujú zranenie spôsobené v súboji. "
|
||
"Najznámejšou z nich je <ref>dst='weaponspecial_charge' text='výpad'</ref>, "
|
||
"ktorý pri útoku jednotky s touto schopnosťou zdvojnásobuje zranenie "
|
||
"spôsobené obrancovi ale aj útočníkovi."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:377
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Typy zranenia a odolnosť"
|
||
|
||
#. [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"
|
||
"Odolnosť funguje veľmi jednoducho: ak má jednotka voči nejakému druhu "
|
||
"zranenia odolnosť 40%, pri zásahu spôsobujúcom tento druh zranenia utrpí o "
|
||
"40% menšie zranenie. Jednotka môže tiež byť voči určitému druhu zranenia "
|
||
"zvlášť zraniteľná. Ak má jednotka voči nejakému druhu zranenia odolnosť "
|
||
"−100%, utrpí pri zásahu spôsobujúcom tento druh zranenia o 100% väčšie "
|
||
"zranenie."
|
||
|
||
#. [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 ""
|
||
"Vo Wesnothe sa s fyzickými útokmi zvyčajne spájajú tri druhy zranenia: "
|
||
"<italic>text='sečné, bodné a tupé'</italic>. S magickými útokmi sa obyčajne "
|
||
"spájajú ďalšie tri druhy zranenia: <italic>text='ohnivé, mrazivé a "
|
||
"mystické'</italic>. Rozličné jednotky môžu byť voči niektorým druhom "
|
||
"zranenia odolné, čo zmení výslednú veľkosť zranenia."
|
||
|
||
#. [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"
|
||
"Napríklad kostlivci sú vysoko odolní voči sečným a bodným útokom, ale sú "
|
||
"zraniteľní tupými a ohnivými útokmi a mimoriadne zraniteľní mystickými "
|
||
"útokmi."
|
||
|
||
#. [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"
|
||
"Ak je útok úspešný, spôsobí aspoň 1 bod zranenia. To platí aj v prípade, "
|
||
"keby mal obranca odolnosť 100% voči danému druhu zranenia."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:390
|
||
msgid "Orbs and ellipses"
|
||
msgstr "Orby a elipsy"
|
||
|
||
#. [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 ""
|
||
"Nad energetickými lištami niektorých jednotiek sa nachádzajú farebné "
|
||
"indikátory, ktoré pozostávajú z farebného orbu (a niekedy z "
|
||
"<ref>dst='crowns' text='koruny'</ref>)."
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:403
|
||
msgid ""
|
||
"The orbs show whether the unit can move or attack. The statuses and their "
|
||
"standard colors are:\n"
|
||
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
|
||
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
|
||
"attack. It might still be able to move further too.\n"
|
||
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
|
||
"this turn.\n"
|
||
" • Red is also used after the ‘end unit turn’ command, and,\n"
|
||
" • when a unit is in the middle of a multi-turn move (has been told to "
|
||
"move further than it can in the current turn).\n"
|
||
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
|
||
"still move further, but it can no longer attack.\n"
|
||
" • This can happen due to campaign-specific events or abilities, for "
|
||
"example the <italic>text='disengage'</italic> ability in the campaign "
|
||
"<italic>text='Under the Burning Suns'</italic>.\n"
|
||
"• <bold>text='Blue'</bold> for allied units, except during that ally’s own "
|
||
"turn.\n"
|
||
" • During the ally’s own turn, their units will be shown with the colors "
|
||
"showing whether the units can still move and attack; however their moves, "
|
||
"and the corresponding orb changes, are delayed as explained in "
|
||
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
|
||
"• Enemy units normally don’t have orbs, however these can be enabled in the "
|
||
"advanced preference “Customize orb colors”."
|
||
msgstr ""
|
||
"Orby ukazujú, či sa jednotka môže pohybovať alebo útočiť. Statusy a ich "
|
||
"štandardné farby sú:\n"
|
||
"- <bold>text='Zelená'</bold> ak sa v tomto ťahu nepohybovala ani neútočila.\n"
|
||
"- <bold>text='Žltá'</bold> ak sa pohla (alebo útočila) a môže ešte útočiť. "
|
||
"Môže sa tiež stále pohybovať ďalej.\n"
|
||
"- <bold>text='Červená'</bold> ak sa už v tomto ťahu nemôže ďalej pohybovať "
|
||
"ani útočiť.\n"
|
||
" - Červená sa používa aj po príkaze \"koniec ťahu jednotky\" a,\n"
|
||
" - keď je jednotka uprostred viackolového ťahu (dostala príkaz, aby sa "
|
||
"posunula ďalej, než môže v aktuálnom ťahu).\n"
|
||
"- <bold>text=\"Červená a žltá\"</bold> ak sa pohla (alebo zaútočila), môže "
|
||
"sa ešte pohnúť ďalej, ale už nemôže útočiť.\n"
|
||
" - Môže sa to stať v dôsledku udalostí alebo schopností špecifických pre "
|
||
"kampaň, napríklad schopnosť <italic>text=\"odpojiť sa\"</italic> v kampani "
|
||
"<italic>text=\"Pod horiacimi slnkami\"</italic>.\n"
|
||
"- <bold>text='Modrá'</bold> pre spojenecké jednotky, s výnimkou počas "
|
||
"vlastného ťahu tohto spojenca.\n"
|
||
" - Počas vlastného ťahu spojenca sa jeho jednotky zobrazia s farbami, "
|
||
"ktoré ukazujú, či sa jednotky ešte môžu pohybovať a útočiť; ich pohyby a "
|
||
"príslušné zmeny orbov sú však oneskorené, ako je vysvetlené v "
|
||
"<ref>dst='shroud_and_fog' text='Zahalenie a vojnová hmla'</ref>.\n"
|
||
"- Nepriateľské jednotky normálne nemajú orby, tie však môžete zapnúť v "
|
||
"rozšírených preferenciách \"Prispôsobiť farby orbov\"."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:415
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr "<header>text='Elipsy'</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 ""
|
||
"Pod každou jednotkou je na zemi nakreslený tvar vo farbe tímu. Nazýva sa "
|
||
"\"elipsa\", hoci elipsy niektorých jednotiek nie sú elipsovité."
|
||
|
||
#. [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 ""
|
||
"• Väčšina jednotiek má kruhovú elipsu.\n"
|
||
"• Jednotky, ktoré môžu verbovať, majú sedemcípu hviezdu.\n"
|
||
"• <ref>dst='crowns' text='Hrdinské jednotky'</ref> majú menší variant "
|
||
"sedemcípej hviezdy, tieto jednotky nemôžu verbovať.\n"
|
||
"• Jednotky bez <ref>dst='movement' text='zóny kontroly'</ref> majú zalomenú "
|
||
"obrysovú verziu tvaru.\n"
|
||
"• Niektoré kampane začínajú s veliteľom nultej úrovne. Tieto jednotky, ktoré "
|
||
"sú schopné verbovať, ale nemajú zónu kontroly, majú zalomenú obrysovú verziu "
|
||
"sedemcípej hviezdy."
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:440
|
||
msgid "Crowns and loyal markers"
|
||
msgstr "Koruny a označenia vernosti"
|
||
|
||
#. [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 ""
|
||
"Niektoré jednotky majú na svojom <ref>dst='orbs' text='orbe'</ref> "
|
||
"navrstvený ďalší znak a zodpovedajúci tvar ich <ref>dst='orbs' "
|
||
"text='elipsy'</ref>:"
|
||
|
||
#. [topic]: id=crowns
|
||
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
|
||
#: data/core/help.cfg:456
|
||
msgid ""
|
||
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
|
||
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
|
||
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
|
||
"<bold>text='loyal icon'</bold>.\n"
|
||
"\n"
|
||
"Of these categories, only leaders are built into the basic game rules. The "
|
||
"others are found in campaigns, and are characters that form part of the "
|
||
"narration. The exact rules for them are set by their campaign, which might "
|
||
"deviate from these standard expectations about them:\n"
|
||
"\n"
|
||
"• The death of any hero leads to immediate defeat.\n"
|
||
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
|
||
"though they can recruit.\n"
|
||
"• All of these units have the main advantage of the loyal trait, that they "
|
||
"cost no upkeep.\n"
|
||
"• Losing any of these units causes a disadvantage for the remainder of the "
|
||
"campaign, assuming it doesn’t end immediately.\n"
|
||
"• These units will never occur as random recruits."
|
||
msgstr ""
|
||
"• Vodcovia sú zobrazení so <bold>text='zlatou korunou'</bold>.\n"
|
||
"• Hrdinovia majú <bold>text='modrastostriebornú korunu'</bold>.\n"
|
||
"• Postrádateľní vodcovia sú zobrazení so <bold>text='striebornou korunou'</"
|
||
"bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Lojálne jednotky'</ref> majú "
|
||
"<bold>text='ikonu lojality'</bold>.\n"
|
||
"\n"
|
||
"Z týchto kategórií sú do základných pravidiel hry zabudovaní len vodcovia. "
|
||
"Ostatné sa nachádzajú v kampaniach a sú to postavy, ktoré tvoria súčasť "
|
||
"rozprávania. Presné pravidlá pre ne stanovuje ich kampaň, ktorá sa môže od "
|
||
"týchto štandardných očakávaní o nich odchyľovať:\n"
|
||
"\n"
|
||
"• Smrť ktoréhokoľvek hrdinu vedie k okamžitej porážke.\n"
|
||
"• Smrť postrádateľného vodcu nevedie k okamžitej porážke, aj keď majú "
|
||
"schopnosť verbovať.\n"
|
||
"• Všetky tieto jednotky majú hlavnú výhodu v črte lojálnosti, čiže ich "
|
||
"udržiavanie nič nestojí.\n"
|
||
"• Strata ktorejkoľvek z týchto jednotiek spôsobuje nevýhodu po zvyšok "
|
||
"kampane, za predpokladu, že sa kampaň neskončí okamžite.\n"
|
||
"• Tieto jednotky sa nikdy nevyskytnú ako náhodní rekrúti."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:474
|
||
msgid "Time of Day"
|
||
msgstr "Denná doba"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:475
|
||
msgid ""
|
||
"The time of day affects the damage of certain units as follows:\n"
|
||
"\n"
|
||
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
"damage at night.\n"
|
||
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
"daytime.\n"
|
||
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
|
||
msgstr ""
|
||
"Denná doba ovplyvňuje zranenie spôsobené jednotlivými jednotkami takto:\n"
|
||
"\n"
|
||
"Jednotky <bold>poriadku</bold> spôsobujú cez deň +25% zranenia, a v noci "
|
||
"−25% zranenia.\n"
|
||
"Jednotky <bold>chaosu</bold> spôsobujú v noci +25% zranenia, a cez deň −25% "
|
||
"zranenia.\n"
|
||
"<bold>Neutrálne</bold> jednotky denná doba neovplyvňuje.\n"
|
||
"Jednotky <bold>na rozhraní</bold> spôsobujú −25% zranenia v noci aj cez deň."
|
||
|
||
#. [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"
|
||
"Momentálnu dennú dobu vidieť pod mini-mapou v stavovom paneli. Pri bežnom "
|
||
"striedaní dňa a noci sa ráno a popoludnie počítajú ako deň; prvá hliadka a "
|
||
"druhá hliadka sa počítajú ako noc:\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 "Svitanie"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "Ráno"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "Popoludnie"
|
||
|
||
#. [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 "Súmrak"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "Prvá hliadka"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "Druhá hliadka"
|
||
|
||
#. [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 ""
|
||
"Pamätajte, že niektoré scény sa odohrávajú v podzemí, kde je večná noc!\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 ""
|
||
"Niektoré podzemné lokality sú osvetlené. Sú neustále na pomedzí dňa a noci.\n"
|
||
"\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 ""
|
||
"Niektoré scenáre sa odohrávajú v interiéri - tieto oblasti sú podobne ľahko "
|
||
"prechodné.\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 ""
|
||
"Napokon, jednotky so schopnosťou <ref>dst='ability_illuminationilluminates' "
|
||
"text='illuminates'</ref> a terénne prvky, ako napríklad "
|
||
"<ref>dst='terrain_lava' text='láva'</ref>, menia bonus za denný čas v ich "
|
||
"okolí."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:504
|
||
msgid "Healing"
|
||
msgstr "Liečenie"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
|
||
"attacked will heal 2 HP in its next turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Oddych'</bold>: Jednotka, ktorá sa nehýbala, neútočila, ani "
|
||
"nikto neútočil na ňu, sa v ďalšom kole uzdraví o 2 životy."
|
||
|
||
#. [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 ""
|
||
"V boji vaše jednotky nevyhnutne utrpia poškodenie. Existuje niekoľko "
|
||
"spôsobov, ako svoje jednotky vyliečiť. S výnimkou odpočinku sa však tieto "
|
||
"spôsoby neukladajú jeden na druhý; v jednom ťahu môžete použiť len jeden."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:507
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
|
||
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
|
||
"poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text='Dediny'</bold>: Jednotka, ktorá začína ťah v dedine alebo "
|
||
"<ref>dst='terrain_oasis' text='oáze'</ref>, si vylieči 8HP. Ak je jednotka "
|
||
"otrávená, tak sa namiesto toho vylieči z otravy."
|
||
|
||
#. [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_regenerates' text='Regenerácia'</ref>: Niektoré jednotky "
|
||
"(napríklad trollovia) sa v každom kole automaticky uzdravia o 8 životov. Ak "
|
||
"je jednotka otrávená, tak sa namiesto toho vylieči z otravy."
|
||
|
||
#. [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"
|
||
"<italic>text='Uzdravovacie jednotky'</italic>: Jednotky so schopnosťou "
|
||
"<ref>dst='ability_heals +4' text='uzdraviť'</ref> vyliečia spojenecké "
|
||
"jednotky na vedľajších poliach, zvyčajne o <ref>dst='ability_heals +4' "
|
||
"text='4'</ref> alebo <ref>dst='ability_heals +8' text='8'</ref> životov za "
|
||
"kolo; alebo zabránia jedu spôsobiť jednotke v danom kole zranenie."
|
||
|
||
#. [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"
|
||
"<italic>text='Liečiace jednotky'</italic>: Jednotky so schopnosťou "
|
||
"<ref>dst='ability_cures' text='liečiť'</ref> vyliečia jed všetkým "
|
||
"spojeneckým jednotkám na vedľajších políčkach (ak majú aj uzdravovanie, "
|
||
"tieto jednotky už v danom ťahu neuzdravujú)."
|
||
|
||
#. [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='Povýšenie'</bold>: Keď jednotka <ref>dst='advancement' "
|
||
"text='postúpi'</ref> na vyššiu úroveň, tak sa úplne vylieči. To sa môže stať "
|
||
"hneď, ako vaša jednotka získa dostatok skúseností, bez ohľadu na to, či ste "
|
||
"na ťahu alebo nie."
|
||
|
||
#. [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"
|
||
"Odpočinok možno kombinovať s ostatnými formami uzdravovania, ale dediny, "
|
||
"regenerácia a uzdravovanie/liečenie sa navzájom kombinovať nemôžu. Napokon, "
|
||
"medzi jednotlivými scénami sa jednotky naplno uzdravia."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:514
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Pokročilé'</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"
|
||
"Na rozdiel od iných foriem liečenia sa schopnosť liečiť neprejaví v ťahu "
|
||
"liečenej jednotky, ale v ťahu liečiteľa. To znamená, že zatiaľ čo jednotka "
|
||
"obklopená niekoľkými liečiteľmi z tej istej strany dostane liečenie len od "
|
||
"jedného liečiteľa za ťah, jednotka obklopená liečiteľmi z niekoľkých "
|
||
"spojeneckých strán bude liečená raz v každom ťahu uvedených spojeneckých "
|
||
"strán."
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:524
|
||
msgid "Wrap Up"
|
||
msgstr "Zhrnutie"
|
||
|
||
#. [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 ""
|
||
"Toto sú základy Wesnothu. Môžeš si prečítať viac v Základnej stratégii alebo "
|
||
"sa zoznámiť s jednotlivými <ref>dst='..traits_section' text='vlastnosťami'</"
|
||
"ref> a <ref>dst='..abilities_section' text='schopnosťami'</ref>, ale teraz "
|
||
"už vieš všetko čo potrebuješ na hranie príbehu <italic>text='Dedič trónu'</"
|
||
"italic>. Príjemnú zábavu a veľa šťastia!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:530
|
||
msgid "License"
|
||
msgstr "Licencia"
|
||
|
||
#. [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"
|
||
"Väčšina jednotiek má dve vlastnosti. Ale napríklad nemŕtve jednotky majú iba "
|
||
"jednu vlastnosť <italic>text='nemŕtvy'</italic>, a lesní muži nemajú žiadne "
|
||
"vlastnosti. Vlastnosti sú jemné zmeny v parametroch jednotky. Zvyčajne sa "
|
||
"jednotke náhodne prideľujú pri verbovaní."
|
||
|
||
#. [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 ""
|
||
"Vlastnosti sú modifikácie, ktoré mierne menia atribúty jednotky. Zvyčajne sú "
|
||
"jednotke náhodne priradené pri zverbovaní. Vlastnosti, ktoré má jednotka k "
|
||
"dispozícii, sú do veľkej miery určené jej <italic>text='rasou'</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"
|
||
"Vlastnosti, ktoré sú dostupné väčšine nemŕtvych jednotiek, sú "
|
||
"<ref>dst='traits_intelligent' text='inteligentný'</ref>, "
|
||
"<ref>dst='traits_quick' text='rýchly'</ref>, <ref>dst='traits_resilient' "
|
||
"text='odolný'</ref> a <ref>dst='traits_strong' text='silný'</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"
|
||
"Elfovia môžu získať aj <ref>dst='traits_dextrous' text='obratný'</ref> a "
|
||
"trpaslíci môžu získať <ref>dst='traits_healthy' text='zdravý'</ref>. "
|
||
"Trollovia a niektorí ľudia môžu získať <ref>dst='traits_fearless' "
|
||
"text='nebojácny'</ref>. Medzi ďalšie vlastnosti, ktoré môžu byť pridelené, "
|
||
"patria <ref>dst='traits_loyal' text='lojálny'</ref>, <ref>dst='traits_feral' "
|
||
"text='divoký'</ref> a <ref>dst='traits_undead' text='nemŕtvy'</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"
|
||
"Terény majú dva typy: <italic>text='obyčajný'</italic> a "
|
||
"<italic>text='zmiešaný'</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 ""
|
||
"Mapy v hre obsahujú pestrý výber terénov, ktoré ovplyvňujú možnosti pohybu "
|
||
"jednotky a jej obranné schopnosti v boji."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Základné typy terénu'</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"
|
||
"Medzi základné typy terénu patria rovina, kopce, hory, piesok, voda a "
|
||
"močiare. Okrem týchto typov terénov ich je oveľa viac - zoznam objavených "
|
||
"typov terénov nájdete na konci tejto stránky.\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"
|
||
"Každá jednotka má pre každý zo základných typov terénu obranný rating a "
|
||
"náklady na pohyb a tieto hodnoty sú uvedené na stránke nápovedy jednotky. "
|
||
"Základné typy terénu môžu mať aj jedinečné vlastnosti, ako je napríklad "
|
||
"efekt osvetlenia."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:565
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zmiešané typy terénu'</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"
|
||
"Zmiešané typy terénu zdieľajú vlastnosti viacerých základných typov terénu - "
|
||
"jednotky spravidla získajú <italic>text='najlepšiu obranu'</italic> a "
|
||
"<italic>text='najhorší pohyb'</italic> základných typov, keď sa presunú na "
|
||
"zmiešaný typ. To je napríklad prípad <italic>text='zalesnené kopce'</"
|
||
"italic>, <italic>text='piesočné kopce'</italic> a <italic>text='jaskynné "
|
||
"kopce'</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"
|
||
"Jednou z významných výnimiek sú terénne mosty, napríklad <italic>text='mosty "
|
||
"cez plytkú vodu'</italic>, <italic>text='brody'</italic> a "
|
||
"<italic>text='mosty cez priepasti'</italic>. Brody sú ľahko priechodné pre "
|
||
"morských ľudí aj ľudí - všetky jednotky pohybujúce sa po brode majú "
|
||
"najlepšiu obranu a najlepší pohyb z rovnej a plytkej vody, a nie horší pohyb "
|
||
"z týchto dvoch možností. Podobne sú mosty cez priepasti priechodné aj pre "
|
||
"neletcov (čo neprekvapuje).\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"
|
||
"ozemné dediny poskytujú vo všeobecnosti najlepšiu obranu a pohyb. Tieto "
|
||
"dediny sú zmiešané terény, založené na type terénu dediny, spolu s kopcami, "
|
||
"bažinami, resp. jaskyňami.\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"
|
||
"Napokon, vodné dediny sú vo všeobecnosti nehostinné pre pozemné jednotky a "
|
||
"neposkytujú obranné ani pohybové výhody spojené s typom terénu dediny. "
|
||
"Namiesto toho sa počítajú len ako vodné dieliky.\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"
|
||
"Základné typy terénu, z ktorých sa zmiešaný terén skladá, môžete zistiť tak, "
|
||
"že prejdete myšou na jeho šesťuhoľník a skontrolujete ikony typu terénu "
|
||
"zobrazené v pravom hornom rohu (v rámci predvolenej témy"
|
||
|
||
#. [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"
|
||
"Aký typ správania poskytuje zmiešaný terén, môžete zistiť tak, že myšou "
|
||
"prejdete na jeho šesťuholník a zobrazíte <italic>text='popis terénu'</"
|
||
"italic> buď stlačením klávesovej skratky, alebo kliknutím pravým tlačidlom "
|
||
"myši a výberom z kontextovej ponuky."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:587
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Limity obrany'</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"
|
||
"Niektoré jednotky majú <italic>text='obranné limity'</italic> pre konkrétny "
|
||
"základný typ terénu. Tieto jednotky trpia na zmiešaných terénoch s týmto "
|
||
"typom postihom - ich obrana nemôže prekročiť limit."
|
||
|
||
#. [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"
|
||
"Napríklad <ref>text='Lojalistický jazdec' dst='unit_Cavalryman'</ref> má "
|
||
"obranné hodnotenie 30 % na lesy a hornú hranicu obrany pre lesy. Na "
|
||
"zalesnených kopcoch má teda obranné hodnotenie 30 % a nie 40 %, pretože "
|
||
"zmiešané hodnotenie nemôže prekročiť limit."
|
||
|
||
#. [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"
|
||
"Ak má jednotka obranný limit pre nejaký terén, je vždy rovnaký ako jej "
|
||
"obranný rating na tomto teréne (nemôže byť väčší)."
|
||
|
||
#. [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='Základné typy terénu'</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 ""
|
||
"Úroveň modifikovateľnosti Wesnothu umožňuje hráčom vytvoriť si vlastný "
|
||
"obsah, napríklad scény, výpravy a omnoho viac ako je k dispozícii v "
|
||
"oficiálnom obsahu priloženom k hre.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:618
|
||
msgid "Using Add-ons"
|
||
msgstr "Používanie doplnkov"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Výpravy a scény'</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 ""
|
||
"Hra podporuje viacero typov doplňujúceho obsahu, ktoré však nie sú dostupné "
|
||
"v každom režime hry."
|
||
|
||
#. [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"
|
||
"Výpravy pre jedného hráča sú suborom scén, ktoré spolu tvoria príbeh. "
|
||
"Samostatné scény — ak sú určené na také hranie — a celé výpravy sú dostupné "
|
||
"v menu <italic>text='Výpravy'</italic> na úvodnej obrazovke hry."
|
||
|
||
#. [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='Výpravy pre viac hráčov, scény a sady máp'</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='Hry pre viacerých hráčov (zápas)'</italic> môžu byť hrané v "
|
||
"plne modifikovaných, skriptovaných scénach a dokonca špeciálne pripravených "
|
||
"výpravách. Existujú aj balíky poskytujúce sadu samostatných scén pre "
|
||
"viacerých hráčov."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Éry pre viac hráčov a frakcie'</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"
|
||
"Pre účely hry spolupracujú rôzne rasy sveta vo frakciách. Frakcie sú "
|
||
"zoskupené vo vyvážených množinách. Hlavné frakcie Wesnothu sú zahrnuté v "
|
||
"Štandardnej ére.\n"
|
||
"\n"
|
||
"V režime <italic>text='pre viacerých hráčov'</italic> je možné pri vytváraní "
|
||
"hry zvoliť éru a hráči si vyberú z dostupných frakcií v tejto ére, keď "
|
||
"nastavujú svoje strany a tímy."
|
||
|
||
#. [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"
|
||
"V nápovede <ref>text='eras' dst='..eras_section'</ref> môžete vidieť, aké "
|
||
"éry ste načítali."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifikácie'</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"
|
||
"\n"
|
||
"Modifikácie sú voliteľné skripty nezávislé od scenára a obdobia, ktoré môžu "
|
||
"rôznym spôsobom zmeniť predvolený súbor pravidiel. Modifikácie si môžete "
|
||
"vybrať a nakonfigurovať pri vytváraní novej hry."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:639
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Jadrá'</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"
|
||
"Jadrá umožňujú úplnú konverziu hry Bitka o Wesnoth. Jadro môže nahradiť "
|
||
"všetok obsah v hre Wesnoth: keď sa načíta iné jadro, bežné jednotky, terény "
|
||
"a podobne neexistujú.\n"
|
||
"\n"
|
||
"Jadrá umožňujú výrazne odlišný herný zážitok: napríklad kampaň druhej "
|
||
"svetovej vojny alebo dokonca úplne inú hru, pokiaľ ju možno nejakým spôsobom "
|
||
"reprezentovať ako šesťuholníkovú mapu s \"jednotkami\"."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:645
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zdroje pre tvorcov'</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"
|
||
"Autori obsahu môžu využívať balíky zdrojov na serveri doplnkov, aby "
|
||
"obohatili svoj obsah už existujúcimi objektmi ako obrázky, hudba a "
|
||
"programovanie. Tieto nie sú normálne vhodné na priame použitie v hre. "
|
||
"Hrateľné doplnky však na nich môžu závisieť a navrhnúť ich inštaláciu pri "
|
||
"sťahovaní doplnku."
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:656
|
||
msgid "Installing Add-ons"
|
||
msgstr "Inštalovanie doplnkov"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:657
|
||
msgid ""
|
||
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
|
||
"ons'</italic> option in the main menu. After connecting to the add-ons "
|
||
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
|
||
"presented with a list of add-ons available on the server for downloading.\n"
|
||
"\n"
|
||
"The installation status for each add-on is shown below each entry. For add-"
|
||
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
|
||
"italic> on the server, their installed and published versions will be shown "
|
||
"in the <italic>text='Version'</italic> column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the search box, separated by spaces. You can also sort the add-on list by "
|
||
"clicking the column headers. It is also possible to choose to only display "
|
||
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
|
||
"dropdown.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click the <bold>text='+'</"
|
||
"bold> icon, or simply double-click on the add-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Add-on Details'</bold> button "
|
||
"provides you with additional details about the add-on, such as its full "
|
||
"description, installation status, and available translations."
|
||
msgstr ""
|
||
"Užívateľské doplnky môžete získať a aktualizovať prostredníctvom možnosti "
|
||
"<italic>text='Doplnky'</italic> v hlavnej ponuke. Po pripojení k serveru "
|
||
"doplnkov (štandardne <italic>text='add-ons.wesnoth.org'</italic>) sa zobrazí "
|
||
"zoznam doplnkov, ktoré sú na serveri k dispozícii na stiahnutie.\n"
|
||
"\n"
|
||
"Stav inštalácie každého doplnku je zobrazený pod každou položkou. Pre "
|
||
"doplnky, ktoré sú <italic>text='aktualizovateľné'</italic> alebo "
|
||
"<italic>text='neaktuálne'</italic> na serveri, sa ich nainštalované a "
|
||
"zverejnené verzie zobrazia v stĺpci <italic>text='Verzia'</italic>.\n"
|
||
"\n"
|
||
"Ak chcete vyhľadávať doplnky podľa kľúčových slov, zadajte do vyhľadávacieho "
|
||
"poľa akékoľvek relevantné výrazy v ľubovoľnom poradí, oddelené medzerami. "
|
||
"Zoznam doplnkov môžete zoradiť aj kliknutím na záhlavie stĺpca. Je tiež "
|
||
"možné zvoliť zobrazenie iba doplnkov konkrétnych kategórií kliknutím na "
|
||
"rozbaľovací zoznam <bold>text='Typ'</bold>.\n"
|
||
"\n"
|
||
"Ak chcete nainštalovať doplnok, vyberte ho zo zoznamu a kliknite na ikonu "
|
||
"<bold>text='+'</bold> alebo jednoducho dvakrát kliknite na názov doplnku. Ak "
|
||
"je okno príliš malé na ich zobrazenie v riadku, tlačidlo "
|
||
"<bold>text='Podrobnosti o doplnku'</bold> vám poskytne ďalšie podrobnosti o "
|
||
"doplnku, napríklad jeho úplný opis, stav inštalácie a dostupné preklady."
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:670
|
||
msgid "Removing Add-ons"
|
||
msgstr "Odstránenie doplnkov"
|
||
|
||
#. [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 ""
|
||
"Pre odstránenie doplnkov použi <bold>text='Odstrániť doplnky'</bold> v okne "
|
||
"pripojenia na server doplnkov. Zobrazia sa možnosti odstránenia "
|
||
"ktorýchkoľvek nainštalovaných doplnkov.\n"
|
||
"\n"
|
||
"Nie je možné odstrániť doplnok, pre ktorý existujú informácie o publikovaní "
|
||
"(súbory <italic>text='.pbl'</italic>), aby sa zamedzilo jeho náhodnej "
|
||
"strate. Ak je to potrebné, musíš odstrániť tieto súbory manuálne pomocou "
|
||
"správcu súborov."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:686
|
||
msgid "General Commands"
|
||
msgstr "Všeobecné príkazy"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770
|
||
msgid ""
|
||
"These commands can either be issued via the command line by prefixing them "
|
||
"with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press "
|
||
"‘m’ first to open the chat line).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Tieto príkazy môžu byť vyvolané z príkazového riadka použitím predpony "
|
||
"':' (ako je zobrazené tu) alebo cez rozhovor použitím predpony '/' (stlač "
|
||
"najprv 'm' na zobrazenie riadka rozhovoru).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Similar to the ‘fps’ command, but also forces everything to redraw instead "
|
||
"of only things that have changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Podobne ako príkaz 'fps', ale tiež vynúti prekreslenie všetkého namiesto "
|
||
"toho, aby sa prekresľovali len veci, ktoré sa zmenili.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Vymaže všetky správy.\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"
|
||
"Prepne sa do režimu ladenia (nefunguje pri hre viacerých hráčov). Pozri "
|
||
"<ref>dst='debug_commands' text='Príkazy režimu ladenia'</ref>.\n"
|
||
"Režim ladenia sa vypne ukončením hry alebo príkazom :nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:699
|
||
msgid ""
|
||
"\n"
|
||
"Switch a side between human and AI control. The second parameter can be "
|
||
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
|
||
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
|
||
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
|
||
"Defaults to toggling the currently active side if no parameters are "
|
||
"supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Prepnite stranu medzi ovládaním človekom a umelou inteligenciou. Druhý "
|
||
"parameter môže byť \"off\", aby bola strana pod ľudskou kontrolou, \"on\", "
|
||
"aby AI robila svoje ťahy, alebo \"full\", aby sa ťah AI správal podobne ako "
|
||
"ťah iného hráča. Ak druhý parameter nie je zadaný, prepína sa medzi "
|
||
"\"zapnuté\" a \"vypnuté\". Ak nie sú zadané žiadne parametre, predvolene sa "
|
||
"prepína na aktuálne aktívnu stranu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:702
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zobraziť stav ovládania strany.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:705
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second. Also writes these "
|
||
"values to a file in the userdata directory.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Prepína zobrazenie aktuálnych snímok za sekundu. Tieto hodnoty tiež zapisuje "
|
||
"do súboru v adresári userdata.\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"
|
||
"Prepne zapisovaciu doménu na inú úroveň závažnosti.\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"
|
||
"Prekreslí obrazovku a znovu načíta obrázky, ktoré sa zmenili.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:714
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zobrazí menu výberu témy.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:717
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ukončí scénu (bez upozornenia).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:720
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Uloží hru (bez upozornenia).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:723
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Uloží hru a ukončí scénu (bez upozornenia)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:731
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Príkazy pre viacerých hráčov"
|
||
|
||
#. [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"
|
||
"Vyhodí a zakáže prístup hráčovi do sieťovej hry, na základe IP adresy, ktorú "
|
||
"hráč s daným menom používa. Môže byť použité aj na hráčov, ktorí nie sú v "
|
||
"hre, ale len na serveri. (Vtedy samozrejme nebudú vykopnutí.)\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"
|
||
"Priradí ovládanie danej strany (zadaj číslo bojovej strany) danému hráčovi "
|
||
"(zadaj meno hráča alebo pozorovateľa). Zistiť, ktorá strana patrí ktorému "
|
||
"hráčovi, je možné v <bold>text='Nastaveniach scény'</bold> (stlač tlačidlo "
|
||
"<bold>text='Viac'</bold> v <bold>text='Aktuálnom stave'</bold> (štandardne "
|
||
"skratka alt+s)). Zakladateľ/hostiteľ hry môže meniť ovládanie ktorejkoľvek "
|
||
"strany.\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"
|
||
"Spustiť okno napomáhajúce hostiteľovi zmeniť ovládanie strán ľuďmi "
|
||
"(hráčmi).\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"
|
||
"Prepnúť stav nečinnosti pre stranu. Hostiteľ môže urobiť stranu nečinnou po "
|
||
"prerušení sieťového spojenia.\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"
|
||
"Vyhodí hráča zo sieťovej hry. Hráč sa bude môcť opäť pripojiť. Tento príkaz "
|
||
"sa všeobecne používa na priateľské vypnutie niekoho, kto má napríklad "
|
||
"problémy so spojením. Ak chceš len nastaviť, kto bude ovládať jeho stranu, "
|
||
"použi namiesto toho príkaz :control.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:749
|
||
msgid ""
|
||
"\n"
|
||
"Send a private message to a user. When in a game, it is not possible to send "
|
||
"private messages to players who are currently controlling a side in the same "
|
||
"game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Poslať súkromnú správu hráčovi. Ak prebieha hra, nie je možné posielať "
|
||
"správy hráčom, ktorí v tejto hre hrajú za niektorú stranu.\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"
|
||
"Cenzuruje konkrétneho pozorovateľa. Ak nie je zadané meno, vypíše sa zoznam "
|
||
"mien cenzurovaných pozorovateľov.\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"
|
||
"Zapne alebo vypne umlčanie všetkých pozorovateľov.\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"
|
||
"Umožní prístup hráčovi do sieťovej hry, na základe IP adresy, ktorú hráč s "
|
||
"daným menom používa (ak bol predtým zakázaný). Môže byť použité aj na "
|
||
"hráčov, ktorí nie sú v hre, ale len na serveri.\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"
|
||
"Umožní konkrétnemu pozorovateľovi hovoriť. Ak nie je zadané meno, vypíše sa "
|
||
"zoznam mien umlčaných pozorovateľov."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:769
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Príkazy pre \"Debug Mode\""
|
||
|
||
#. [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"
|
||
"Zobrazí menu na výber scény z výpravy, do ktorej sa má hneď postúpiť.\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"
|
||
"Vytvorí jednotku zadaného typu na vybranom políčku.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:778
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Prepne hmlu/odkrývanie mapy pre aktuálnu stranu.\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"
|
||
"Pridá zadaný počet zlatiek aktuálnej strane.\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"
|
||
"Ihneď postúpi do ďalšej scény vo výprave.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:787
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Nastaví stavovú premennú hry na zadanú hodnotu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:790
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zobrazí stavovú premennú hry.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:793
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Spustí zadanú udalosť.\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"
|
||
"Zmení zadanú vlastnosť vybranej jednotky. Príklad (nastaví 100 životov): :"
|
||
"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"
|
||
"Povýši zvolenú jednotku o N úrovní. Príklad: :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 ""
|
||
"Umožňuje jednotke liečiť susedné spojenecké jednotky na začiatku nášho "
|
||
"ťahu.\n"
|
||
"\n"
|
||
"Jednotka, o ktorú sa tento liečiteľ stará, môže vyliečiť až 4 HP za ťah, "
|
||
"alebo zastaviť účinok jedu na tento ťah.\n"
|
||
"Táto schopnosť však nevylieči postihnutú jednotku z jedu, iba oddiali jeho "
|
||
"účinok."
|
||
|
||
#. [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 ""
|
||
"Táto jednotka kombinuje bylinné lieky s mágiou, aby vyliečila jednotky "
|
||
"rýchlejšie, ako je to bežne možné na bojisku.\n"
|
||
"\n"
|
||
"Jednotka, o ktorú sa tento liečiteľ stará, môže vyliečiť až 8 HP za ťah, "
|
||
"alebo zastaviť účinok jedu v danom ťahu.\n"
|
||
"Táto schopnosť však nevylieči postihnutú jednotku z jedu, iba oddiali jeho "
|
||
"účinok."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "lieči"
|
||
|
||
#. [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 ""
|
||
"Liečiteľ môže vyliečiť otrávenú jednotku, no táto jednotka už v danom kole "
|
||
"nezíska žiadne dodatočné uzdravenie."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "regeneruje"
|
||
|
||
#. [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 ""
|
||
"Jednotka sa sama uzdraví o 8 životov za kolo. Ak je otrávená, namiesto "
|
||
"uzdravenia si odstráni otravu."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
msgid "regenerates +4"
|
||
msgstr "regeneruje +4"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
msgid "female^regenerates +4"
|
||
msgstr "regeneruje +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 ""
|
||
"Jednotka sa sama uzdraví o 4 životy za kolo. Ak je otrávená, namiesto "
|
||
"uzdravenia si odstráni otravu."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr ""
|
||
"Táto jednotka sa v každom ťahu sama uzdravuje, aj keď nie v takej miere, ako "
|
||
"keby bola umiestnená v dedine."
|
||
|
||
#. [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 ""
|
||
"Táto jednotka má pri obrane dvojnásobnú odolnosť, nanajvýš však 50%. To "
|
||
"neovplyvňuje jej zraniteľnosť."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr "odklonenie"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
msgid "female^diversion"
|
||
msgstr "odklonenie"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target, this "
|
||
"unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||
msgstr ""
|
||
"Ak sa na opačnej strane cieľa nachádza jeho nepriateľ, táto jednotka odvedie "
|
||
"jeho pozornosť a zníži šancu na zásah o 20 %."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit diverts the target’s attention and reduces its "
|
||
"chance to hit."
|
||
msgstr ""
|
||
"Ak sa počas útoku na cieľ nachádza jeho nepriateľ na opačnej strane, táto "
|
||
"jednotka odvedie jeho pozornosť a zníži šancu na zásah."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "velenie"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka môže viesť ostatné jednotky v boji.\n"
|
||
"\n"
|
||
"Všetky susedné jednotky nižšej úrovne z tej istej strany spôsobujú o 25 % "
|
||
"väčšie poškodenie za každý rozdiel v úrovni."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "priebojná"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka je zvyknutá pohybovať sa rýchlo medzi nepriateľmi a ignoruje "
|
||
"ich oblasť kontroly."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "osvetľuje"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka osvetľuje okolitý priestor, takže jednotky poriadku budú "
|
||
"bojovať lepšie a jednotky chaosu horšie.\n"
|
||
"\n"
|
||
"Jednotka na vedľajšom políčku bude bojovať v noci ako za súmraku, a za "
|
||
"súmraku ako cez deň."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "teleportuje"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka sa dokáže počas jedného kroku premiestniť z jednej neobsadenej "
|
||
"spriatelenej dediny do druhej."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "prepad"
|
||
|
||
#. [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 ""
|
||
"Jednotka sa dokáže ukryť v lese, kde ju nepriateľ neuvidí.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť ani napadnúť túto jednotku v lese, iba "
|
||
"ak sú na vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví "
|
||
"stratí zvyšné možnosti pohybu."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr "hrabe"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
msgid "female^burrow"
|
||
msgstr "hrabe"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
msgid ""
|
||
"This unit can hide in forest or sand if it is resting (has not moved for a "
|
||
"turn), and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is resting in forest or sand, "
|
||
"except if they have units next to it. Any enemy unit that first discovers "
|
||
"this unit immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Táto jednotka sa môže skryť v lese alebo piesku, ak odpočíva (nepohla sa "
|
||
"počas ťahu), a zostať neodhalená nepriateľmi.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť túto jednotku, keď odpočíva v lese alebo "
|
||
"piesku, okrem prípadov, keď majú jednotky vedľa nej. Každá nepriateľská "
|
||
"jednotka, ktorá ako prvá objaví túto jednotku, okamžite stráca všetok svoj "
|
||
"zostávajúci pohyb."
|
||
|
||
#. [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 ""
|
||
"Jednotka je počas noci neviditeľná.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť túto jednotku v noci, iba ak sú na "
|
||
"vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí zvyšné "
|
||
"možnosti pohybu."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "utajenie"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
msgid ""
|
||
"This unit can hide in villages, and remain undetected by its enemies, except "
|
||
"by those standing next to it.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in a village, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Táto jednotka sa dokáže ukryť v dedinách a zostať nepovšimnutá nepriateľmi, "
|
||
"okrem tých, ktorí stoja vedľa nej.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu túto jednotku vidieť, keď je v dedine, okrem "
|
||
"prípadov, keď majú jednotky vedľa nej. Každá nepriateľská jednotka, ktorá "
|
||
"ako prvá objaví túto jednotku, okamžite stráca všetok svoj zostávajúci pohyb."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "ponorenie"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "ponorenie"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka sa dokáže ukryť v hlbokej vode, kde ju nepriateľ neuvidí.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť túto jednotku v hlbokej vode, iba ak sú "
|
||
"na vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí "
|
||
"zvyšné možnosti pohybu."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "kŕmenie"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije inú "
|
||
"živú jednotku, okrem jednotiek odolných voči chorobe."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Bonus k maximálnemu počtu životov +3, k maximálnej skúsenosti +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr "Poludnie"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr "Polnoc"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Druhá hliadka — 1. hodina"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Druhá hliadka — 2. hodina"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Druhá hliadka — 3. hodina"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Druhá hliadka — 4. hodina"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Druhá hliadka — 5. hodina"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Druhá hliadka — 6. hodina"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr "Ráno — 1. hodina"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Ráno — 2. hodina"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Ráno — 3. hodina"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Ráno — 4. hodina"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Popoludnie — 1. hodina"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Popoludnie — 2. hodina"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Popoludnie — 3. hodina"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Popoludnie — 4. hodina"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Popoludnie — 5. hodina"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Popoludnie — 6. hodina"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Prvá hliadka — 1. hodina"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Prvá hliadka — 2. hodina"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Prvá hliadka — 3. hodina"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Prvá hliadka — 4. hodina"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
msgid "First Dawn"
|
||
msgstr "Prvé svitanie"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
msgid "Second Dawn"
|
||
msgstr "Druhé svitanie"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
msgid "First Morning"
|
||
msgstr "Prvé ráno"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
msgid "Second Morning"
|
||
msgstr "Druhé ráno"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
msgid "First Midday"
|
||
msgstr "Prvé poludnie"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
msgid "Second Midday"
|
||
msgstr "Druhé poludnie"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
msgid "First Afternoon"
|
||
msgstr "Prvé popoludnie"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
msgid "Second Afternoon"
|
||
msgstr "Druhé popoludnie"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
msgid "First Dusk"
|
||
msgstr "Prvý súmrak"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
msgid "Second Dusk"
|
||
msgstr "Druhý súmrak"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr "Krátka temnota"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr "Dlhá temnota (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr "Dlhá temnota (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr "Dlhá temnota (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr "Dlhá temnota (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:9
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
"Duchovia sú nezvyčajne odolní voči zraneniu, a pohybujú sa veľmi pomaly nad "
|
||
"vodnou hladinou."
|
||
|
||
#: 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 ""
|
||
"Mystický útok tejto jednotky spôsobuje obrovské zranenia magickým bytostiam, "
|
||
"a nejaké aj obyčajným."
|
||
|
||
#: data/core/macros/special-notes.cfg:19
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr "Táto jednotka dokáže uzdravovať."
|
||
|
||
#: data/core/macros/special-notes.cfg:22
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr "Táto jednotka dokáže rýchlo uzdravovať."
|
||
|
||
#: data/core/macros/special-notes.cfg:25
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
"Táto jednotka dokáže uzdraviť ostatné jednotky okolo nej, a zbaviť ich jedu "
|
||
"(vyliečiť)."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr "Táto jednotka dokáže neutralizovať účinky jedu jednotkám okolo nej."
|
||
|
||
#: data/core/macros/special-notes.cfg:31
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr ""
|
||
"Táto jednotka regeneruje, takže sa uzdravuje, akoby bola stále v dedine."
|
||
|
||
#: data/core/macros/special-notes.cfg:34
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
"Neoblomnosť tejto jednotky znižuje zranenie z niektorých útokov; no iba pri "
|
||
"obrane."
|
||
|
||
#: 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 ""
|
||
"Velenie umožňuje tejto jednotke zvýšiť zranenie, ktoré spojenecké jednotky "
|
||
"na vedľajších políčkach spôsobujú v boji; platí to len na jednotky na nižšej "
|
||
"úrovni."
|
||
|
||
#: 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 ""
|
||
"Táto jednotka vie vrtko manévrovať, dokáže sa prešmyknúť cez súperovu oblasť "
|
||
"kontroly a bez spomalenia prejsť okolo neho."
|
||
|
||
#: data/core/macros/special-notes.cfg:43
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr "Osvetľovanie zvyšuje úroveň svetla v blízkych oblastiach."
|
||
|
||
#: 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 ""
|
||
"Táto jednotka sa dokáže počas jedného kroku premiestniť z jednej neobsadenej "
|
||
"spriatelenej dediny do druhej."
|
||
|
||
#: 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 ""
|
||
"Schopnosť skrývať sa robí túto jednotku v lese neviditeľnou pre nepriateľa, "
|
||
"dokiaľ nestojí na susednom poli, alebo dokiaľ sa táto jednotka neprezradí "
|
||
"tým, že sama zaútočí."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr "Táto jednotka sa dokáže v noci ukryť a nezanechá žiadnu stopu."
|
||
|
||
#: 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 ""
|
||
"Táto jednotka sa môže skrývať v dedinách (okrem vodných) a nepriatelia ju "
|
||
"neobjavia, pokiaľ nestoja hneď vedľa nej."
|
||
|
||
#: data/core/macros/special-notes.cfg:58
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
"Táto jednotka sa dokáže nepozorovane pohybovať v hlbokej vode, pretože sa "
|
||
"nemusí vynárať kvôli vzduchu."
|
||
|
||
#: data/core/macros/special-notes.cfg:61
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
"Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije inú "
|
||
"živú jednotku."
|
||
|
||
#: 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 ""
|
||
"Ak táto jednotka použije svoj zúrivý útok, bude boj pokračovať dovtedy, kým "
|
||
"jeden z bojujúcich nepadne mŕtvy."
|
||
|
||
#: 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 ""
|
||
"Ak táto jednotka útočí na obeť, ktorá má na druhej strane ďalšieho "
|
||
"nepriateľa, môže ho táto jednotka obísť a bodnúť do chrbta, čím mu spôsobí "
|
||
"dvojnásobné zranenie."
|
||
|
||
#: 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 ""
|
||
"Nepriateľ, ktorý stratí život morovým útokom, opäť povstane ako nemŕtvy, ak "
|
||
"práve nestojí v dedine."
|
||
|
||
#: data/core/macros/special-notes.cfg:73
|
||
msgid ""
|
||
"Foes who lose their life to certain horrors of nature become nourishment for "
|
||
"a rapidly growing larva, unless they are standing in a village."
|
||
msgstr ""
|
||
"Nepriateľ, ktorý stratí život morovým útokom, opäť povstane ako nemŕtvy, ak "
|
||
"práve nestojí v dedine."
|
||
|
||
#: 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 ""
|
||
"Táto jednotka dokáže spomaliť svojich nepriateľov, zmenší ich rýchlosť "
|
||
"pohybu a spôsobené zranenie na polovicu, až kým neukončia ťah."
|
||
|
||
#: data/core/macros/special-notes.cfg:79
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
"Táto jednotka je mimoriadne nebezpečná, lebo dokáže premeniť živého tvora na "
|
||
"kameň."
|
||
|
||
#: 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 ""
|
||
"Ostrostrelecké schopnosti tejto jednotky jej dávajú vysokú šancu zasiahnuť "
|
||
"súpera, ale iba keď sama útočí."
|
||
|
||
#: data/core/macros/special-notes.cfg:85
|
||
msgid ""
|
||
"This unit has magical attacks, which always have a high chance of hitting an "
|
||
"opponent."
|
||
msgstr ""
|
||
"Útoky tejto jednotky sú magické, preto majú vždy veľkú šancu zasiahnuť "
|
||
"súpera."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
"Tento roj útočí spolu, takže spôsobené zranenia sú menej vážne, ak sú "
|
||
"členovia roja zranení."
|
||
|
||
#: 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 ""
|
||
"Použitie výpadu pri útoku zdvojnásobí sa spôsobené i utŕžené zranenie. Toto "
|
||
"neplatí počas obranného protiúderu."
|
||
|
||
#: data/core/macros/special-notes.cfg:94
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr ""
|
||
"Počas bitky dokáže táto jednotka uberať zdravie svojej obeti a sama sa tak "
|
||
"uzdravovať."
|
||
|
||
#: 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 ""
|
||
"Dĺžka zbrane umožňuje tejto jednotke v boji na blízko uštedriť prvý úder, aj "
|
||
"keď je napadnutá."
|
||
|
||
#: 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 ""
|
||
"Obete zásahu jedom budú postupne strácať zdravie, dokiaľ sa nevyliečia v "
|
||
"dedine, alebo u jednotky, ktorá vie liečiť."
|
||
|
||
#: 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 ""
|
||
"Táto jednotka má limit obrany na určitých typoch terénu - na zmiešaných "
|
||
"terénoch s takýmito typmi terénu nemôže dosiahnuť vyššie hodnotenie obrany."
|
||
|
||
#. 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 ""
|
||
"Špeciálne poznámky (v štýle 1.14, aktualizujte na nový formát zoznamu, aby "
|
||
"ste sa vyhli duplicitám):"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "verný"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "verná"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "Nulový žold"
|
||
|
||
#. [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"
|
||
"Počas výpravy sa niektoré jednotky môžu rozhodnúť dobrovoľne pridať na "
|
||
"stranu hráča. Tieto jednotky sú označené ako verné. Niekedy je treba platiť "
|
||
"za ich privolanie, ale nikdy nie za žold. Vďaka tomu môžu byť veľmi cenné v "
|
||
"dlhých príbehoch, kde je nedostatok zlata. Verbované jednotky túto vlastnosť "
|
||
"nikdy nemajú; preto je asi nerozumné takúto jednotku prepustiť alebo poslať "
|
||
"na zbytočnú smrť."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Verné'</italic> jednotky nevyžadujú žold. Väčšina jednotiek "
|
||
"vyžaduje žold na konci každého kola vo výške svojej úrovne. Verné jednotky "
|
||
"sa do týchto nákladov nezapočítavajú."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "nemŕtva"
|
||
|
||
#. [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 "Imúnny voči vysatiu, jedu a chorobe"
|
||
|
||
#. [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"
|
||
"Nemŕtve jednotky mávajú zvyčajne toto ako svoju jedinú vlastnosť. Keďže "
|
||
"nemŕtve jednotky sú oživené mŕtvoly poslané do boja, jed na ne nepôsobí. "
|
||
"Môžu byť teda veľmi užitočné proti súperom, ktorí používajú útoky spojené s "
|
||
"jedom."
|
||
|
||
#. [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='Nemŕtve'</italic> jednotky sú imúnne voči jedu, vysatiu a "
|
||
"chorobám."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "mechanický"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "mechanická"
|
||
|
||
#. [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"
|
||
"Mechanické jednotky majú obyčajne toto ako svoju jedinú vlastnosť. Keďže v "
|
||
"skutočnosti nie sú živé, jed, vysatie ani choroby na ne nemajú vplyv."
|
||
|
||
#. [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='Mechanické'</italic> jednotky sú imúnne voči jedu, vysatiu a "
|
||
"chorobe."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "elementálny"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "elementálna"
|
||
|
||
#. [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"
|
||
"Elementálne jednotky majú obyčajne toto ak svoju jedinú vlastnosť. Keďže "
|
||
"tieto jednotky sú bytosti z energie živlov, jed, vysatie ani choroby na ne "
|
||
"nemajú vplyv."
|
||
|
||
#. [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='Elementálne'</italic> jednotky sú imúnne voči jedu, vysatiu a "
|
||
"chorobe."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "silný"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "silná"
|
||
|
||
#. [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"
|
||
"Sila je užitočná pre každú jednotku bojujúcu na blízko, najviac však pre tie "
|
||
"jednotky, ktoré dávajú veľa úderov, ako napríklad elf vojak. Silné jednotky "
|
||
"môžu byť veľmi užitočné vo chvíľach, keď malé zranenie navyše môže rozhodnúť "
|
||
"o tom, či bude úder smrteľný."
|
||
|
||
#. [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='Silné'</italic> jednotky spôsobujú pri boji nablízko o 1 "
|
||
"väčšie zranenie pri každom úspešnom zásahu, a majú o 1 život viac."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "obratný"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "obratná"
|
||
|
||
#. [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"
|
||
"Obratnosť ako špeciálnu vlastnosť majú len elfovia. Elfí národ je všeobecne "
|
||
"preslávený svojím šarmom a veľkou šikovnosťou pri streľbe z luku. Niektorí "
|
||
"sú však obdarení takým talentom, že vynikajú aj medzi svojimi blížnymi. "
|
||
"Takíto elfovia spôsobujú pri každom zásahu lukom o 1 väčšie zranenie."
|
||
|
||
#. [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='Obratné'</italic> jednotky spôsobujú pri každom zásahu na "
|
||
"diaľku o 1 väčšie zranenie."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "rýchly"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "rýchla"
|
||
|
||
#. [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"
|
||
"Rýchlosť je najviditeľnejšia vlastnosť, najmä u pomalých jednotiek ako sú "
|
||
"trolovia či ťažká pechota. Rýchle jednotky môžu byť výrazne pohyblivejšie v "
|
||
"náročných terénoch; vezmite to do úvahy pri rozmiestňovaní síl. Rýchle "
|
||
"jednotky však nevydržia rovnako veľa ako obyčajné a preto nie sú také dobré "
|
||
"na obranu už dobytých pozícií."
|
||
|
||
#. [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='Rýchle'</italic> jednotky majú 1 bod pohybu navyše, ale o 5% "
|
||
"menej životov ako je bežné."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "inteligentný"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "inteligentná"
|
||
|
||
#. [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='Inteligentné'</italic> jednotky sú veľmi užitočné na začiatku "
|
||
"príbehu, pretože ich možno rýchlo povýšiť na vyššie úrovne. Neskôr počas "
|
||
"príbehu už inteligentné jednotky nie sú také užitočné, pretože "
|
||
"<italic>text='vylepšovanie po dosiahnutí najvyššej úrovne'</italic> už nie "
|
||
"je také významné ako povýšenie na vyššiu úroveň. Ak máte dostatok jednotiek "
|
||
"na najvyššej úrovni, asi budete privolávať jednotky s užitočnejšími "
|
||
"vlastnosťami."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr "Inteligentné jednotky potrebujú o 20% menej skúseností na povýšenie."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "odolný"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "odolná"
|
||
|
||
#. [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"
|
||
"Odolné jednotky môžu byť užitočné vo všetkých fázach príbehu, a je to "
|
||
"vlastnosť, ktorá sa hodí každej jednotke. Najužitočnejšia je, ak sa vyskytne "
|
||
"u jednotky, ktorá má malé zdravie, a dobrú obranu alebo odolnosť. Odolné "
|
||
"jednotky sú vhodné najmä na udržiavanie pozícií proti súperom."
|
||
|
||
#. [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='Odolné'</italic> jednotky majú navyše 4 zásahové body a za "
|
||
"každú úroveň získajú o 1 viac."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "životaschopný"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "životaschopná"
|
||
|
||
#. [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='Zdravé'</italic> jednotky majú 1 bod zásahu navyše a získajú o "
|
||
"1 bod viac za úroveň. Taktiež si každý ťah vyliečia 2 body života bez ohľadu "
|
||
"na to, či sa v predchádzajúcom ťahu zapojili do boja."
|
||
|
||
#. [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 ""
|
||
"Známi svojou vitalitou, niektorí trpaslíci sú odolnejší ako ostatní a môžu "
|
||
"oddychovať aj keď putujú."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "nebojácna"
|
||
|
||
#. [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 "Bojuje normálne aj počas nevýhodnej dennej/nočnej doby"
|
||
|
||
#. [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 ""
|
||
"Odpor k svetlu alebo temnote nemá žiadny vplyv na týchto odvážnych jedincov."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "divoký"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "divoká"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Získa obranu len 50% v dedinách na súši"
|
||
|
||
#. [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 ""
|
||
"Obydlia rozumných bytostí sa ťažko použijú pre úkryt divokých tvorov s "
|
||
"nízkou inteligenciou. Výsledkom toho je, že <italic>text='divoké'</italic> "
|
||
"jednotky získajú najviac 50% obrany v suchozemskej dedine bez ohľadu na "
|
||
"terén pod ňou."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "slabý"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "slabá"
|
||
|
||
#. [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 ""
|
||
"Jednotky s vlastnosťou <italic>text='slabý'</italic> dostanú o 1 bod menej "
|
||
"života a poškodenia pri boji zblízka."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "pomalý"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "pomalá"
|
||
|
||
#. [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"
|
||
"Nemotorní a pomalí jedinci z goblinov a iných druhov majú postih v pohybe, "
|
||
"ale vykompenzovaný zvýšenou vytrvalosťou."
|
||
|
||
#. [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='Pomalé'</italic> jednotky majú o 1 bod pohybu menej, ale o 5% "
|
||
"viac života."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "hlúpy"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "hlúpa"
|
||
|
||
#. [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"
|
||
"Hlúposť je častou vlastnosťou goblinov a iných nižších druhov. Je niekoľko "
|
||
"príčin, prečo sú tieto druhy považované za nižšie a toto je jedna z nich."
|
||
|
||
#. [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 ""
|
||
"Jednotky s vlastnosťou <italic>text='hlúpy'</italic> potrebujú o 20% viac "
|
||
"skúseností na povýšenie na ďalšiu úroveň."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "starý"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "stará"
|
||
|
||
#. [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 ""
|
||
"Jednotky s vlastnosťou <italic>text='starý'</italic> majú o 8 bodov menej a "
|
||
"o 1 bod nižšie poškodenie pri pohybe a boji zblízka."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "zúrivý"
|
||
|
||
#. [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 ""
|
||
"Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného z "
|
||
"protivníkov, prípadne kým si nevymenia 30 sérií útokov."
|
||
|
||
#. [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 ""
|
||
"Tento útok spôsobí dvojnásobné zranenie, ak sa na opačnej strane od obete "
|
||
"nachádza bojaschopná (čiže nie napríklad skamenená) jednotka nepriateľská k "
|
||
"obeti."
|
||
|
||
#. [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 ""
|
||
"Keď je jednotka zabitá morovým útokom, je nahradená jednotkou na rovnakej "
|
||
"strane ako jednotka s morovým útokom. Toto nefunguje na nemŕtvych alebo "
|
||
"jednotky v dedinách."
|
||
|
||
#. [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 ""
|
||
"Tento útok spomalí obeť do konca kola. Spomalená jednotka spôsobuje pri "
|
||
"útoku polovičné zranenie a jej pohyb stojí dvojnásobné množstvo pohybových "
|
||
"bodov. Ak je spomalená jednotka zvolená, zobrazuje sa pri nej na bočnom "
|
||
"informačnom paneli ikona slimáka."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "skamenie"
|
||
|
||
#. [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 ""
|
||
"Tento útok premení obeť na kameň. Jednotky premenené na kameň sa nemôžu "
|
||
"hýbať ani útočiť."
|
||
|
||
#. [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 "Pri útoku má jednotka vždy šancu aspoň 60% na zásah."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr "odrazenie"
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"Keď sa použije pri obrane, znižuje tento útok súperovu šancu na zásah o 10 %."
|
||
|
||
#. [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 ""
|
||
"Obranné techniky tejto jednotky znižujú šancu na úspešný útok nepriateľa."
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "magický"
|
||
|
||
#. [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 ""
|
||
"Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti "
|
||
"jednotky, na ktorú sa útočí."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "húf"
|
||
|
||
#. [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 ""
|
||
"Počet úderov tohto útoku klesá, keď je jednotka zranená. Počet úderov je "
|
||
"priamo úmerný zdraviu jednotky. Napríklad ak má jednotka 3/4 maximálneho "
|
||
"počtu životov, bude mať 3/4 počtu úderov."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "výpad"
|
||
|
||
#. [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 ""
|
||
"Tento útok spôsobí dvojnásobné zranenie súperovi. Takisto spôsobí, že "
|
||
"jednotka utrpí dvojnásobné zranenie v prípade protiútoku."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr "absorbovanie"
|
||
|
||
#. [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 ""
|
||
"Tento útok stavia jednotku do dobrej obrannej pozície a absorbuje časť "
|
||
"poškodenia spôsobeného nepriateľským útokom."
|
||
|
||
#. [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 ""
|
||
"Táto jednotka môže blokovať údery nepriateľa, takže pri zásahu dostane "
|
||
"menšie poškodenie."
|
||
|
||
#. [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 ""
|
||
"Táto jednotka vysaje zdravie zo živých jednotiek a uzdraví sama seba za "
|
||
"polovicu spôsobeného zranenia (zaokrúhlené nadol)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
msgid "first strike"
|
||
msgstr "prvý úder"
|
||
|
||
#. [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 "Týmto útokom útočí jednotka vždy prvá, aj keď bola napadnutá."
|
||
|
||
#. [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 ""
|
||
"Tento útok otrávi živé ciele. Otrávené jednotky strácajú 8 HP každý ťah, kým "
|
||
"sa nevyliečia alebo sa ich život nezníži na 1 HP. Jed sám o sebe nemôže "
|
||
"jednotku zabiť."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr "omráčenie"
|
||
|
||
#. [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 ""
|
||
"Tento útok zasiahne tak silno, že je protivník omráčený a nemôže si už "
|
||
"vynútiť zónu kontroly. Účinok vyprchá v nasledujúcom ťahu súpera."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
"Táto jednotka dokáže spomaliť svojich nepriateľov, zmenší ich rýchlosť "
|
||
"pohybu a spôsobené zranenie na polovicu, až kým neukončia ťah."
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:208
|
||
msgid "arcane"
|
||
msgstr "arkánny"
|
||
|
||
#. [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 ""
|
||
"Tento útok kombinuje arkánny typ s typom použitej zbrane, takže odolnosť "
|
||
"voči arkánnemu typu používateľa nepenalizuje."
|
||
|
||
#. [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 ""
|
||
"Táto jednotka môže použiť arkánny typ, keď je naň protivník obzvlášť citlivý "
|
||
"vo vzťahu k zbrani, na ktorú je použitý."
|
||
|
||
#: 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 ""
|
||
"Napriek tomu, že sa orkovia spoliehajú na hrubú silu, len málo ich detí je "
|
||
"predurčených na to, aby ju získali. Goblini sa napriek svojmu vzhľadu rodia "
|
||
"ako súrodenci orkov a príslušníci tej istej rasy. Zatiaľ čo ostatné rasy "
|
||
"rodia deti zvyčajne jednotlivo alebo v pároch, orkovia majú veľké vrhy detí "
|
||
"naraz, čo spôsobuje explóziu ich populácie. V každom vrhu sa nájde len jeden "
|
||
"alebo dvaja, ktorí dorastú do sily \"pravého orka\", niekoľko, ktorí sa "
|
||
"narodia o niečo menší a slabší, a zvyšok, často celá polovica každého vrhu, "
|
||
"je oveľa slabší a predurčený na to, aby sa stal goblinom. Už v novorodencoch "
|
||
"sa prejavuje triedny systém orkskej spoločnosti, v ktorej slabých stavajú na "
|
||
"ich miesto silnejší súrodenci. Silnejší si bežne berú väčšinu potravy, a tak "
|
||
"stále silnejú, zatiaľ čo ich slabší súrodenci nie."
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "Netopier"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "Netopierka"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "Netopiere"
|
||
|
||
#. [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 ""
|
||
"Netopiere majú rôzne veľkosti a sú väčšinou neškodné pretože sa živia hmyzom "
|
||
"a malými zvieratami. Väčšie a zlomyseľnejšie druhy môžu predstavovať hrozbu "
|
||
"pre ľudí a iné rasy a ich dobytok, najmä ak sa objavia v skupinách. Sú to "
|
||
"nočné živočíchy, preto sú chované (a krotené) tými, čo s nimi zdieľajú "
|
||
"obľubu noci."
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:49
|
||
#, fuzzy
|
||
#| msgid "race^Bat"
|
||
msgid "race^Cat"
|
||
msgstr "Netopier"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:50
|
||
#, fuzzy
|
||
#| msgid "race+female^Bat"
|
||
msgid "race+female^Cat"
|
||
msgstr "Netopierka"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:51
|
||
#, fuzzy
|
||
#| msgid "race^Bats"
|
||
msgid "race^Cats"
|
||
msgstr "Netopiere"
|
||
|
||
#. [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 "Jašter"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:62
|
||
msgid "race+female^Drake"
|
||
msgstr "Jašterka"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:63
|
||
msgid "race^Drakes"
|
||
msgstr "Jašteri"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:64
|
||
msgid ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three meters tall and "
|
||
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
||
"hard scales, resistant to most physical strikes except piercing and cold "
|
||
"damage. Most drakes are capable of true flight and can travel long distances "
|
||
"quickly. However, their sheer weight and bulk limits their flight ability "
|
||
"somewhat, making them ungainly in the air. Where possible, they make use of "
|
||
"terrain features such as hills, mountains and trees as launch points in "
|
||
"order to gain greater height and speed. Fortunately for their enemies, their "
|
||
"large size renders them easy targets for those who dare attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains into ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
|
||
"weapon-smithing, but neither know nor need other science and culture besides "
|
||
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
|
||
"in quality, only matched by those produced in the finest Dwarvish "
|
||
"foundries.\n"
|
||
"\n"
|
||
"Drakes hatch from eggs and may live naturally for several decades, although "
|
||
"some have been known to survive for longer. However, death in battle is the "
|
||
"most preferred way for a drake to leave this world. As such, most drakes do "
|
||
"not live to see the end of their natural lifespan.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Drakes originated from an archipelago of volcanic islands called "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
"subsidence of many of their home islands has caused colonies of drakes to "
|
||
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
"Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
"protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
"warmth, their internal fire is more than capable of sustaining them even in "
|
||
"a relatively cold climate, a feature which has allowed them to populate even "
|
||
"some of the mountains of the far north of the Great Continent."
|
||
msgstr ""
|
||
"Jašterí národ pozostáva z obrích, okrídlených stvorení chrliacich ohnivý "
|
||
"dych, ktoré sa v čomsi podobajú na legendárnych drakov. V priemere je "
|
||
"dospelý jašter vysoký asi tri metre a bežne váži viac ako jeden človek aj so "
|
||
"svojím koňom. Ich koža pozostáva z tvrdých šupín, ktoré sú odolné voči "
|
||
"väčšine fyzických útokov, s výnimkou bodnutia a chladu. Väčšina jašterov je "
|
||
"schopná letu a dokáže rýchlo prekonávať veľké vzdialenosti. Avšak ich veľká "
|
||
"postava a hmotnosť do istej miery obmedzujú ich manévrovaciu schopnosť - tým "
|
||
"pádom vyzerajú vo vzduchu dosť nemotorne. Ak je to možné, snažia sa využívať "
|
||
"terén, najmä hory, kopce a stromy ako miesta, odkiaľ sa dá jednoduchšie "
|
||
"odštartovať. Asi našťastie pre ich nepriateľov sú jašteri dosť nemotorné "
|
||
"stvorenia a v boji i prekvapujúco pomalé. Toto, v kombinácii s veľkosťou, z "
|
||
"nich robí vcelku ľahký cieľ pre tých, ktorí sa na útok odvážia.\n"
|
||
"\n"
|
||
"Jašteri sú od prírody magickými tvormi, v ich žilách doslova koluje záhadný "
|
||
"vnútorný oheň. O tom sa možno ľahko presvedčiť, keď niektorý z jašterov "
|
||
"padne v boji - tento vnútorný oheň sa náhle uvoľní a spáli telesné zvyšky na "
|
||
"popol. Ale tento vnútorný oheň je zároveň ich najväčšou slabosťou - robí ich "
|
||
"obzvlášť zraniteľnými voči útokom chladom. Napriek svojmu magickému pôvodu "
|
||
"nedokážu mágiu používať ovládateľným spôsobom. Mágia v ich telách im síce "
|
||
"umožňuje chrliť oheň a dáva mu život, ale sami nedokážu túto schopnosť "
|
||
"usmerniť ani riadiť.\n"
|
||
"\n"
|
||
"<header>text='Spoločnosť'</header>\n"
|
||
"Jašteri sú relatívne bojovnou rasou a ich spoločnosť by sa dala popísať ako "
|
||
"bojovnícka. Jadrom každého kmeňa je skupinka bojovníkov veteránov, ktorým "
|
||
"železnou rukou velí uznávaný (resp. najviac obávaný) <ref>dst='dominant' "
|
||
"text='vodca'</ref>. Každý jašter si musí vydobyť svoje miesto v tejto "
|
||
"prísnej hierarchii, musí poslúchať svojich nadriadených a veliť svojim "
|
||
"podriadeným. Vstup do vládnucej elity je možný jedine cez výzvu veliteľa na "
|
||
"súboj v boji jeden proti jednému. Súboje sú zvyčajným spôsobom ako sa aj v "
|
||
"tejto elite udržiava hierarchia. Na druhej strane používanie akýchkoľvek "
|
||
"úskokov v súbojoch je znakom zbabelosti a je absolútne neakceptovateľné.\n"
|
||
"\n"
|
||
"Aj keď ich bojovnosť a zmysel pre teritorialitu často doháňa k urputnej "
|
||
"obrane svojho územia, jašteri málokedy napadnú či vstúpia neoprávnene na "
|
||
"územie iných rás. Namiesto toho sa zvyknú usídľovať v neobývaných oblastiach "
|
||
"kontinentu. Ich zvyčajnou diétou býva divá zver, ktorú lovia v nížinách "
|
||
"okolo svojich sídel, no novonarodení jašteri a jašteri nižšieho postavenia "
|
||
"sa často živia i machom a hubami, ktoré si pestujú hlboko vo svojich "
|
||
"jaskyniach. Jedinou technológiou, ktorá má pre jaštera hodnotu, je kováčstvo "
|
||
"pancierov a zbraní - ostatné vedné či technické odbory ich nezaujímajú. Zato "
|
||
"sú však ich kováčske výrobky preslávené kvalitou, v ktorej sa im vyrovnajú "
|
||
"snáď iba tie pochádzajúce z dielní trpaslíkov.\n"
|
||
"\n"
|
||
"Jašteri sa vlastne nerodia, ale liahnu z vajec a bežne žijú od 20 do 30 "
|
||
"rokov. Smrť v boji je asi najobľúbenejší spôsob ako opustiť tento svet. Na "
|
||
"rozdiel od iných rás, s pribúdajúcim vekom sa jašter stáva agresívnejším a "
|
||
"ľahkovážnejším. Možno to má niečo do činenia so spomínaným hrdinským "
|
||
"ukončením ich života...\n"
|
||
"\n"
|
||
"<header>text='Zemepis'</header>\n"
|
||
"Jašteri pochádzajú z vulkanického súostrovia <ref>dst='morogor' "
|
||
"text='Morogor'</ref> vo <ref>dst='great_ocean' text='Veľkom Oceáne'</ref>. "
|
||
"Kombinácia populačnej explózie a postupné prepadanie domovských ostrovov "
|
||
"prinútili mnohé kolónie presídliť sa na <ref>dst='great_continent' "
|
||
"text='Veľký Kontinent'</ref>. Jašteri si zvyčajne budujú sídla v horských "
|
||
"jaskyniach, často neďaleko činných sopiek, ktoré chránia ich vajcia, mladé a "
|
||
"poháňajú ich dielne. Aj keď jašteri uprednostňujú teplú klímu, ich vnútorný "
|
||
"oheň je postačujúci na zahriatie i v studených pásmach. Vďaka tomu dokázali "
|
||
"osídliť i hory na ďalekom severe Veľkého Kontinentu."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid "race^Dwarf"
|
||
msgstr "Trpaslík"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:98
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Trpaslíčka"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:99
|
||
msgid "race^Dwarves"
|
||
msgstr "Trpaslíci"
|
||
|
||
#. [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 ""
|
||
"Trpaslíci sú rasou, ktorá je preslávená baníkmi a kováčmi, ale tiež "
|
||
"obchodníkmi a bojovníkmi. Je to tretia najstaršia rasa na Veľkom kontinente, "
|
||
"po elfoch a troloch. Ich skorá história je zahalená tajomstvom. Podľa "
|
||
"legiend sa v časoch dávno zabudnutých trpasličí národ objavil na svete a "
|
||
"vyšiel zo svojich podzemných jaskýň. Nič ale nie je známe o živote tohto "
|
||
"národa predtým, než vyšiel z podzemia. Rovnako nie je známy dôvod, prečo "
|
||
"vlastne vystúpil na povrch zeme, ale každopádne sa ako národ trpaslíci stali "
|
||
"základnou súčasťou diania na kontinente. Nedlho po východe z podzemia sa "
|
||
"trpaslíci dostali do konfliktu s pôvodnými obyvateľmi povrchu - elfmi. "
|
||
"Skutočný dôvod na tento konflikt sa dávno stratil v histórii, ale tieto dve "
|
||
"rasy už stihli vybojovať tri veľké a dlhé vojny, ktoré boli prerušené len "
|
||
"pár desaťročiami mieru. Počas týchto vojen nedokázali trpaslíci vytlačiť "
|
||
"elfov z hustých južných lesov, no podarilo sa im upevniť si pozíciu v "
|
||
"severných kopcoch a horách, ktoré sú na kontinente známe ako \"Severná "
|
||
"zem\". Od tých čias vystavali fantastické opevnenia a osady hlboko v kopcoch "
|
||
"a údoliach tohto územia.\n"
|
||
"\n"
|
||
"Pravdepodobne kvôli svojej izolácii sú trpaslíci veľmi nedôverčiví a často i "
|
||
"nepriateľskí voči ostatným rasám, hlavne elfom. Jedinou výnimkou je snáď iba "
|
||
"ich vzťah k ľuďom, ktorý je možné vystopovať až do čias Haldrika I. a "
|
||
"príchodu ľudí i orkov na kontinent. V tom čase trpaslíci povolili usadiť sa "
|
||
"v Severnej zemi zopár ľuďom, zvyčajne rebelom a vyhnancom z Wesnotského "
|
||
"kráľovstva. Motivácia na tento veľkorysý čin nie je nejako zvlášť "
|
||
"prekvapujúca. Útrapy týchto osadníkov pripomenuli trpaslíkom časy ich "
|
||
"vlastného prenasledovania a vyvolali určitú dávku solidarity. Ale trpaslíci "
|
||
"dokázali na takýchto dohodách s vyhnancami nemálo získať. Vyhnanci sa totiž "
|
||
"usídľovali v oblastiach, ktoré sa trpaslíkom hnusili - na nížinách, v lesoch "
|
||
"či pri močiaroch, čím ich vlastne pre trpaslíkov úspešne bránili.\n"
|
||
"Trpaslíci sú zvyčajne nižšieho vzrastu, vzhľadom na ľudské miery, to ale "
|
||
"neznamená, že by boli zvlášť krehkí. Práve naopak, ich bojovníci sú tvrdí a "
|
||
"nesmierne silní a právom sa ich obávajú protivníci v nejednej bitke. Na "
|
||
"dôvažok sú trpaslíci známi svojimi matematickými schopnosťami a precíznou "
|
||
"zručnosťou. Ich kováči sú preslávení výrobou vynikajúcich zbraní aj ťažkého "
|
||
"brnenia. Ich výrobky nemajú na svete páru - čo sa týka kvality snáď iba "
|
||
"výrobky pochádzajúce od dračieho národa sú porovnateľné. Intelekt a "
|
||
"prirodzená zvedavosť urobili z trpaslíkov technicky najpokrokovejšiu rasu na "
|
||
"kontinente. Jeden z ich najznámejších (a najviac obávaných) je vynález "
|
||
"záhadného prachu, ktorý dokáže pri styku s ohňom vyvolať silné explózie. "
|
||
"Niektorí trpasličí bojovníci sa naučili využívať tento prach na vymršťovanie "
|
||
"malých guliek vysokými rýchlosťami. Vďaka svojmu technologickému nadaniu sú "
|
||
"trpaslíci obyčajne nedôverčiví voči používateľom mágie. Avšak istý druh "
|
||
"mágie sa používa napríklad pri pokrývaní zbraní či brnenia runami. Títo "
|
||
"runoví kováči používajú runy na vyjadrenie čarovných formuliek, ktoré potom "
|
||
"zosilňujú určité schopnosti predmetov."
|
||
|
||
#. [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 "Elfka"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:119
|
||
msgid "race^Elves"
|
||
msgstr "Elfovia"
|
||
|
||
#. [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 ""
|
||
"V porovnaní s ľuďmi sú elfovia o niečo vyšší, obratnejší, ale menej "
|
||
"robustní. Majú mierne špicaté uši, bledú pokožku a zvyčajne svetlé vlasy. "
|
||
"Len málo rozdielov medzi ľuďmi a elfmi je výraznejších ako nezvyčajne dlhý "
|
||
"život elfov - väčšina z nich, ak ich nevyradí choroba, nehoda alebo vojna, "
|
||
"sa dožíva aspoň dvoch storočí. Hoci je známe, že niektorí elfovia s vysokými "
|
||
"magickými schopnosťami žijú dlhšie, väčšina elfov začína fyzicky chradnúť "
|
||
"niekedy medzi 250 a 300 rokmi a potom rýchlo zomiera.\n"
|
||
"\n"
|
||
"Väčšina elfov zdieľa intenzívnu náklonnosť k nedotknutej prírode a na "
|
||
"otvorených, neosvetlených miestach sa necítia dobre. Žijú predovšetkým v "
|
||
"lesoch Veľkého kontinentu, v Aethenwoode na juhozápade, Wesmere na "
|
||
"severozápade a vo veľkých severných lesoch, ktorých najjužnejším okrajom je "
|
||
"Lintanirský les.\n"
|
||
"\n"
|
||
"Elfovia sú najstaršou rasou kontinentu, snáď s výnimkou trollov. Mnohé z ich "
|
||
"osád sa nedajú spoľahlivo datovať, nepochybne existujú už niekoľko "
|
||
"tisícročí.\n"
|
||
"\n"
|
||
"<header>text='Mágia'</header>\n"
|
||
"Hoci sú elfovia zásadne odlišné bytosti ako bájny vílí ľud, ich mágia má "
|
||
"isté spojenie s vílami a je zdrojom ich neobyčajne bystrých zmyslov, ako aj "
|
||
"ich dlhého života. Elfská mágia sa delí na dve rôzne cesty, jednu zameranú "
|
||
"na manipuláciu svetského alebo prírodného sveta a druhú zameranú na veštenie "
|
||
"do arkánnej roviny. Častejšia je cesta telesnej zmeny, ktorá má "
|
||
"hmatateľnejšie účinky ako jej protipól v arkánnej. Hoci je elfská prírodná "
|
||
"mágia nevhodná na boj, jej silná schopnosť využívať zemské energie na výživu "
|
||
"a ochranu je hlavným dôvodom účinnosti elfského liečiteľstva, ako aj krásy a "
|
||
"vitality ich lesov.\n"
|
||
"\n"
|
||
"Tých, ktorí nasledujú mystickú cestu, si ostatní elfovia tiež dobre vážia, "
|
||
"ale ich motívy a schopnosti sú pre ľudí mimo ich rádu často nejasné. "
|
||
"Niektorí, ktorí sa vydajú na ďalekú cestu mysticizmu, nadobúdajú viac "
|
||
"vlastností podobných vílam, získavajú mimoriadny prehľad a dlhovekosť, ale "
|
||
"stávajú sa aj citlivými na prítomnosť studeného železa a dokonca ich páli.\n"
|
||
"\n"
|
||
"<header>text='Kultúra'</header>\n"
|
||
"Elfovia trávia väčšinu svojho času zdokonaľovaním svojich talentov a "
|
||
"zručností. Tí, ktorí nie sú zdatní v magickom umení, zvyčajne venujú svoj "
|
||
"čas zdokonaľovaniu svojich fyzických schopností, často na športové účely. "
|
||
"Výsledkom je, že elfovia vynikajú v lukostreľbe, čo je remeslo, ktoré sa "
|
||
"ľahko a účinne uplatňuje vo vojne. Elfovia sú tiež známi hudobníci, obzvlášť "
|
||
"zruční v hre na dychové a strunové nástroje v malých zoskupeniach. Napríklad "
|
||
"eolské harfy z Aethenwoodu sú vyrobené z jemného dreva elfských tisov a sú "
|
||
"legendárne pre svoj mäkký, jemný tón.\n"
|
||
"\n"
|
||
"<header>text=\"Spoločnosť\"</header>\n"
|
||
"Elfská spoločnosť sa zhruba delí na tri frakcie: pseudovojenskú frakciu "
|
||
"zodpovednú za obranu svojich lesov, mierumilovných civilistov, ktorí sú "
|
||
"zvyčajne remeselníci a umelci, a liečiteľov a mystikov, ktorí udržiavajú "
|
||
"spojenie elfov s vílou. Za riadenie týchto rôznych aspektov je zodpovedná "
|
||
"šľachta, ktorá sa považuje skôr za služobníkov širšieho spoločenského "
|
||
"poriadku než za prísnych vládcov svojho ľudu. Proces výberu týchto "
|
||
"šľachticov sa v jednotlivých elfských konklávoch líši, pričom vládnuca rada "
|
||
"Wesmere - Ka'lian - je volená a šľachta v Lintanire sa zvyčajne dedí.\n"
|
||
"\n"
|
||
"V časoch bojov sa hierarchia velenia stáva prispôsobivejšou a obyčajná "
|
||
"šľachta sa podriaďuje vojensky orientovaným maršálom. Podľa tradície sa vo "
|
||
"Wesmere aj v Lintanire povoláva aj zaklínač z rádu elfských mystikov, aby "
|
||
"uľahčil prechod moci."
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Falcon"
|
||
msgstr "Sokol"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:148
|
||
msgid "race+female^Falcon"
|
||
msgstr "Sokol žena"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:149
|
||
msgid "race^Falcons"
|
||
msgstr "Sokoli"
|
||
|
||
#. [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 ""
|
||
"Sokoly sú dravé vtáky, ktoré sa vyznačujú mimoriadnou rýchlosťou a "
|
||
"obratnosťou. Sú ľahšie a majú menej silné pazúry ako iné dravce, na zabitie "
|
||
"cieľa používajú skôr svoj zobák. Vďaka svojmu bystrému zraku a schopnosti "
|
||
"udomácniť sa sú populárnym a známym tvorom, ktorého využívajú šľachtici pri "
|
||
"športe, ale aj kočovníci alebo kmene, pre ktoré sú užitočné pri love "
|
||
"potravy. Sokoliari občas nájdu uplatnenie aj na vojnovom poli, pričom "
|
||
"niektorí sokoliari cvičia svoje vtáky na rozlišovanie medzi priateľom a "
|
||
"nepriateľom, čo z nich robí užitočný prostriedok na pomoc pri útoku armády."
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:158
|
||
msgid "race^Goblin"
|
||
msgstr "Goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:159
|
||
msgid "race+female^Goblin"
|
||
msgstr "Goblinka"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:160
|
||
msgid "race^Goblins"
|
||
msgstr "Goblini"
|
||
|
||
#. [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"
|
||
"Goblini sú napriek svojmu vzhľadu rodení ako súrodenci orkov a sú členmi "
|
||
"rovnakej rasy. Kým iné rasy obyčajne rodia svoje deti jednotlivo alebo v "
|
||
"pároch, orkovia majú väčšie vrhy detí naraz, čo spôsobuje explóziu ich "
|
||
"populácie. V každom vrhu sú však len jeden až dvaja skutoční orkovia, ktorí "
|
||
"dorastú do plnej veľkosti a sily svojej rasy. Niekoľko ďalších bude "
|
||
"polovičnými orkami, výrazne slabšími ako ich veľký bratia. Tí majú v boji "
|
||
"vyčlenené podporné úlohy ako napríklad lukostreľbu. Zvyšok, často celá "
|
||
"polovica vrhu, sú goblini. Goblini sú malí a slabí, zriedka prerastú výšku "
|
||
"ľudského dieťaťa. Goblini sa narodia do života takmer otroka pre svojich "
|
||
"väčších príbuzných a sú v bitke používaní ako prvé línie na stret s mečmi. "
|
||
"Napriek svojmu trpkému osudu prekvitajú. Čiastočne vďaka svojím veľkým "
|
||
"počtom a potom tým, že ich bratia orkovia si uvedomujú, ako sú na goblinoch "
|
||
"závislí.\n"
|
||
"\n"
|
||
"Goblini vykonávajú manuálnu prácu potrebnú pre orkov, okrem prác, ktoré "
|
||
"vyžadujú hrubú silu skutočných orkov. Tých, ktorým sa orkovia oddávajú, aby "
|
||
"predviedli svoju zdatnosť."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:178
|
||
msgid "race^Gryphon"
|
||
msgstr "Gryf"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:179
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Gryfka"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:180
|
||
msgid "race^Gryphons"
|
||
msgstr "Gryfovia"
|
||
|
||
#. [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 ""
|
||
"Gryfy sú široké, mohutné šelmy so spoločnými znakmi suchozemských dravcov aj "
|
||
"dravých vtákov. Hoci si ich odvážlivci občas skrotia a jazdia na nich, sú "
|
||
"veľmi teritoriálne a agresívne, najmä pokiaľ ide o ich hniezda.\n"
|
||
"\n"
|
||
"Spôsob, akým sú gryfy schopné lietať napriek svojej veľkej hmotnosti, je už "
|
||
"stáročia zdrojom diskusií, ale zostáva rovnako záhadný ako ich pôvod."
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Horse"
|
||
msgstr "Kôň"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:192
|
||
msgid "race+female^Horse"
|
||
msgstr "Kobyla"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:193
|
||
msgid "race^Horses"
|
||
msgstr "Kone"
|
||
|
||
#. [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 ""
|
||
"Domáce kone majú mnoho tvarov a veľkostí, od mohutných vojnových stíhačov až "
|
||
"po robustné ťažné kone alebo agilné hospodárske kone. Hoci sú krehkejšie ako "
|
||
"mnohé iné zvieratá, ich rýchlosť a šikovnosť umožňujú divokým koňom "
|
||
"prosperovať vo voľnej prírode spolu s ich divokými bratmi.\n"
|
||
"\n"
|
||
"Kone boli dôležitou súčasťou mnohých civilizácií, preto nie je prekvapujúce, "
|
||
"že sa okolo nich sústreďuje množstvo mýtov a príbehov. Okrídlené kone, "
|
||
"kríženci človeka s koňom a kone duchovia sa dostali do písanej histórie, "
|
||
"hoci len málokto môže úprimne tvrdiť, že také veci videl."
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:211
|
||
msgid "race^Human"
|
||
msgstr "Človek muž"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:212
|
||
msgid "race+female^Human"
|
||
msgstr "Človek žena"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:213
|
||
msgid "race^Humans"
|
||
msgstr "Ľudia"
|
||
|
||
#. [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 ""
|
||
"Ľudská rasa je charakteristická svojou rôznorodosťou. Aj keď pôvodne prišli "
|
||
"zo Starého Kontinentu, ľudia sa rozšírili po celom svete a založili mnoho "
|
||
"kultúr a podrás. Na rozdiel od iných rás, ľudia nie sú od prírody magicky "
|
||
"založení, ale dokážu sa naučiť mágiu používať a to aj viac druhov ako "
|
||
"ostatné rasy. Rovnako ako s mágiou sa ľudia nevyznačujú nijakými zvláštnymi "
|
||
"schopnosťami, okrem prispôsobivosti a cieľavedomosti. Zvyčajne sú v "
|
||
"konflikte s inými rasami, no občas vytvoria vcelku úspešné aliancie s menej "
|
||
"agresívnymi rasami, ako sú elfovia alebo trpaslíci. Tí bez škrupulí sa "
|
||
"nebránia ani najímaniu orkských žoldnierov. Ľudia nemajú ani výraznejšieho "
|
||
"prirodzeného nepriateľa, ale väčšina ľudí sa nemá veľmi v láske s nemŕtvymi, "
|
||
"tak ako aj väčšina ostatných rás. Ľudia sú menšieho vzrastu než elfovia, ale "
|
||
"sú vyšší než trpaslíci. Farba pokožky sa tiež môže líšiť - od viac menej "
|
||
"bielej až po tmavo hnedú.\n"
|
||
"\n"
|
||
"<header>text='Poddaní kráľovskej koruny'</header>\n"
|
||
"Najväčšia časť ľudskej rasy na Veľkom Kontinente patrí pod Wesnotské "
|
||
"kráľovstvo. Ľudia prišli na Veľký Kontinent zo Zeleného Ostrova v oceáne na "
|
||
"západe a už v počiatkoch si založili vnútrozemské hlavné mesto Weldyn. V "
|
||
"nadchádzajúcich storočiach vybudovali ďalšie sídla na celom kontinente. "
|
||
"Vojsko wesnotskej koruny ochraňuje toto územie a je prakticky "
|
||
"najorganizovanejšou bojovou silou v známom svete. Bojovníci pochádzajú najmä "
|
||
"z hlavnej provincie, kde je vojenská služba povinná pre všetkých mladíkov.\n"
|
||
"\n"
|
||
"<header>text='Klany'</header>\n"
|
||
"Východné provincie Wesnotu, známe ako Domovina klanov, na rozdiel od "
|
||
"civilizovanejších západných regiónov geograficky pozostávajú z otvorených "
|
||
"plání a nízkych kopcov. Tieto oblasti sú domovom jazdeckých klanov, ktoré sú "
|
||
"formálne nezávislé, no sú spojencom Wesnotu. Niektorí historici toto územie "
|
||
"považujú za protektorát, ktorý prispieva stravou a vojakmi wesnotskej korune "
|
||
"za odplatu poskytnutia bezpečnosti a ochrany. Iní tvrdia, že sú útvarom "
|
||
"rovnocenným západnému Wesnotu. Každopádne, východné provincie nemajú povinnú "
|
||
"vojenskú službu v tej podobe, ako ju poznajú v západnom Wesnote. Bojový "
|
||
"tréning je bežnou súčasťou životného štýlu klanov - rodičia učia deti jazdiť "
|
||
"na koni, bojovať a strieľať z luku už od útleho detstva. Vo všeobecnosti sú "
|
||
"bojovníci klanov menej organizovaní než bojovníci z civilizovanej časti "
|
||
"Wesnotu, ale silné a slabé stránky týchto skupín sa navzájom dopĺňajú."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Púštny človek muž"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:230
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Púštny človek žena"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:231
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Púštny ľudia"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:233
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
|
||
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
|
||
"this far corner of the Great Continent is unknown. Their legends tell of "
|
||
"many long and perilous travels through far-flung lands, but the true origin "
|
||
"of their people is a topic of endless and heated debate among even the most "
|
||
"erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
"Púštny ľudia, odnož zabudnutej kočovnej civilizácie, si nárokujú údolia riek "
|
||
"a oázy Piesočnatej pustatiny. Ako sa dostali do tohto vzdialeného kúta "
|
||
"Veľkého kontinentu, nie je známe. Ich legendy hovoria o dlhých a "
|
||
"nebezpečných cestách po ďalekých krajinách, ale skutočný pôvod ich ľudu je "
|
||
"predmetom nekonečných a vášnivých diskusií aj medzi tými najerudovanejšími "
|
||
"učencami.\n"
|
||
"\n"
|
||
"Nech je ich pôvod akýkoľvek, Púštnym ľuďom sa darí. V najväčších úrodných "
|
||
"oblastiach hrdo stoja rušné mestá. Kvalifikovaní remeselníci, jemní kováči a "
|
||
"bohatí obchodníci tvoria základ mestskej ekonomiky. Každé z týchto miest sa "
|
||
"teší aj istému stupňu nezávislosti, ktorý je menej bežný u "
|
||
"centralizovanejších národov na severe, a mnohé z nich si dokonca udržiavajú "
|
||
"vlastnú stálu armádu. V čase núdze sa však každé z nich spojí s vyššou "
|
||
"autoritou určenou na ochranu najvyšších záujmov národa.\n"
|
||
"\n"
|
||
"Tí, ktorí sa neusadili v týchto mestských centrách, sa stále držia životného "
|
||
"štýlu svojich predkov, potulujú sa po dunách a vedú svoje stáda od jedného "
|
||
"napájadla k druhému. Najaktívnejší sú počas skorého svitania a nástupu "
|
||
"súmraku, keď v pustatinách nie je ani príliš horúco, ani príliš chladno. Ich "
|
||
"zručnosť v pohybe po piesku je vynikajúca aj na pomery Púštnych ľudí. Hoci "
|
||
"ich mestskí kolegovia niekedy vnímajú s opovrhnutím, poskytujú neoceniteľnú "
|
||
"službu ako mobilné, ľahké jednotky vo vojne alebo ako sprievod obchodných "
|
||
"karaván v čase mieru.\n"
|
||
"\n"
|
||
"Záľuba Púštnych ľudí v obchode a prieskume umožnila ich mestám nahromadiť "
|
||
"obrovské bohatstvo, čo ostatné rasy vnímajú s obdivom aj závisťou. Vzájomné "
|
||
"záujmy podporili srdečné vzťahy so susednými kmeňmi Naga, ale tajnostkárske "
|
||
"rasy, ako sú Draci a Elfovia, vždy považovali výpravy Púštnych ľudí za "
|
||
"príliš dotieravé, najmä keď sa odvážili priblížiť k územným hraniciam. Nie "
|
||
"je zriedkavé, že karavány sa v horách stanú obeťou trollích prepadov, čo "
|
||
"dalo vzniknúť nespočetným príbehom o nepredstaviteľných pokladoch "
|
||
"nahromadených v skrytých jaskyniach.\n"
|
||
"\n"
|
||
"Vďaka stáročiam života v nehostinnom prostredí si Púštny ľudia vyvinuli "
|
||
"racionálne metódy skúmania, vďaka ktorým sa stále zdokonaľujú v poznávaní "
|
||
"sveta. Ich štúdium liečivých bylín udržiava ich bojovníkov a robotníkov "
|
||
"sviežich a zdravých. Ich znalosti alchýmie im umožňujú skrotiť oheň a "
|
||
"používať ho ako smrtiacu zbraň v boji. Toto analytické myslenie ich zároveň "
|
||
"vzďaľuje od magických umení; pre racionálnu myseľ je mágia "
|
||
"nekontrolovateľná, nepredvídateľná, a teda nespoľahlivá. Z tohto dôvodu "
|
||
"Púštny ľudia obzvlášť neznášajú zvrátenosti nekromancie a temných umení, "
|
||
"dokonca ešte viac ako iné rasy.\n"
|
||
"\n"
|
||
"Zvedavá a prieskumná povaha Púštnych ľudí nevylučuje vojenskú silu. Nielenže "
|
||
"disponujú obratnými ľahkými oddielmi, katafraktmi a ťažko obrnenou pechotou, "
|
||
"ale ich dôkladná znalosť technológií im poskytuje rozhodujúcu výhodu nad "
|
||
"protivníkmi. Keď sa však Púštni ľudia stretnú v boji, najdesivejším pohľadom "
|
||
"je určite ich nasadenie divokých a bizarných zvierat. Od majestátneho Roca "
|
||
"až po impozantnú Wyvernu, ich súhra s týmito tvormi umožňuje veľkú "
|
||
"všestrannosť v boji. Pôvod tejto tradície pravdepodobne spočíva v dedičstve "
|
||
"dávnej minulosti Púštnych ľudí v exotických vzdialených kútoch Irdye."
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Saurian"
|
||
msgstr "Saur"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:255
|
||
msgid "race+female^Saurian"
|
||
msgstr "Saurka"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Saurians"
|
||
msgstr "Sauri"
|
||
|
||
#. [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 ""
|
||
"Sauri sú jašterovité tvory. Sú menšie a štíhlejšie ako ľudia, málokedy sú "
|
||
"vyššie ako desaťročné dieťa, hoci od špičky rypáka po koniec chvosta môže "
|
||
"byť Saur dlhý ako priemerný človek. Ľahkí a obratní bojovníci uprednostňujú "
|
||
"boj ako lov - preklzávajú sa cez nepriateľské línie, aby sa zamerali na "
|
||
"slabých a zranených a zároveň sa vyhli útočníkom.\n"
|
||
"\n"
|
||
"<header>text=\"Spoločnosť\"</header>\n"
|
||
"Sauri sú veľmi záhadné bytosti kvôli ich sklonu žiť v oblastiach "
|
||
"nehostinných pre ostatných, ako sú napríklad bažiny. Sauri sú extrémne "
|
||
"fatalistickí a veria, že všetky udalosti v živote sa dajú predpovedať "
|
||
"pomocou zložitej formy astrológie.\n"
|
||
"\n"
|
||
"Saurská kultúra je ostro rozdelená medzi pohlaviami. V rámci každého "
|
||
"pohlavia členovia súperia a prostredníctvom zručností, odhodlania a "
|
||
"reputácie vytvárajú jasný hierarchický poriadok s náčelníkom na vrchole. V "
|
||
"prípadoch, keď sa obe pohlavia stretávajú, nesúťažia o dominanciu; namiesto "
|
||
"toho situácia určuje dominantné pohlavie. Náčelník mužského pohlavia je alfa "
|
||
"v rámci klanovej dediny alebo tábora, zatiaľ čo náčelník ženského pohlavia "
|
||
"je dominantný kdekoľvek inde. Takto to pokračuje aj smerom nadol v "
|
||
"hodnostnej štruktúre, pričom každý muž alebo žena je dominantný nad každým "
|
||
"členom opačného pohlavia s nižšou hodnosťou a podriaďuje sa členom opačného "
|
||
"pohlavia s vyššou hodnosťou.\n"
|
||
"\n"
|
||
"Segregácia a striedanie pohlaví v saurskej spoločnosti je dôsledkom jasne "
|
||
"definovaných rodových rolí. Ženy sú zodpovedné za lov a hľadanie potravy, čo "
|
||
"sú zručnosti, ktoré z nich nakoniec vycvičia bojovníkov: obrancov, "
|
||
"záložníkov a útočníkov zo zálohy, ktorých sa ostatné rasy tak obávajú. Samce "
|
||
"sú zasa zodpovedné za stráženie klbka - vajec, ktoré zanechali samice. To "
|
||
"síce ponecháva samcom čas na rozvoj a zdokonaľovanie umenia astrológie, "
|
||
"liečiteľstva a mágie, ale zároveň ich to vystavuje značnému nebezpečenstvu, "
|
||
"pretože sú stacionárnymi cieľmi pre nepriateľa číslo jeden saurského klanu - "
|
||
"ostatné saurské klany.\n"
|
||
"\n"
|
||
"Nové saurské klany sa zakladajú po prečítaní správnych astrologických "
|
||
"znamení. Nazýva sa \"liahnutie\", každá žena označená konjunkciou si vyberie "
|
||
"skupinu jedincov s nižším postavením a opustí svoj zdrojový klan. Často sa "
|
||
"označia všetky samice s určitou vlastnosťou, čo spôsobí, že sa \"vyliahne\" "
|
||
"viacero klanov naraz. Výber je jednoduchý proces: žiadna odchádzajúca "
|
||
"skupina nemôže byť väčšia ako ktorákoľvek iná, všetky skupiny spolu nemôžu "
|
||
"byť väčšie ako odchádzajúca skupina a vyššie postavenie umožňuje samici "
|
||
"zrušiť výber inej samice, koho si vezme.\n"
|
||
"\n"
|
||
"Vzhľadom na rýchly rast populácie, časté štiepenie klanov a skutočnosť, že "
|
||
"kanibalizmus nie je tabu, je násilie jedným z charakteristických znakov "
|
||
"života Saurov. To obmedzuje rast saurskej kultúry na nárazový, keďže väčšina "
|
||
"ich vedomostí sa odovzdáva ústnou tradíciou a ich majetok musí byť mobilný.\n"
|
||
"\n"
|
||
"<header>text=\"Geografia\"</header>\n"
|
||
"Sauri môžu žiť v mnohých rôznych oblastiach, hoci zďaleka najčastejším "
|
||
"prostredím sú bažiny.\n"
|
||
"\n"
|
||
"<header>text='Biológia'</header>\n"
|
||
"Sauri žijú v porovnaní s väčšinou ostatných rás Wesnothu nápadne krátko, "
|
||
"plnú dospelosť dosahujú do troch rokov a často umierajú do 10 až 15 rokov. "
|
||
"Najčastejšou príčinou smrti je násilie. Saurské samice zhruba raz ročne "
|
||
"vykladú zhruba 20 vajíčok, čo vytvára neustály populačný tlak a pre väčšinu "
|
||
"mäsožravcov by to znamenalo stres z nedostatku potravy. Sauri sú lovci a "
|
||
"mrchožrúti, majú mimoriadne silné čeľuste a veľmi výkonný tráviaci systém s "
|
||
"vysoko kyslými tekutinami, vďaka čomu sú schopní zjesť a stráviť všetku "
|
||
"korisť vrátane kože, zubov, rohov a kostí. Okrem toho nemajú žiadnu zábranu "
|
||
"jesť zdochliny a dokonca sa dopúšťajú kanibalizmu, čo sa pravidelne stáva."
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:283
|
||
msgid "race^Mechanical"
|
||
msgstr "Mechanické"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:284
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mechanické"
|
||
|
||
#. [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 ""
|
||
"<italic>text='Mechanické'</italic> predmety sú dielom rozumných bytostí. Nie "
|
||
"sú oživené prirodzeným životom ani černokňažníctvom. Väčšina mechanických "
|
||
"vecí sa nehýbe ani nerozmýšľa samostatne, ale len ak sú ovplyvnené magickým "
|
||
"kúzlom."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:294
|
||
msgid "race^Merman"
|
||
msgstr "Morský človek"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:295
|
||
msgid "race^Mermaid"
|
||
msgstr "Morská žena"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:296
|
||
msgid "race^Merfolk"
|
||
msgstr "Morskí ľudia"
|
||
|
||
#. [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 ""
|
||
"Morskí ľudia sú záhadnou rasou so spojením rybích a ľudských vlastností. "
|
||
"Majú silné chvosty, ktoré im umožňujú rýchly pohyb vo vodnom prostredí a ich "
|
||
"šikovné ruky a rozumné mysle umožňujú remeslá a tvorbu nástrojov. Morskí "
|
||
"ľudia môžu dýchať ľahko vzduch aj vodu. Môžu prežiť aj na súši, ale vo vode "
|
||
"sú rýchlejší a obratnejší, preto ich málokedy vidieť ďaleko od oceánu. "
|
||
"Suchej zemi sa vyhýbajú, pretože sú na nej neobratní a namáhavo sa pohybujú "
|
||
"po drsnom alebo zalesnenom povrchu."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Monster"
|
||
msgstr "Potvora"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:307
|
||
msgid "race+female^Monster"
|
||
msgstr "Potvora"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Monsters"
|
||
msgstr "Potvory"
|
||
|
||
#. [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 ""
|
||
"Pojem “potvora” zahŕňa mnohé nepekné tvory obývajúce jaskyne, divočinu, "
|
||
"hlbiny oceánu a ďalšie oblasti sveta. Vystupujú najmä v legendách a nočných "
|
||
"morách bežných obyvateľov."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:316
|
||
msgid "race^Naga"
|
||
msgstr "Hadí človek"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:317
|
||
msgid "race^Nagini"
|
||
msgstr "Hadí ľudia"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:318
|
||
msgid "race^Nagas"
|
||
msgstr "Hadí ľudia"
|
||
|
||
#. [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 ""
|
||
"Hadovité tvory, hadí ľudia, sú jednou z najmenej pochopených rás na Veľkom "
|
||
"kontinente. Je to čiastočne ich xenofóbnou povahou a čiastočne ich cudzím "
|
||
"prostredím. Hadí ľudia sú jedna z mála rás schopných rýchlo sa pohybovať vo "
|
||
"vode, čo im otvára priestory nedostupné suchozemcom a zároveň ich to od "
|
||
"týchto rás viac vzďaľuje. Nie sú to však morské tvory v pravom zmysle slova, "
|
||
"pretože nevedia dýchať pod vodou a preto sa boja hlbiny. Tak sa zdržujú skôr "
|
||
"v pobrežných oblastiach, čo im poskytuje únikovú cestu pred obyvateľmi hlbín "
|
||
"a zároveň pred tými, čo putujú pešo, na krídlach alebo kopytách. Sú to malé "
|
||
"a telesne trochu krehké tvory, ale zvyčajne o dosť vrtkejšie ako súperi. "
|
||
"Niekedy sa dostanú do sporu s morskými ľudmi, keď sa ich teritóriá "
|
||
"prekrývajú, ale hadí ľudia môžu rovnako ako v otvorenej vode žiť aj v "
|
||
"bažinách a riekach."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:327
|
||
msgid "race^Ogre"
|
||
msgstr "Ohyzd"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:328
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ohyzdka"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:329
|
||
msgid "race^Ogres"
|
||
msgstr "Ohyzdi"
|
||
|
||
#. [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 ""
|
||
"Ohyzdi sú divoká a necivilizovaná rasa, ktorá obýva divočinu na Veľkom "
|
||
"kontinente. Fyzicky pripomínajú ľudí, ale sú väčší a silnejší. Aj ich "
|
||
"nedospelí jedinci sú vyrovnaným súperom pre väčšinu ľudí. Ohyzdom v "
|
||
"obývaných oblastiach neveria a buď sa im vyhýbajú alebo ich rovno vyženú. "
|
||
"Preto sa schovávajú v hornatých oblastiach na okraji civilizácie, kde hladní "
|
||
"banditi spomedzi ohyzdov ohrozujú pocestných a karavány. Aj keď ohyzdi nie "
|
||
"sú veľmi múdri alebo rýchli, ich odolnosť a fyzická sila ich robí vhodným "
|
||
"vkladom do armád iných rás. Sú zvlášť hodnotní pre bezcitných veliteľov, "
|
||
"ktorým ohyzdia brutalita neprekáža. O ich biológii a spoločnosti sa vie "
|
||
"málo, ak vôbec nejakú majú, pretože zvyknú útočiť po boku vlkov a iných "
|
||
"tvorov. Nie je známe, či je to znakom spolupráce, skrotenia či vzájomného "
|
||
"prispôsobenia."
|
||
|
||
#. [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 "Orkyňa"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:340
|
||
msgid "race^Orcs"
|
||
msgstr "Orkovia"
|
||
|
||
#. [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 ""
|
||
"Svojim výzorom sú orkovia napoly ľudia a napoly zvery. Sú vyšší, robustnejší "
|
||
"a silnejší než ľudia. Sú veľmi bojovní, barbarskí a od prírody suroví. Ich "
|
||
"krv je tmavšia a hustejšia než u bežných ľudí a vyznačujú sa pramalou "
|
||
"starostlivosťou o osobnú hygienu a zovňajšok všeobecne. Napriek tomu, že sú "
|
||
"orkovia násilnícki i medzi sebou, sú v podstate kmeňovo založení - ork nikdy "
|
||
"necestuje sám a málokedy žije v skupinkách s menej než šiestimi členmi.\n"
|
||
"\n"
|
||
"<header>text='Spoločnosť'</header>\n"
|
||
"Takmer každý ork je členom nejakého klanu či kmeňa. Vzťahy medzi "
|
||
"jednotlivými kmeňmi sú charakterizované násilím, snáď s výnimkou situácií, "
|
||
"keď spoločný nepriateľ ohrozuje existenciu či možnosti na lúpenie. Občas sa "
|
||
"objaví silný náčelník, ktorý dokáže viesť viacero kmeňov, za cenu "
|
||
"zastrašovania alebo likvidácie oponentov. Kmeň orkov sa počas mierového "
|
||
"obdobia sústredí takmer výhradne na zvýšenie svojej sily a pripravenosti na "
|
||
"ďalší ozbrojený konflikt. Orkovia používajú primitívny systém písma - "
|
||
"zvyčajne vlastnou či cudzou krvou - ale zvyčajne sa používa iba na vzájomné "
|
||
"výmeny urážok medzi kmeňovými vodcami.\n"
|
||
"\n"
|
||
"Spoločnosti orkov sú založené na máločom inom než hrubá sila - moc je matkou "
|
||
"práva... Vodca prežíva iba dovtedy, pokiaľ sa nenájde niekto, kto mu titul "
|
||
"vezme v zápase. Medzi potenciálnymi náčelníkmi neustále vrie boj o moc. "
|
||
"Vodca málokedy prežije viac než zopár rokov, aby si užil svoju "
|
||
"absolutistickú autoritu. Zvyčajne ho zabijú v boji o pozíciu, aj keď "
|
||
"história pozná pár svetlých výnimiek. Medzi orkmi nefunguje žiaden výrazný "
|
||
"systém cti a aj keď je sila najčastejšou formou na ukázanie moci, za bežné "
|
||
"súčasti výzbroje sa považujú tak jedy ako aj vraždy od chrbta - najmä keď "
|
||
"vedú k dosiahnutiu cieľa.\n"
|
||
"\n"
|
||
"Orkovia žijú zvyčajne vo vidieckych oblastiach, často v kopcovitých a "
|
||
"horských regiónoch, občas v jaskyniach. Nevenujú sa poľnohospodárstvu, "
|
||
"nechovajú dobytok, ale zato sú vcelku dobrými lovcami - najmä vďaka svojej "
|
||
"fyzickej sile a brutalite. Kvôli veľkému počtu v jednom kmeni dokážu "
|
||
"akúkoľvek oblasť takmer úplne vyhladiť od živočíchov väčších než hlodavce. "
|
||
"Pre toto a kvôli nestabilnému vodcovstvu majú orkovia tendenciu kočovať, "
|
||
"nikdy sa nezdržia na jednom mieste príliš dlho. Väčšie kmene sa sem-tam "
|
||
"napevno usadia v jednej oblasti na obdobie niekoľkých rokov či dokonca "
|
||
"desaťročí, čo niekedy vedie k vybudovaniu táborísk, ktoré v mnohom "
|
||
"pripomínajú mestá. Ale aj tieto tábory je možné rýchlo rozobrať a opustiť v "
|
||
"prípade potreby presunúť celú hordu.\n"
|
||
"\n"
|
||
"Najstarší známi orkovia majú okolo 50 až 60 rokov, ale iba málo jednotlivcom "
|
||
"sa podarí žiť dlhšie než dve-tri desaťročia, kým nepadnú v boji s "
|
||
"nepriateľom či súkmeňovcom. Starí orkovia sa často stávajú šamanmi - snáď "
|
||
"jedinými zástupcami orkov, ktorých ostatní uznávajú ako dôveryhodných a "
|
||
"neutrálnych. Pôvod tohto zvyku nie je jasný, keďže šamani v ničom priamo "
|
||
"neprispievajú do spoločnosti a slúžia iba ako poradcovia - čo nie je čosi, "
|
||
"čo by sa normálne medzi orkami tolerovalo. Šamani sú v mnohom úplným "
|
||
"protikladom typického orka - sú fyzicky slabí a chýbajú im bojové zručnosti. "
|
||
"Napriek spoliehaniu sa na hrubú silu, nie každému orkovi je sila daná. Mnoho "
|
||
"orkov sa narodí s menším a slabším vzrastom, čo im vynáša pocit podradenosti "
|
||
"svojim silnejším kamarátom. Silnejší si zvyčajne uchmatne viac potravy a tak "
|
||
"ešte viac zosilnie, kdežto u tých slabších je to opačne. Mnohí z týchto "
|
||
"slabších orkov sa špecializujú na iné zručnosti, napríklad atentátnictvo "
|
||
"alebo lukostreľbu.\n"
|
||
"\n"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:352
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Orkovia, ktorí neboli najsilnejší zo svojho rodu, sa špecializovali na iné "
|
||
"zručnosti, napríklad lukostreľbu alebo vraždenie."
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:361
|
||
msgid "race^Raven"
|
||
msgstr "Havran"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:362
|
||
msgid "race+female^Raven"
|
||
msgstr "Havranica"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:363
|
||
msgid "race^Ravens"
|
||
msgstr "Havrany"
|
||
|
||
#. [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 ""
|
||
"Havrany sú bežní mrchožrúti, často sa spájajú s lovcami alebo predátormi v "
|
||
"nádeji, že sa podieľajú na zabíjaní. Nemajú mocný zobák ani pazúry gryfónov "
|
||
"alebo dravcov, no stále môžu byť hrozbou pre svoju inteligenciu a schopnosť "
|
||
"rozpoznať akúkoľvek výhodu.\n"
|
||
"\n"
|
||
"Po bitke sú mŕtvi a zranení hostinou pre havrany, takže havrany sú pre "
|
||
"spojencov porazených na obtiaž, ale niektorí víťazi ich vidia ako súčasť "
|
||
"bojových obradov. Násilie a veľké počty, ktoré charakterizujú orkov aj ľudí, "
|
||
"privádzajú v tomto kontexte tieto rasy do neustálej interakcie s havranmi. Z "
|
||
"tohto dôvodu sa vtáky stali postavami v bájkach, podobenstvách a poverách "
|
||
"súvisiacich s vojnou.\n"
|
||
"\n"
|
||
"Ako inteligentní mrchožrúti havrani nepotrebujú na prežitie vojnových "
|
||
"mŕtvych. Niektorí farmári sa snažia udržať havrany ďaleko od čerstvo "
|
||
"zasiatych semien, no iní sú radi, že ich majú pri sebe ako strážcov."
|
||
|
||
#. [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 "Trolka"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Trolls"
|
||
msgstr "Trolovia"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:378
|
||
msgid ""
|
||
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
|
||
"the Great Continent. They are large, slow, simple, and live extremely long "
|
||
"lives inside deep caves or atop high mountains. The most unique "
|
||
"characteristic of trolls is an internal vitality that sustains and heals "
|
||
"them from within. As a result they live very different lives from almost any "
|
||
"known creature. Trolls have few real needs: they require little food or "
|
||
"water, and thus they have little incentive to pursue much besides protection "
|
||
"from those who are hostile towards them. This in turn means they rarely have "
|
||
"to worry about anything and can spend much of their time sleeping or in "
|
||
"contemplation. Trolls have a curious affinity with nature. They do not "
|
||
"relate with living things like elves do, but instead with earth and stone. "
|
||
"They are also somewhat curious of their surroundings and many younger whelps "
|
||
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
|
||
"become increasingly passive, gradually losing interest in their environment "
|
||
"and spending more of their time sleeping in a quiet, familiar corner of "
|
||
"their home cave. This is until they finally pass away as their bodies "
|
||
"themselves slowly turn into lifeless statues of stone.\n"
|
||
"\n"
|
||
"Trolls are seen by many as being little more than yet another race of savage "
|
||
"monsters. This common misconception is in part perpetuated by orcish "
|
||
"successes in persuading trolls to join their armies. Because they are rather "
|
||
"simple and do not understand the ways of other races or sometimes cannot "
|
||
"even tell them apart, it is usually easy for an orcish band to convince a "
|
||
"group of trolls that by joining them they get to exact revenge on those that "
|
||
"have before hunted them. These new recruits are then directed to attack "
|
||
"whoever the orcs themselves are currently in conflict with, whether "
|
||
"previously a foe of the trolls or not, accumulating even more enemies for "
|
||
"the misled trolls. The most common enemy of trolls are dwarves, and the "
|
||
"animosity between these two races is ancient.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Trolls have inhabited the mountains of the Great Continent longer than the "
|
||
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
|
||
"north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgstr ""
|
||
"Trolovia sú prastaré bytosti, jedny z najstarších obývajúcich Veľký "
|
||
"kontinent. Sú veľkí, pomalí, s jednoduchou mysľou a žijú extrémne dlho v "
|
||
"hlbokých jaskyniach a vo vysokých horách. Najvýnimočnejšou vlastnosťou "
|
||
"trolov je vnútorná vitalita, ktorá ich udržuje a uzdravuje zvnútra. "
|
||
"Následkom toho žijú odlišným životom ako ostatné známe tvory. Trolovia majú "
|
||
"málo skutočných potrieb: potrebujú málo jedla a vody, preto majú malú "
|
||
"motiváciu čokoľvek robiť, okrem obrany pred tými, čo sú voči nim "
|
||
"nepriateľskí. To znamená, že sa málokedy musia o niečo starať a preto môžu "
|
||
"stráviť väčšinu času spánkom alebo meditáciou. Trolovia majú zvláštnu väzbu "
|
||
"s prírodou. Nesúvisia s živými tvormi tak ako elfovia, ale so zemou a "
|
||
"kameňmi. Tiež sú zvedaví na svoje okolie a mnohé mláďatá dokonca rady "
|
||
"cestujú a poznávajú svet. Starnúci trolovia sú však stále pasívnejší, "
|
||
"strácajú záujem o svoje prostredie a trávia viac času spánkom v tichom "
|
||
"prostredí domovskej jaskyne. Až kým nakoniec neumrú a ich telá sa pomaly "
|
||
"nezmenia na kamenné sochy.\n"
|
||
"\n"
|
||
"Trolovia sú mnohými označovaní len za ďalšiu rasu primitívnych surových "
|
||
"potvor. Toto bežné nepochopenie je čiastočne spôsobené orkmi, ktorí "
|
||
"presviedčajú trolov, aby sa pridali k ich armádam. Sú jednoduchí a "
|
||
"nerozumejú záležitostiam iných rás, či ich dokonca ani nevedia rozlíšiť. "
|
||
"Preto je pre tlupu orkov ľahké presvedčiť skupinu trolov, že spojením sa "
|
||
"dosiahnu pomstu na tých, čo ich predtým lovili. Noví verbovanci sú potom "
|
||
"nasmerovaní útočiť na každého, s kým sú práve orkovia v konflikte, nech už "
|
||
"bol predtým nepriateľom trolov alebo nie. Takto si oklamaní trolovia "
|
||
"zbierajú ešte viac nepriateľov. Najčastejšími nepriateľmi trolov sú "
|
||
"trpaslíci a nepriateľstvo medzi týmito dvoma rasami je už prastaré.\n"
|
||
"\n"
|
||
"<header>text='Zemepis'</header>\n"
|
||
"Trolovia obývali hory Veľkého kontinentu dlhšie ako trpaslíci, ktorí sa tam "
|
||
"nasťahovali. Sú bežným zjavom v horských pásmach na severe a východe "
|
||
"Wesnothu a kdekoľvek putujú hordy orkov."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:398
|
||
msgid "race^Undead"
|
||
msgstr "Nemŕtvy"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:399
|
||
msgid "race+female^Undead"
|
||
msgstr "Nemŕtva"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:400
|
||
msgid "race+plural^Undead"
|
||
msgstr "Nemŕtvi"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:401
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Most ordinary creatures can, by a sufficiently skilled necromancer, be "
|
||
"reanimated into constructs of varying character — resurrection of the "
|
||
"physical form often results in a minion that obeys its master without "
|
||
"question, while manifestation of a soul usually produces a servant with at "
|
||
"least a modicum of thought. A great mystery of necromancy is how these "
|
||
"constructs are sustained and controlled without continuous effort from the "
|
||
"necromancer. Most dark magi do not provide constant attention or maintenance "
|
||
"to their creations, instead allowing them a small degree of independence to "
|
||
"function autonomously in line with the provided commands. However, when left "
|
||
"unchecked, some undead gain enough sovereignty to break free from and even "
|
||
"turn on their masters. Accordingly, while even lesser undead require "
|
||
"periodic maintenance, this is especially true for more powerful undead, "
|
||
"particularly greater spirits or death knights, who possess a high degree of "
|
||
"inherent will. In these cases, necromancy becomes a battle of resolve "
|
||
"between mage and minion. The necromancer must maintain a delicate balance "
|
||
"between control over their servants and allotting them free will — the "
|
||
"source of their individual powers.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"While undead lords arrived on the Great Continent in considerable numbers "
|
||
"only in the wake of Haldric I, they were not completely unheard of by elves "
|
||
"and dwarves before that."
|
||
msgstr ""
|
||
"Nemŕtvi v skutočnosti nie sú jednotnou rasou, aj keď sa niekedy tak chápu. "
|
||
"Skoro každá mŕtva bytosť môže byť dostatočne skúseným černokňažníkom "
|
||
"\"oživená\". Nemŕtvi sú neprirodzené tvory bez vlastnej vôle, poslúchajúce "
|
||
"toho, kto ich vytvoril, bez otázok a zamyslenia. Väčšou záhadou "
|
||
"černokňažníctva je to, ako sú tieto výtvory udržiavané bez neprestajného "
|
||
"dohľadu od černokňažníka. Nemŕtva bytosť nepotrebuje sústavnú pozornosť "
|
||
"černokňažníka, ale môže pracovať samostatne podľa príkazov svojho pána. Iba "
|
||
"zriedkavo, asi raz za niekoľko mesiacov, musí černokňažník vykonať údržbu "
|
||
"svoj výtvoru.\n"
|
||
"\n"
|
||
"Černokňažníctvo je takmer výlučne záležitosťou ľudí. Dokonca aj legendy rás "
|
||
"zručných v mágii, ako elfovia a morskí ľudia, rozprávajú o veľmi málo "
|
||
"príslušníkoch týchto rás, ktorí sa zahĺbili do tohto temného umenia. "
|
||
"Predpokladá sa, že černokňažnícka mágia vyžaduje veľkú schopnosť "
|
||
"prispôsobenia sa a flexibilnú myseľ. Extrémy týchto vlastností sa "
|
||
"najčastejšie vyskytujú u ľudí. Konečným cieľom väčšiny černokňažníkov je "
|
||
"použiť toto umenie udržiavania života na seba, zmeniť samých seba za každú "
|
||
"cenu, uniknúť smrti zachovaním svojej mysle a duše.\n"
|
||
"\n"
|
||
"<header>text='Zemepis'</header>\n"
|
||
"Páni nemŕtvych prišli na Veľký kontinent vo veľkých množstvách hneď po "
|
||
"Haldrikovi I., ale elfovia a trpaslíci o nich počuli už aj predtým."
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:414
|
||
msgid "race^Wolf"
|
||
msgstr "Vlk"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:415
|
||
msgid "race+female^Wolf"
|
||
msgstr "Vlčica"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:416
|
||
msgid "race^Wolves"
|
||
msgstr "Vlci"
|
||
|
||
#. [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 ""
|
||
"Vlci sú dravé psovité šelmy, ktoré sa často vyskytujú v divočine. Osamelý "
|
||
"vlk je rýchly, húževnatý a odolný, ľahko zmrzačí alebo zabije civilistov a "
|
||
"nevycvičených vojakov, ale práve ich tendencia cestovať v tlupách a "
|
||
"organizovane útočiť je dôvodom, prečo sú pre pocestných obzvlášť desiví. "
|
||
"Majú však tendenciu držať sa ďalej od civilizácie, len občas sa odvážia "
|
||
"priblížiť, aby ulovili dobytok."
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:426
|
||
msgid "race^Wose"
|
||
msgstr "Lesný muž"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:427
|
||
msgid "race^Woses"
|
||
msgstr "Lesní muži"
|
||
|
||
#. [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 ""
|
||
"Mocný Lesný muž sídli v najhlbších lesoch známeho sveta. Netrénovanému oku "
|
||
"sa zdá, že Lesný muž nie je nič iné ako zvláštne tvarovaný, ale vznešený "
|
||
"strom. Ako strážcovia lesa majú Lesní muži s lesmi spojenie hlbšie než "
|
||
"elfovia. Hoci sú Lesní muži mierumilovná rasa, narušenie starobylých lesov, "
|
||
"o ktoré sa starajú, vyvolá hnev samotnej prírody. Lesní muži sú pomaly sa "
|
||
"pohybujúce bytosti, ktoré môžu stráviť stáročia na jednom mieste, nerušené "
|
||
"prílivom a odlivom času.\n"
|
||
"\n"
|
||
"Hoci nepraktizujú žiadnu vlastnú mágiu, majú hlboké spojenie s vílami. To "
|
||
"málo, čo je o tejto starobylej rase známe, pochádza od elfských učencov, "
|
||
"ktorí veria, že táto mystická sila, ktorej ovládnutiu zasvätili svoj život "
|
||
"najmocnejší elfovia, je Lesným mužom vlastná. Hoci sa im Lesní muži "
|
||
"podobajú, nemajú so stromami žiadnych spoločných predkov. Predpokladá sa, že "
|
||
"Lesní muži sú jedny z najstarších bytostí na svete, možno ešte starších ako "
|
||
"lesy, v ktorých žijú, a predpokladá sa, že moc víl poverila tieto bytosti "
|
||
"večnou úlohou slúžiť ako strážcovia lesa.\n"
|
||
"\n"
|
||
"Vosy nie sú ani trochu bojovné a nie sú zvyknuté na boj. Na obranu svojho "
|
||
"lesnatého územia však reagujú bez rozdielu. Lesní muži sa pohybujú pomaly a "
|
||
"mimo lesov sú zraniteľné. Vzhľadom na svoje úzke spojenie s vílami sú Lesní "
|
||
"muži obzvlášť citlivé na tajomstvá. Tvrdé drevo, vďaka ktorému sú Lesní muži "
|
||
"veľmi odolní voči fyzickým útokom, ich robí ťažko zraniteľnými voči "
|
||
"plameňom. Hrubá kôra a schopnosť využívať silu víl na rýchlu regeneráciu v "
|
||
"prípade zranenia umožňuje Lesným mužom prežiť útok nepriateľa dostatočne "
|
||
"dlho na to, aby odpovedal zdrvujúcou silou, ktorá je v rozpore s jeho "
|
||
"mierumilovnou, ťažkopádnou povahou. Vo svojom lesnom domove dokáže Lesní "
|
||
"muži zmiznúť medzi stromami a prepadnúť aj najlepšie vycvičeného elfského "
|
||
"zveda.\n"
|
||
"\n"
|
||
"Dĺžka života Lesných ľudí nie je známa, hoci najstarší príslušníci tejto "
|
||
"rasy sa dožívali mnohých stoviek rokov a dorastali do obrovskej výšky. "
|
||
"Predpokladá sa, že ak Lesný muž nepadne v boji, nenájde prirodzený koniec. "
|
||
"Spokojne prežije stáročia, keď stojí ako strážca a nezaujíma sa o dianie v "
|
||
"civilizovanom svete, Lesný muž sa pohne len vtedy, keď sa vydá na pochod na "
|
||
"obranu prírodného sveta a lesov, ktoré nazýva svojím domovom."
|
||
|
||
#. [lua]: action
|
||
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
|
||
msgid "+1 max HP"
|
||
msgstr "+1 max. životov"
|
||
|
||
#. [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 ""
|
||
"omráčený: Táto jednotka je omráčená. Nemôže presadiť svoju kontrolnú zónu."
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
msgid "female^stunned"
|
||
msgstr "omráčená"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr "omráčený"
|
||
|
||
#: src/help/help.cpp:207
|
||
msgid "Close"
|
||
msgstr "Zavri"
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Help"
|
||
msgstr "Pomoc"
|
||
|
||
#: src/help/help.cpp:263 src/help/help.cpp:267
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "Chyba pri analyzovaní pomocného textu:"
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Best of"
|
||
msgstr "Najlepšie z"
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Worst of"
|
||
msgstr "Najhoršie z"
|
||
|
||
#. 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 "Základný terén"
|
||
|
||
#: src/help/help_topic_generators.cpp:165
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
"Dediny umožňujú akejkoľvek jednotke, ktorá sa v nich nachádza, liečiť sa "
|
||
"alebo byť vyliečená z jedu."
|
||
|
||
#. 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] ""
|
||
"Tento terén umožňuje jednotkám vyliečiť sa z jedu alebo vyliečiť $amount "
|
||
"hitpoints zásahových bodov."
|
||
msgstr[1] ""
|
||
"Tento terén umožňuje jednotkám vyliečiť sa z jedu alebo vyliečiť jeden "
|
||
"zásahový bod."
|
||
msgstr[2] ""
|
||
"Tento terén umožňuje jednotkám vyliečiť sa z jedu alebo vyliečiť $amount "
|
||
"hitpoints zásahové body."
|
||
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
"Tento terén je hrad – jednotky naň možno naverbovať z pripojenej pevnosti."
|
||
|
||
#. 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 ""
|
||
"Tento terén je pevnosťou – vodca môže verbovať z tohto šesťuhoľníka na "
|
||
"pripojené hradné šesťuhoľníky."
|
||
|
||
#. 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 ""
|
||
"Táto neobvyklá pevnosť umožňuje vodcovi verbovať, keď na nej stojí, ale "
|
||
"neumožňuje vodcovi na pripojenej pevnosti verbovať na tento šesťuhoľník."
|
||
|
||
#: src/help/help_topic_generators.cpp:188
|
||
#: src/help/help_topic_generators.cpp:618
|
||
msgid "Special Notes:"
|
||
msgstr "Špeciálne Poznámky:"
|
||
|
||
#. 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] "Základný terén"
|
||
msgstr[1] "Základný terén"
|
||
msgstr[2] "Základný terén"
|
||
|
||
#. 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 "Pohybové vlastnosti: "
|
||
|
||
#: src/help/help_topic_generators.cpp:231
|
||
msgid "Defense properties: "
|
||
msgstr "Obranné vlastnosti: "
|
||
|
||
#: src/help/help_topic_generators.cpp:311
|
||
msgid "Level"
|
||
msgstr "Úroveň"
|
||
|
||
#: src/help/help_topic_generators.cpp:375
|
||
msgid "Advances from: "
|
||
msgstr "Povýšený z: "
|
||
|
||
#: src/help/help_topic_generators.cpp:377
|
||
msgid "Advances to: "
|
||
msgstr "Povýšený na: "
|
||
|
||
#: src/help/help_topic_generators.cpp:406
|
||
msgid "Base unit: "
|
||
msgstr "Základná jednotka: "
|
||
|
||
#: src/help/help_topic_generators.cpp:411
|
||
msgid "Base units: "
|
||
msgstr "Základné jednotky: "
|
||
|
||
#: src/help/help_topic_generators.cpp:429
|
||
msgid "Variations: "
|
||
msgstr "Variácie: "
|
||
|
||
#: src/help/help_topic_generators.cpp:453
|
||
msgid "race^Miscellaneous"
|
||
msgstr "Rôzne"
|
||
|
||
#: src/help/help_topic_generators.cpp:455
|
||
msgid "Race: "
|
||
msgstr "Rasa: "
|
||
|
||
#: src/help/help_topic_generators.cpp:525
|
||
msgid "Abilities: "
|
||
msgstr "Schopnosti: "
|
||
|
||
#: src/help/help_topic_generators.cpp:551
|
||
msgid "Ability Upgrades: "
|
||
msgstr "Zvýšenie schopností: "
|
||
|
||
#. 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 "Životy:"
|
||
|
||
#. 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 "Kroky:"
|
||
|
||
#. 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 "Videnie:"
|
||
|
||
#. 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 "Blokovanie:"
|
||
|
||
#. 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 "Cena:"
|
||
|
||
#. 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 "Príslušnosť:"
|
||
|
||
#. 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 "Potrebné skúsenosti:"
|
||
|
||
#: src/help/help_topic_generators.cpp:630
|
||
msgid "unit help^Attacks"
|
||
msgstr "Útoky"
|
||
|
||
#: src/help/help_topic_generators.cpp:637
|
||
msgid "unit help^Name"
|
||
msgstr "Názov"
|
||
|
||
#: src/help/help_topic_generators.cpp:638
|
||
msgid "Strikes"
|
||
msgstr "Údery"
|
||
|
||
#: src/help/help_topic_generators.cpp:639
|
||
msgid "Range"
|
||
msgstr "Dosah"
|
||
|
||
#: src/help/help_topic_generators.cpp:640
|
||
msgid "Type"
|
||
msgstr "Typ"
|
||
|
||
#: src/help/help_topic_generators.cpp:641
|
||
msgid "Special"
|
||
msgstr "Špeciálne"
|
||
|
||
#: src/help/help_topic_generators.cpp:716
|
||
msgid "Resistances"
|
||
msgstr "Odolnosti"
|
||
|
||
#: src/help/help_topic_generators.cpp:720
|
||
msgid "Attack Type"
|
||
msgstr "Typ útoku"
|
||
|
||
#: src/help/help_topic_generators.cpp:721
|
||
msgid "Resistance"
|
||
msgstr "Odolnosť"
|
||
|
||
#: src/help/help_topic_generators.cpp:751
|
||
msgid "Terrain Modifiers"
|
||
msgstr "Modifikátory terénu"
|
||
|
||
#: src/help/help_topic_generators.cpp:755
|
||
msgid "Terrain"
|
||
msgstr "Terén"
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Defense"
|
||
msgstr "Obrana"
|
||
|
||
#: src/help/help_topic_generators.cpp:757
|
||
msgid "Movement Cost"
|
||
msgstr "Cena pohybu"
|
||
|
||
#: src/help/help_topic_generators.cpp:761
|
||
msgid "Defense Cap"
|
||
msgstr "Limit obrany"
|
||
|
||
#: src/help/help_topic_generators.cpp:766
|
||
msgid "Vision Cost"
|
||
msgstr "Cena videnia"
|
||
|
||
#: src/help/help_topic_generators.cpp:770
|
||
msgid "Jamming Cost"
|
||
msgstr "Cena blokovania"
|
||
|
||
#~ 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 ""
|
||
#~ "Prakticky neprekročiteľná bariéra medzi <ref>dst='arkan_thoria' "
|
||
#~ "text='riečnou'</ref> krajinou a <ref>dst='far_north' text='Severnými "
|
||
#~ "pláňami'</ref>."
|
||
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "prvý úder"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Dusk"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "Druhý súmrak"
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Rovina"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Dedina"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "This unit can lead our own units that are next to it, making them fight "
|
||
#~| "better.\n"
|
||
#~| "\n"
|
||
#~| "Adjacent own units of lower level will do more damage in battle. When a "
|
||
#~| "unit adjacent to, of a lower level than, and on the same side as a unit "
|
||
#~| "with Leadership engages in combat, its attacks do 25% more damage times "
|
||
#~| "the difference in their levels."
|
||
#~ msgid ""
|
||
#~ "This unit can lead your own units that are next to it, making them fight "
|
||
#~ "better.\n"
|
||
#~ "\n"
|
||
#~ "Adjacent own units of lower level will do more damage in battle. When a "
|
||
#~ "unit adjacent to, of a lower level than, and on the same side as a unit "
|
||
#~ "with Leadership engages in combat, its attacks do 25% more damage times "
|
||
#~ "the difference in their levels."
|
||
#~ msgstr ""
|
||
#~ "Táto jednotka dokáže viesť spojenecké jednotky okolo seba, takže bojujú "
|
||
#~ "lepšie.\n"
|
||
#~ "\n"
|
||
#~ "Jednotky nižšej úrovne na vedľajších políčkach spôsobia v boji väčšie "
|
||
#~ "zranenie. Ak sa jednotka nižšej úrovne nachádza vedľa spojeneckej "
|
||
#~ "jednotky s velením, spôsobí pri útoku zranenie vyššie o 25% za každý "
|
||
#~ "rozdiel v úrovni týchto jednotiek."
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "Návod k Bitke o Wesnoth"
|
||
|
||
#, fuzzy
|
||
#~| msgid " green if it hasn’t moved this turn,"
|
||
#~ msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
|
||
#~ msgstr " zelená ak sa v tomto kole ešte nehýbala,"
|
||
|
||
#, fuzzy
|
||
#~| msgid " yellow if it has moved, but could still move further or attack, or"
|
||
#~ msgid ""
|
||
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
|
||
#~ "further or attack."
|
||
#~ msgstr ""
|
||
#~ " žltá ak sa v tomto kole už hýbala, ale ešte sa môže hýbať alebo útočiť, "
|
||
#~ "alebo"
|
||
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "Kruhy"
|
||
|
||
#~ 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 ""
|
||
#~ "Pri každej tvojej jednotke sa navrchu ukazovateľa zdravia nachádza "
|
||
#~ "farebný kruh. Význam jednotlivých farieb:"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| " black if it can no longer move or attack, or the user ended the unit’s "
|
||
#~| "turn."
|
||
#~ msgid ""
|
||
#~ " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~ "turn."
|
||
#~ msgstr ""
|
||
#~ " čierna ak sa už nemôže hýbať ani pohybovať. Alebo ak hráč ukončil jej "
|
||
#~ "ťah."
|
||
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr " modrá ak je to spojenec, ktorého neovládaš."
|
||
|
||
#, fuzzy
|
||
#~| msgid " Enemy units have a red orb on top of their energy bar."
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr " Nepriateľské jednotky majú červený kruh nad ukazovateľom zdravia."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "Set or toggle player on side between human and AI player. The player/"
|
||
#~| "client who controls that side needs to issue this command. If no second "
|
||
#~| "parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set "
|
||
#~| "an AI controller. If it is ‘off’ set a human controller. Defaults to the "
|
||
#~| "currently active side if no parameter is supplied.\n"
|
||
#~| "\n"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "Set or toggle player on side between human and AI player. The player/"
|
||
#~ "client who controls that side needs to issue this command. If no second "
|
||
#~ "parameter is supplied, toggle between human and AI. If it is ‘on’, set an "
|
||
#~ "AI controller. If it is ‘off’ set a human controller. Defaults to the "
|
||
#~ "currently active side if no parameter is supplied.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Prepne hráča danej strany z človeka na počítač. Tento príkaz musí zadať "
|
||
#~ "hráč, ktorý hrá za danú stranu. Ak nezadá druhý parameter, prepína sa "
|
||
#~ "medzi človekom a počítačom. Ak je tento parameter 'on', prepne sa na "
|
||
#~ "počítač. Ak je 'off' prepne na človeka. Ak neurčí stranu, predpokladá sa "
|
||
#~ "aktívna strana.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Compared to humans, elves are somewhat taller, more agile but less "
|
||
#~| "sturdy. They have slightly pointy ears, pale skin and usually blond "
|
||
#~| "hair. Few differences between humans and elves are more pronounced than "
|
||
#~| "the Elves’ unusually long life — most, unless claimed by illness, "
|
||
#~| "accident or war, live a full two and a half centuries. While some elves "
|
||
#~| "possessing a high magical aptitude have been known to live an additional "
|
||
#~| "full century, most elves begin to grow physically frail at some point "
|
||
#~| "between 250 and 300 years of age and pass away rapidly (generally within "
|
||
#~| "a year or two) thereafter.\n"
|
||
#~| "\n"
|
||
#~| "Elves are naturally imbued with magic to a small degree. Though most are "
|
||
#~| "unable to channel it directly, its latent presence gives them their keen "
|
||
#~| "senses and long life. Many elves have magic-driven talents such as "
|
||
#~| "marksmanship or stealth, allowing them to achieve tasks that most normal "
|
||
#~| "beings would find astonishing. Those elves that learn to wield this "
|
||
#~| "power in more general ways can become truly formidable in its use. Many "
|
||
#~| "choose to use their gift to heal others.\n"
|
||
#~| "\n"
|
||
#~| "A few elves, venturing far down the paths of magic and mysticism, become "
|
||
#~| "sensitive to the presence of cold iron and can even be burned by it. "
|
||
#~| "Elvish legend hints that this was more common in the far past.\n"
|
||
#~| "\n"
|
||
#~| "Elves spend much of their time honing their talents and skills. Those "
|
||
#~| "not adept at the magical arts typically devote their time honing their "
|
||
#~| "physical skills. As a result, elves excel at archery, which is perhaps "
|
||
#~| "their most important method of warfare. Most elvish troops carry a bow "
|
||
#~| "and no other race can rival their archers in speed and accuracy. All "
|
||
#~| "elves also share an intense affection for unspoiled nature. They often "
|
||
#~| "feel uncomfortable in open unvegetated spaces. They live primarily in "
|
||
#~| "the forests of the Great Continent; the Aethenwood in the southwest, "
|
||
#~| "Wesmere in the northwest, and the great northern woods of which the "
|
||
#~| "Lintanir Forest is the southernmost edge.\n"
|
||
#~| "\n"
|
||
#~| "Elves are the eldest race of the continent, with the possible exception "
|
||
#~| "of trolls. Many of their settlements cannot be reliably dated, "
|
||
#~| "undoubtedly having existed for over a millennium."
|
||
#~ msgid ""
|
||
#~ "Compared to humans, elves are somewhat taller, more agile but less "
|
||
#~ "sturdy. They have slightly pointy ears, pale skin and usually blond hair. "
|
||
#~ "Few differences between humans and elves are more pronounced than the "
|
||
#~ "Elves’ unusually long life — most, unless claimed by illness, accident or "
|
||
#~ "war, live a full two and a half centuries. While some elves possessing a "
|
||
#~ "high magical aptitude have been known to live an additional full century, "
|
||
#~ "most elves begin to grow physically frail at some point between 250 and "
|
||
#~ "300 years of age and pass away rapidly (generally within a year or two) "
|
||
#~ "thereafter.\n"
|
||
#~ "\n"
|
||
#~ "Elves are naturally imbued with magic to a small degree. Though most are "
|
||
#~ "unable to channel it directly, its latent presence gives them their keen "
|
||
#~ "senses and long life. Many elves have magic-driven talents such as "
|
||
#~ "marksmanship or stealth, allowing them to achieve tasks that most normal "
|
||
#~ "beings would find astonishing. Those elves that learn to wield this power "
|
||
#~ "in more general ways can become truly formidable in its use. Many choose "
|
||
#~ "to use their gift to heal others.\n"
|
||
#~ "\n"
|
||
#~ "A few elves, venturing far down the paths of magic and mysticism, become "
|
||
#~ "sensitive to the presence of cold iron and can even be burned by it. "
|
||
#~ "Elvish legend hints that this was more common in the far past.\n"
|
||
#~ "\n"
|
||
#~ "Elves spend much of their time honing their talents and skills. Those not "
|
||
#~ "adept at the magical arts typically devote their time honing their "
|
||
#~ "physical skills. As a result, elves excel at archery, which is perhaps "
|
||
#~ "their most important method of warfare. Most elvish troops carry a bow "
|
||
#~ "and no other race can rival their archers in speed and accuracy. All "
|
||
#~ "elves also share an intense affection for unspoiled nature. They often "
|
||
#~ "feel uncomfortable in open, unvegetated spaces. They live primarily in "
|
||
#~ "the forests of the Great Continent; the Aethenwood in the southwest, "
|
||
#~ "Wesmere in the northwest, and the great northern woods of which the "
|
||
#~ "Lintanir Forest is the southernmost edge.\n"
|
||
#~ "\n"
|
||
#~ "Elves are the eldest race of the continent, with the possible exception "
|
||
#~ "of trolls. Many of their settlements cannot be reliably dated, "
|
||
#~ "undoubtedly having existed for over a millennium."
|
||
#~ msgstr ""
|
||
#~ "Ak ich porovnáme s ľuďmi, elfovia sú o čosi vyšší, pohyblivejší a menej "
|
||
#~ "robustní. Zvyčajne majú mierne zašpicatené uši, svetlú pokožku a "
|
||
#~ "najčastejšie blond vlasy. Snáď najväčším rozdielom medzi elfmi a ľuďmi je "
|
||
#~ "elfská dlhovekosť - väčšina z nich sa dožíva dva a pol storočia, ak ich "
|
||
#~ "samozrejme neskláti choroba, nehoda či vojna. V prípade niektorých "
|
||
#~ "jedincov s výraznými magickými schopnosťami sa vek predĺži o ďalšie "
|
||
#~ "storočie, no u väčšiny elfov sa medzi 250. a 300. rokom zníži fyzická "
|
||
#~ "odolnosť a skoro na to (za rok či dva) opustia svet.\n"
|
||
#~ "\n"
|
||
#~ "Elfovia sú od prírody nadaní na mágiu, aspoň do určitej miery. Väčšina z "
|
||
#~ "nich síce mágiu nedokáže používať priamo, ale už len prítomnosť mágie im "
|
||
#~ "zlepšuje zmysly, vnímanie a spôsobuje už spomínanú dlhovekosť. Mnoho "
|
||
#~ "elfov sa vyznačuje mágiou ovplyvnenými schopnosťami v oblasti zakrádania "
|
||
#~ "či presnej streľby, čím dokážu robiť veci pre iné bytosti "
|
||
#~ "nepredstaviteľné. Z tých elfov, ktorí sa túto moc naučia používať viac "
|
||
#~ "všeobecne, sa zvyčajne rýchlo stávajú naozaj uznávaní profesionáli. Mnohí "
|
||
#~ "z nich sa rozhodnú využiť tento dar na liečenie iných.\n"
|
||
#~ "\n"
|
||
#~ "Niektorí elfovia, ktorí sa vydali cestami mágie a mysticizmu, sa stali "
|
||
#~ "citlivými na prítomnosť chladného železa. Až tak, že ich môže popáliť. "
|
||
#~ "Elfské legendy naznačujú, že v dávnej minulosti bol tento jav bežnejší.\n"
|
||
#~ "\n"
|
||
#~ "Elfovia trávia veľkú časť svojho života zlepšovaním svojich vrodených "
|
||
#~ "schopností. Tí bez výraznej magickej sily sa sústreďujú na zlepšovanie "
|
||
#~ "fyzických zručností. Ako priamy následok, elfovia sú vynikajúcimi "
|
||
#~ "lukostrelcami, čo je aj ich hlavný bojový prostriedok. Väčšina elfských "
|
||
#~ "bojovníkov nosí luk a žiadna iná rasa nedokáže konkurovať elfským "
|
||
#~ "strelcom v rýchlosti a presnosti. Všetci elfovia zdieľajú lásku k "
|
||
#~ "nepoškvrnenej prírode. Zvyčajne sa cítia nesvoji v otvorených "
|
||
#~ "nezarastených priestoroch. Preto žijú najmä v lesoch Veľkého kontinentu: "
|
||
#~ "Etenwood na juhozápade, Wesmér na severozápade a veľké severné lesy s "
|
||
#~ "Lintanirom na južnom okraji.\n"
|
||
#~ "\n"
|
||
#~ "Elfovia sú na kontinente najstaršou rasou, možno s výnimkou trolov. Aj "
|
||
#~ "keď je prakticky nemožné spoľahlivo datovať ich osídlenia, nepochybne "
|
||
#~ "mnohé z nich existujú už viac než tisícročie."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Šanca na zásah'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Cores</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orc"
|
||
#~ msgid "race^Roc"
|
||
#~ msgstr "Ork"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Orc"
|
||
#~ msgid "race+female^Roc"
|
||
#~ msgstr "Orkyňa"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orcs"
|
||
#~ msgid "race^Rocs"
|
||
#~ msgstr "Orkovia"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Multiplayer Modifications'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Multiplayer Modifications</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Modifikácie pre viac hráčov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Pure Map Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Scenario Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Fundamentals of Gameplay"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Fundamentals of Gameplay</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr "Základy hry"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Chance to Hit</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Šanca na zásah'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Mixed Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Defense Caps</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zdroje pre tvorcov'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Campaigns and Scenarios'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Campaigns and Scenarios</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Výpravy a scény'</header>"
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "Morskí ľudia"
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "Táto rasa zatiaľ nemá popis."
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Prispievatelia"
|
||
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Človek muž"
|
||
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Človek žena"
|
||
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Mechanické"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "nočné zakrádanie"
|
||
|
||
#~ 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 ""
|
||
#~ "Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky "
|
||
#~ "rovnaká jednotka ako tá, čo ju zabila, a bude bojovať za rovnakú stranu. "
|
||
#~ "Toto neplatí na Nemŕtvych a na jednotky v dedine."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Inteligentný"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Rýchly"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Odolný"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Silný"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Nebojácny"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Divoký"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Verný"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Nemŕtvy"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mechanické"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Elementálny"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Obratný"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Životaschopný"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Hlúpy"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Pomalý"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Slabý"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Starý"
|
||
|
||
#, 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 ""
|
||
#~ "Vaše jednotky v súbojoch nevyhnutne utrpia zranenie. Keď je jednotka "
|
||
#~ "<ref>dst='experience_and_advancement' text='povýšená'</ref>, plne sa "
|
||
#~ "vylieči. To sa môže stať pri boji so súperom, či už počas tvojho alebo "
|
||
#~ "súperovho ťahu. Wesnoth umožňuje liečiť jednotky i ďalšími spôsobmi. "
|
||
#~ "Tieto sa všetky vykonávajú na začiatku tvojho kola, predtým ako začneš "
|
||
#~ "ťahať."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Frakcie"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Prehľad"
|
||
|
||
#~ 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"
|
||
#~ "Na začiatok je najlepšie ťuknúť na tlačidlo <bold>text='Výcvik'</bold> v "
|
||
#~ "hlavnom menu. Spustí sa tým interaktívny výcvik, ktorý vás naučí základy "
|
||
#~ "Wesnothu. Potom sa odporúča najprv hrať kampaň Dedič trónu — ťuknite na "
|
||
#~ "tlačidlo <bold>text='Výprava'</bold> a potom <italic>text='Dedič trónu'</"
|
||
#~ "italic>. Hra <italic>text='Bitka o Wesnoth'</italic> dokáže byť pomerne "
|
||
#~ "náročná, takže si radšej vyberte <italic>text='ľahkú'</italic> zložitosť."
|
||
|
||
#~ 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 ""
|
||
#~ "Táto stránka zhŕňa všetko, čo potrebuje vedieť na hranie hry "
|
||
#~ "<italic>text='Bitka o Wesnoth'</italic>. Obsahuje návod na hru a základné "
|
||
#~ "herné mechanizmy. Počas hry sa budú na týchto stránkach objavovať nové "
|
||
#~ "informácie, zároveň ako budete stretávať nové stránky hry. Podrobnejšie "
|
||
#~ "informácie o zvláštnych situáciách a výnimkách nájdete na nasledujúcich "
|
||
#~ "stránkach."
|
||
|
||
#~ 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"
|
||
#~ "<italic>text='Výprava'</italic> sa skladá z niekoľkých scén, ktoré po "
|
||
#~ "sebe nasledujú a tým tvoria príbeh. Vo výprave je zvyčajne potrebné hrať "
|
||
#~ "opatrnejšie a šetriť si svoje najlepšie jednotky na ďalšie použitie v "
|
||
#~ "neskorších scénach výpravy."
|
||
|
||
#~ 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 ""
|
||
#~ "Hra sa skladá zo série bitiek nazývaných <italic>text='scény'</italic>. "
|
||
#~ "Každá scéna postaví tvoje bojové jednotky proti bojovým jednotkám jedného "
|
||
#~ "alebo viacerých súperov. Môžeš hrať sám proti počítaču, alebo sa striedať "
|
||
#~ "s priateľmi pri sedení za počítačom (tzv. horúce kreslo). Ak máš počítač "
|
||
#~ "pripojený k miestnej počítačovej sieti, môžeš hrať aj proti ostatným "
|
||
#~ "užívateľom tejto siete. Ak máš počítač pripojený na internet, môžeš hrať "
|
||
#~ "proti ostatným ľuďom na Internete."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Skúsenosti a postup"
|
||
|
||
#~ 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"
|
||
#~ "<italic>text='Životaschopné'</italic> jednotky majú o 1 život a ešte o 1 "
|
||
#~ "život za každú úroveň viac ako obyčajne a oddychovanie im uzdraví 2 "
|
||
#~ "životy v každom kole, v ktorom nebojujú. Jed im spôsobuje o štvrtinu "
|
||
#~ "menšie zranenia."
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Jednotky s týmto špeciálnym útokom'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Jednotky s touto schopnosťou'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Velitelia: "
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Verbovaní:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Éra:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Frakcie: "
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Frakcie sú používané iba v hre viacerých hráčov"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Naspäť"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Ďalej >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Odkaz na neexistujúcu záložku: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "poškodený originálny súbor"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Kasta"
|
||
|
||
#~ 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 ""
|
||
#~ "Jedna z foriem jašterov: buď <ref>dst='unit_Drake Clasher' "
|
||
#~ "text='Úderník'</ref> alebo <ref>dst='unit_Drake Fighter' text='Vojak'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Hniezdo"
|
||
|
||
#~ 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 ""
|
||
#~ "Veľká štruktúra podobná hradu, ktorá je domovom <ref>dst='flight' "
|
||
#~ "text='letky'</ref>. Obsahuje aj <ref>dst='breeding_pen' "
|
||
#~ "text='rozmnožovacie ohrady'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "Rozmnožovacia ohrada"
|
||
|
||
#~ 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 ""
|
||
#~ "Časť <ref>dst='aerie' text='hniezda'</ref>, kde pod dozorom "
|
||
#~ "<ref>dst='dominant' text='Dominanta'</ref> žijú <ref>dst='breeder' "
|
||
#~ "text='Nosnice'</ref>."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Rozmnožovací cyklus"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "Čas, ktorý uplynie medzi jedným kladením <ref>dst=egg text='vajec'</ref> "
|
||
#~ "a ďalším."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Svetový oceán"
|
||
|
||
#~ 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 ""
|
||
#~ "Svetový oceán je názov otvoreného mora, ktoré obklopuje súostrovie "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>. Jašteri veria, že končí v "
|
||
#~ "<ref>dst='abyss' text='Priepasti'</ref> - obrovskom smrtiacom vodopáde."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Nový kontinent"
|
||
|
||
#~ 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 ""
|
||
#~ "Veľký kontinent na východ od <ref>dst='morogor' text='Morogoru'</ref>. "
|
||
#~ "Jeho existencia nebola jašterom známa až do letu Galuna."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Priepasť"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "V svetonázore jašterov je to obrovský a smrtiaci vodopád, kde oceán padá "
|
||
#~ "dolu zo zemského disku."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Špirálová cesta"
|
||
|
||
#~ 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 ""
|
||
#~ "Polotajná organizácia medzi jaštermi zameraná na zabránenie Malthusovej "
|
||
#~ "poslednej vojne. Pozri tiež <ref>dst='straight_path' text='Priama cesta'</"
|
||
#~ "ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Priama cesta"
|
||
|
||
#~ 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 ""
|
||
#~ "Jašteria tradícia opakovaného rozširovania a dobývania. Tento výraz je "
|
||
#~ "najčastejšie používaný príslušníkmi <ref>dst='spiral_path' text='Spiral "
|
||
#~ "Path'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Dominant"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
|
||
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
|
||
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
|
||
#~ "privileges on others."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst='aspirant' text='Uchádzač'</ref>, ktorý povstane ako vodca "
|
||
#~ "jašterov. Jediný jašter v kmeni, ktorý má povolené rozmnožovať sa s "
|
||
#~ "<ref>dst='breeder' text='nosnicami'</ref>. Výnimočne môže udeliť právo "
|
||
#~ "párenia aj iným."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulkaniáda"
|
||
|
||
#~ 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 ""
|
||
#~ "(Nepravidelný) cyklus medzi následnými výbuchmi <ref>dst='mount_morogor' "
|
||
#~ "text='Hory Morogor'</ref>. Je na ňom založený kalendár "
|
||
#~ "<ref>dst='long_count' text='Dlhý letopočet'</ref>."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Zapisovateľ"
|
||
|
||
#~ 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 ""
|
||
#~ "Zapisovateľ je jašterím knihovníkom, ktorý ovláda jašterie "
|
||
#~ "<ref>dst='drakish_script' text='písmo'</ref>. Zapisovatelia sú jedinou "
|
||
#~ "<ref>dst='caste' text='kastou'</ref> Jašterov, ktorú neurčuje príroda: "
|
||
#~ "verbujú členov zo všetkých ostatných kást."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Kladenie"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr "Časť <ref>dst='breeding_cycle' text='rozmnožovacieho cyklu'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Liahnutie"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Mláďa"
|
||
|
||
#~ 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 ""
|
||
#~ "Malý jašter, ktorý ešte nevidel vyliahnutie ďalšej generácie. "
|
||
#~ "<ref>dst='flight' text='letky'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Okrídlenec"
|
||
|
||
#~ 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 ""
|
||
#~ "Mladý jašter, ktorý videl vyliahnutie ďalšej generácie. Ak si "
|
||
#~ "<ref>dst='flight' text='letka'</ref> môže dovoliť stratiť jednu "
|
||
#~ "generáciu, môže spustiť <ref>dst='swarming' text='Rojenie'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Nosnica"
|
||
|
||
#~ 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 ""
|
||
#~ "Jašter ženského pohlavia. Sú vzácne, pretože o <ref>dst='egg' "
|
||
#~ "text='vajcia'</ref>, ktoré sa stanú nosnicami, je nutné sa mimoriadne "
|
||
#~ "starať. Počet nosníc je limitovaný počtom mužských jašterov v okolí, "
|
||
#~ "pretože nosnice si nevedia zaobstarať jedlo keď kladú vajcia. Jašterie "
|
||
#~ "nosnice začnú byť plodné po ďalšom <ref>dst='hatching' text='liahnutí'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "Vajce jaštera"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
|
||
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
|
||
#~ "laid and to some extent the ambient temperature."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst=caste text='Kasta'</ref> budúceho <ref>dst='hatchling' "
|
||
#~ "text='Mláďaťa'</ref> je určená už pri nakladení vajca a čiastočne aj "
|
||
#~ "okolitou teplotou."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Letka"
|
||
|
||
#~ 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 ""
|
||
#~ "Kmeň jašterov, ktorý žije v <ref>dst='aerie' text='Hniezde'</ref> a "
|
||
#~ "ovláda lovnú oblasť. Každý kmeň má jedného <ref>dst='dominant' "
|
||
#~ "text='Dominanta'</ref>, ktorý udeľuje právo na párenie."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Uchádzač"
|
||
|
||
#~ 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 ""
|
||
#~ "Mužský jašter, ktorý prešiel hormonálnymi zmenami, ktoré mu umožňujú "
|
||
#~ "páriť sa s <ref>dst='breeder' text='nosnicami'</ref>. Vylučovanie "
|
||
#~ "hormónov je spôsobované lovom a bojom, ktorých sa jašter zúčastnil."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Praotec"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Jašterí názov pre skutočného <ref>dst='unit_Fire Dragon' text='draka'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Správca"
|
||
|
||
#~ 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 ""
|
||
#~ "Jeden z <ref>dst='aspirant' text='Uchádzačov'</ref>, zástupcov "
|
||
#~ "<ref>dst='dominant' text='Dominanta'</ref>. Ten má tradične jedného z "
|
||
#~ "každej <ref>dst=caste text='kasty'</ref> inej ako jeho vlastná. Ďalší "
|
||
#~ "'Správcovia' sú niekdy určení na zvláštne úlohy. Správcovia majú "
|
||
#~ "najväčšiu šancu získať povolenie na párenie, najmä po významnej službe."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Roj"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "Kŕdeľ <ref>dst='swarmlings' text='rojacich sa jašterov'</ref>, ktoré "
|
||
#~ "opustili <ref>dst='aerie' text='hniezdo'</ref>, aby našli nové."
|
||
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "Rojenie"
|
||
|
||
#~ msgid ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgstr ""
|
||
#~ " <ref>dst='flight' text='Let'</ref> za novým jašterím <ref>dst='aerie' "
|
||
#~ "text='hniezdom'</ref>, ktorý sa opakuje v každom "
|
||
#~ "<ref>dst='breeding_cycle' text='rozmnožovacom cykle'</ref>. Pozri "
|
||
#~ "<ref>dst='swarm' text='Roj'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Bežci"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr "Jašterí výraz pre uniknutých otrokov, ktorí slúžia ako lovná zver."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Hora Morogor"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Sopečná hora na centrálnom ostrove súostrovia <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Dlhý letopočet"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Jašterí kalendár založený na <ref>dst='vulcaniad' text='Vulkaniáde'</ref> "
|
||
#~ "a <ref>dst=breeding_cycle text='Rozmnožovacích cykloch'</ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Dlhé prasa"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Výraz z lámaného jazyka južných morí pre ľudské mäso používaný na preklad "
|
||
#~ "jašterieho slova s rovnakým významom."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Keramika"
|
||
|
||
#~ 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 ""
|
||
#~ "Jašteri spracovávajú kovy, ale ovládajú aj remeslo výroby keramiky. Iba "
|
||
#~ "<ref>dst='unit_Drake Burner' text='opekači'</ref> vedia vytvoriť teplo "
|
||
#~ "potrebné na vytvrdnutie do plnej pevnosti."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Jašterie písmo"
|
||
|
||
#~ 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 ""
|
||
#~ "Písomný jazyk jašterov. Uchováva sa na <ref>dst='ceramic' "
|
||
#~ "text='keramických'</ref> tabuľkách členmi s povolaním <ref>dst='recorder' "
|
||
#~ "text='Zapisovateľ'</ref>."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Jašterí jazyk"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "Jazyk, ktorým hovoria jašteri."
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Rovina'</italic> symbolizuje otvorené planiny, či už "
|
||
#~ "obrábané, ponechané ladom, alebo divoké. V otvorenom priestranstve sa "
|
||
#~ "možno veľmi ľahko pohybovať, ale ťažko brániť. Na rovine zvyčajne dobre "
|
||
#~ "bojujú jazdecké jednotky, alebo veľmi vrtké jednotky, pre ktoré je "
|
||
#~ "otvorený priestor výhodný.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má na rovine obranu 30 až 40%."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Cesta"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Cesty'</italic> sú trasy z ušliapanej hliny vytvorené "
|
||
#~ "mnohými prechádzajúcimi cestovateľmi. Čo sa týka pravidiel hry, cesty sú "
|
||
#~ "to isté ako <ref>dst='terrain_flat' text='roviny'</ref>.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defense to most units than open ground. "
|
||
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
|
||
#~ "gained by stealth is negated. Elves are an exception to this general rule "
|
||
#~ "for forests. Not only do they possess full movement in forests, but they "
|
||
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
|
||
#~ "to this rule; though they are able to plow through the forests without "
|
||
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
|
||
#~ "them to receive no defensive bonus.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Lesy'</italic> predstavujú krajinu s dostatočným drevitým "
|
||
#~ "porastom, ktorý spomaľuje prechod. Hoci lesy takmer každého spomaľujú, "
|
||
#~ "často ponúkajú jednotkám lepšiu obranu ako otvorené roviny. Napríklad "
|
||
#~ "kavaléria sa v lese tak ťažko orientuje, že sa tým stráca akýkoľvek možný "
|
||
#~ "úžitok z úkrytu. Elfovia sú však v lesoch výnimkou. Nielenže sa môžu v "
|
||
#~ "lese pohybovať maximálnou rýchlosťou, získavajú aj výrazný obranný bonus. "
|
||
#~ "Trpaslíci sú ďalšou výnimkou: hoci sa dokážu presekať lesom pomerne "
|
||
#~ "rýchlo, je to pre nich natoľko neznámy terén, že ho nedokážu využiť na "
|
||
#~ "obranu.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v lese obranu 50%, ale jazdecké iba 30%. Na druhej "
|
||
#~ "strane elfovia majú obranu 60 až 70%, a to aj ich jazdecké jednotky. "
|
||
#~ "Trpaslíci majú v lesoch zvyčajne obranu iba 30%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
|
||
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
|
||
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
|
||
#~ "enough familiarity with the terrain that they can pass through it without "
|
||
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
|
||
#~ "that any defensive aid lent by cover is negated.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Kopce'</italic> predstavujú pomerne nerovný terén, kde je "
|
||
#~ "dosť údolí a kopcov poskytujúcich úkryt. Väčšina jednotiek sa v kopcoch "
|
||
#~ "ťažko pohybuje. Trpaslíci, trolovia a orkovia sa v tomto teréne cítia ako "
|
||
#~ "doma a môžu ním prechádzať bez spomalenia. Jazda má zvyčajne problém "
|
||
#~ "orientovať sa v tomto teréne, a preto nezískava žiaden obranný bonus.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v kopcoch obranu 50%, ale kavaléria iba 40%. "
|
||
#~ "Trpaslíci majú v kopcoch obranu 60%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Hory"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Hory'</italic> sú zvyčajne tak strmé, že jednotky v nich "
|
||
#~ "musia preliezať rôzne prekážky. Poskytujú preto veľký obranný bonus pre "
|
||
#~ "väčšinu jednotiek, ale zároveň výrazne spomaľujú pohyb. Väčšina "
|
||
#~ "jazdeckých jednotiek na tento terén ani nemôže vstúpiť; výnimkou sú elfí "
|
||
#~ "jazdci a goblini na vlkoch. Trpaslíci a trolovia sú v týchto oblastiach "
|
||
#~ "doma, a preto sa v nich pomerne ľahko pohybujú.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v horách obranu 60%, trpaslíci majú až 70%."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
|
||
#~ "slow down nearly everyone, and inhibit their ability to defend "
|
||
#~ "themselves. An exception to this is any race bodily skilled in navigating "
|
||
#~ "water; these receive both full movement and a defensive bonus. Those that "
|
||
#~ "make their living in the wetlands are also adept at using this terrain "
|
||
#~ "for cover.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Močiare'</italic> predstavujú rôzne druhy mokrej zeme. "
|
||
#~ "Močiare spomaľujú prakticky každého a znemožňujú mu účinne sa brániť. "
|
||
#~ "Výnimkou sú tvory prispôsobené na pohyb vo vode; tie sa pohybujú rýchlo a "
|
||
#~ "majú obranný bonus.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v močiaroch obranu 30%. Morskí ľudia, hadí ľudia a "
|
||
#~ "sauri majú okolo 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Plytká voda"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Plytká voda'</italic> znamená, že hladina vody siaha "
|
||
#~ "nanajvýš dospelému človeku po pás. To je dosť na to, aby spomalila takmer "
|
||
#~ "každého a urobila ho veľmi zraniteľným. Keďže trpaslíkom takáto voda "
|
||
#~ "siaha až po krk, majú to zvlášť ťažké. Výnimkou sú bytosti, ktorých telá "
|
||
#~ "sú prispôsobené na plávanie; tieto majú dobrú obranu a rýchly pohyb.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v plytkej vode obranu 20 až 30%, hadí a morskí ľudia "
|
||
#~ "majú až 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Hlboká voda"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Hlboká voda'</italic> znamená hladinu siahajúcu nad hlavu "
|
||
#~ "dospelého človeka. Väčšina jednotiek nemôže do takejto hlbokej vody "
|
||
#~ "vstúpiť; je to výhradná oblasť lietajúcich a dobre plávajúcich "
|
||
#~ "jednotiek.\n"
|
||
#~ "\n"
|
||
#~ "Morskí a hadí ľudia majú v hlbokej vode obranu 50% a plný pohyb."
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Zamrznutý'</italic> terén predstavuje rovnú oblasť, ktorá "
|
||
#~ "je pokrytá snehom alebo ľadom. Väčšina jednotiek je na ňom spomalená a "
|
||
#~ "ťažšie sa na ňom bráni. Plávajúce jednotky, ani tie čo vedia dýchať pod "
|
||
#~ "vodou, nemôžu plávať pod ľadom.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má na zamrznutom teréne obranu 20 až 40%."
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Hrady'</italic> sú akékoľvek trvalé opevnenia. Takmer každá "
|
||
#~ "jednotka dostáva pri pobyte v hrade veľký bonus na obranu a môže sa "
|
||
#~ "pohybovať plnou rýchlosťou. Dobre bránený je len taký hrad, v ktorom je "
|
||
#~ "veľa jednotiek. Ak je okrajové políčko hradu voľné, nepriateľ sa môže "
|
||
#~ "jednoducho prešmyknúť dovnútra bez boja, a získava tým rovnaký obranný "
|
||
#~ "bonus ako všetci ostatní vo vnútri.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v hrade obranu okolo 60%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
|
||
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
|
||
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
|
||
#~ "easier for them to navigate.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in sand."
|
||
#~ msgstr ""
|
||
#~ "Nestabilný <italic>text='piesok'</italic> spomaľuje pohyb väčšiny "
|
||
#~ "jednotiek a neumožňuje im naplno sa brániť. Len jednotky so širokými "
|
||
#~ "chodidlami alebo hadovitými telami sa v piesku ľahšie pohybujú.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v piesku obranu 20 až 40%."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Púšť"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Púšte'</italic> síce majú odlišné zloženie ako malé "
|
||
#~ "pieskové jamy alebo pláže, ale z hľadiska hry sa hodnotia ako rovnaké. "
|
||
#~ "Pozri <ref>dst='terrain_sand' text='piesok'</ref>."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
|
||
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
|
||
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
|
||
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
|
||
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
|
||
#~ "their small size can navigate many obstacles that other races cannot. "
|
||
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='illuminated'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Jaskynný'</italic> terén predstavuje akúkoľvek podzemnú "
|
||
#~ "chodbu, do ktorej sa zmestí vojenská jednotka. Väčšina jednotiek s týmto "
|
||
#~ "terénom nemá skúsenosti a preto sú tu pomalé a ťažko sa bránia. Trpaslíci "
|
||
#~ "a trolovia žijú v jaskyniach, preto sa tu pomerne ľahko pohybujú; zvlášť "
|
||
#~ "trpaslíci, ktorí sa vďaka menším rozmerom ľahko vyhnú mnohým prekážkam. "
|
||
#~ "Jaskyne sú niekedy <ref>dst='terrain_illuminated_cave' text='osvetlené'</"
|
||
#~ "ref>.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v jaskyniach obranu 20 až 40%, trpaslíci majú 50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Skalnatá jaskyňa"
|
||
|
||
#~ 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 ""
|
||
#~ "Terén <italic>text='skalnatej jaskyne'</italic> je vytvarovaný pôsobením "
|
||
#~ "vody a vetra, zvetrávajúcich skalnatý podklad. Je to hrboľatý podklad, "
|
||
#~ "ktorý zmenšuje efektivitu väčšiny jednotiek, ale zlepšuje ich obranu. "
|
||
#~ "Trpaslíci a trolovia, hlavní obyvatelia jaskýň, sa v tomto teréne "
|
||
#~ "orientujú pomerne ľahko. Trpaslíci majú vďaka svojej malej výške v "
|
||
#~ "takomto teréne veľké výhody. Jaskyne sú niekedy "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='osvetlené'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v skalnatej jaskyni obranu okolo 50%, jazda len 40%. "
|
||
#~ "Trpaslíci majú v skalnatej jaskyni obranu 60%."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Osvetlená jaskyňa"
|
||
|
||
#~ 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 ""
|
||
#~ "Osvetlená jaskyňa je malé územie, na ktoré z povrchu preniká svetlo. To "
|
||
#~ "dáva bonus pri útoku jednotkám poriadku a berie bonus jednotkám chaosu. V "
|
||
#~ "ostatných ohľadoch je tento terén rovnaký ako bežný "
|
||
#~ "<ref>dst='terrain_cave' text='jaskynný terén'</ref>."
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Hubový porast'</italic> je rozsiahly podzemný les "
|
||
#~ "obrovských húb, ktorým sa darí vo vlhkom a tmavom prostredí. Väčšina "
|
||
#~ "jednotiek má problém predierať sa podlahou pokrytou menšími hubami, ale "
|
||
#~ "má možnosť sa kryť za väčšími kusmi. Jazdecké jednotky sú však v tomto "
|
||
#~ "prostredí veľmi obmedzené a nemajú možnosť manévrovať. Nemŕtvym jednotkám "
|
||
#~ "sa v prostredí hniloby darí dobre a sú v hubových lesoch pomerne účinné.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v hubovom poraste obranu 50% až 60%, jazda má iba "
|
||
#~ "20%."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
|
||
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
|
||
#~ "navigating villages, and most units gain a defensive bonus from being "
|
||
#~ "stationed in a village. Villages allow units the resources to clean and "
|
||
#~ "tend to their wounds, which allows any unit stationed therein to heal "
|
||
#~ "eight hitpoints each turn, or to be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Dedina'</italic> predstavuje akékoľvek zoskupenie budov, či "
|
||
#~ "už ľudských alebo iných. Takmer všetky jednotky, vrátane jazdeckých, sa "
|
||
#~ "cez dedinu ľahko pohybujú a väčšina jednotiek má pri pobyte v dedine "
|
||
#~ "obranný bonus. Dediny zároveň poskytujú jednotkám prostriedky na "
|
||
#~ "ošetrenie zranení, čo umožňuje každej jednotke zdržujúcej sa v dedine "
|
||
#~ "uzdraviť osem životov v každom kole, alebo sa vyliečiť z jedu.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v dedine obranu 50 až 60%, jazdecké iba 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Ponorená dedina"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Ponorené dediny'</italic> sú domovom morských a hadích "
|
||
#~ "ľudí. Vodné živočíchy sa tu cítia ako doma, suchozemské majú problémy "
|
||
#~ "orientovať sa a brániť tieto dediny. Napriek tomu, ako v každej dedine, "
|
||
#~ "aj tu sú dostupné prostriedky na ošetrenie zranení jednotiek. Každá "
|
||
#~ "jednotka zdržujúca sa v dedine si môže uzdraviť 8 životov v každom kole, "
|
||
#~ "alebo vyliečiť jed.\n"
|
||
#~ "\n"
|
||
#~ "Morskí a hadí ľudia majú v ponorenej dedine obranu 60%, suchozemské "
|
||
#~ "jednotky majú obyčajne nízku obranu."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Neschodné"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Neschodný terén'</italic> zahŕňa priepasti a rokliny, ktoré "
|
||
#~ "nie je možné prejsť chôdzou. Rokliny mávajú strmé steny, ktorých "
|
||
#~ "zliezanie by trvalo celé dni. Z hľadiska hry sa môžu cez tento terén "
|
||
#~ "pohybovať len lietajúce jednotky."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Láva"
|
||
|
||
#~ 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 ""
|
||
#~ "Nebezpečenstvo vyplývajúce z pokusu prejsť cez horúcu "
|
||
#~ "<italic>text='lávu'</italic> je jasné každému. Čo sa týka možností "
|
||
#~ "pohybu, láva je zhodná s <ref>dst='terrain_unwalkable' text='neschodným "
|
||
#~ "terénom'</ref> a môžu cez ňu prejsť iba jednotky, ktoré dokážu dostatočne "
|
||
#~ "vysoko lietať. Roztavená magma vydáva výrazné svetlo, ktoré osvetľuje "
|
||
#~ "oblasť priamo nad ňou. To poskytuje bonus pri útoku jednotkám poriadku a "
|
||
#~ "uberá bonus jednotkám chaosu."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Riečny brod"
|
||
|
||
#~ 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 ""
|
||
#~ "Ak je rieka veľmi plytká, pozemné jednotky cez ňu jednoducho prejdú. "
|
||
#~ "Plávajúce jednotky sa tu takisto pohybujú rovnako ľahko ako v iných "
|
||
#~ "častiach rieky. Z hľadiska hry sa teda riečny brod počíta buď ako rovina "
|
||
#~ "alebo ako plytká voda, podľa toho, čo danej jednotke z hľadiska obrany a "
|
||
#~ "pohybu viac vyhovuje."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Pobrežný útes"
|
||
|
||
#~ 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 ""
|
||
#~ "<italic>text='Pobrežné útesy'</italic> sú plytčiny tvorené skalami, "
|
||
#~ "koralmi a pieskom. To poskytuje suchozemským jednotkám lepšie obranné "
|
||
#~ "pozície ako obyčajná plytká voda. Vodným tvorom umožňuje výnimočne vysokú "
|
||
#~ "obranu.\n"
|
||
#~ "\n"
|
||
#~ "Morskí a hadí ľudia majú v pobrežných útesoch obranu až 70%."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Most"
|
||
|
||
#~ 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 ""
|
||
#~ "Postaviť <italic>text='most'</italic> cez rieku dáva obyvateľom možnosť "
|
||
#~ "vyhnúť sa odkázanosti na rozmary prírody, ktorá určuje výšku hladiny na "
|
||
#~ "brodoch. Prejsť cez rieku suchou nohou je zvlášť príjemné v "
|
||
#~ "najchladnejších mesiacoch roka.\n"
|
||
#~ "\n"
|
||
#~ "Most je najlepšou voľbou pre tých, čo idú pešo, i pre tých, čo sa plavia "
|
||
#~ "- z hľadiska hry sa most považuje buď za rovinu alebo plytkú vodu, podľa "
|
||
#~ "toho, čo danej jednotke poskytuje lepšie možnosti pohybu a obrany. Na "
|
||
#~ "jednom políčku mostu sa nemôže zároveň nachádzať plávajúca i pozemná "
|
||
#~ "jednotka."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Neprekonateľné"
|
||
|
||
#~ 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 ""
|
||
#~ "Ani najodhodlanejší cestovateľ nedokáže prekonať prekážky ako hladké "
|
||
#~ "steny z kameňa, hory tak vysoké a strmé, že sú stále vo venci oblakov. "
|
||
#~ "Dokonca ani lietajúce bytosti sa nevedia orientovať medzi rozoklanými "
|
||
#~ "vrcholmi v takých výškach. Ani najzúrivejší trol nedokáže preraziť hrubú "
|
||
#~ "kamennú stenu."
|
||
|
||
#~ 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 ""
|
||
#~ "Zúrivý:\n"
|
||
#~ "Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného "
|
||
#~ "z protivníkov, prípadne kým si nevymenia 30 sérií útokov."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magický:\n"
|
||
#~ "Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti "
|
||
#~ "jednotky, na ktorú sa útočí."
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Prvý útok:\n"
|
||
#~ "Týmto útokom útočí jednotka vždy prvá, aj keď bola napadnutá."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Kŕmenie:\n"
|
||
#~ "Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije "
|
||
#~ "inú živú jednotku."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Niektoré zbrane majú špeciálne vlastnosti, ktoré zvyšujú efektivitu "
|
||
#~ "útokov s nimi.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~| 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."
|
||
#~ 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 ""
|
||
#~ "Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného "
|
||
#~ "z protivníkov, prípadne kým si nevymenia 30 sérií útokov."
|
||
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "prvý úder"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "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 ""
|
||
#~ "Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti "
|
||
#~ "jednotky, na ktorú sa útočí."
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Šanca na zásah'</header>"
|