10347 lines
405 KiB
Text
10347 lines
405 KiB
Text
# Swedish translations for Battle for Wesnoth
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# translation of sv.po to
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2024-09-17 21:18-0500\n"
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"PO-Revision-Date: 2020-03-08 19:08+0100\n"
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"Last-Translator: Susanna Björverud <susanna.bjorverud@gmail.com>\n"
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"Language-Team: Swedish\n"
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"Language: sv_SE\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=(n != 1);\n"
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"X-Generator: Poedit 2.3\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 "Underjorden"
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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 "vandöd"
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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 "orädd"
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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 "pest"
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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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"När en trupp dödas av pestsmitta ersätts truppen av en vandrande död som "
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"tillhör sidan som pestsmittade truppen. Detta fungerar inte mot vandöda "
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"eller trupper i byar."
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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 "ståndaktig"
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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 "ståndaktig"
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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 "lysa upp"
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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 "hela +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 "helar +8"
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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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"Låter truppen hela närliggande allierade trupper i början av vårt drag.\n"
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"\n"
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"Alla trupper som tas om hand av en sådan här helare återfår upp till 4 "
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"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
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"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
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"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
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#. [heals]: id=healing
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749
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#, fuzzy
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#| msgid " This unit is capable of basic healing."
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msgid "This unit is capable of basic healing and slowing dehydration."
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msgstr " Denna trupp kan hela närliggande trupper."
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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 "hela +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 "helar +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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"Truppen kombinerar örter och magi för att hela trupper snabbare än vad som "
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"normalt är möjligt på ett slagfält.\n"
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"\n"
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"Alla trupper som tas om hand av en sådan här helare återfår upp till 8 "
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"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
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"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
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"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
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#, fuzzy
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#| msgid "heals +4"
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msgid "heals +12"
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msgstr "hela +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
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#, fuzzy
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#| msgid "female^heals +4"
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msgid "female^heals +12"
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msgstr "helar +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730
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#, fuzzy
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#| msgid ""
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 12 HP per turn, or stop "
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"poison from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Truppen kombinerar örter och magi för att hela trupper snabbare än vad som "
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"normalt är möjligt på ett slagfält.\n"
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"\n"
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"Alla trupper som tas om hand av en sådan här helare återfår upp till 8 "
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"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
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"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
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"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755
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#, fuzzy
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#| msgid ""
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#| " This unit is capable of healing those around it, and curing them of "
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#| "poison."
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msgid ""
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"This unit is capable of healing those around it, slowing dehydration, and "
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"curing them of poison."
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msgstr " Denna trupp kan hela intillstående trupper och bota dem från gift."
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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 "teleportera"
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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 "regenerera"
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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 "Helar alltid som om de vilat"
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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 "rygghugg"
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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 "förtäring"
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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 "ledarskap"
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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 "bakhåll"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
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msgid "Castle"
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msgstr "Borg"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
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msgid "Cave"
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msgstr "Grotta"
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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 "gömd"
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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 "suga livskraft"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
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msgid "firststrike"
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msgstr "första slaget"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
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msgid "Forest"
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msgstr "Skog"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
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msgid "Frozen"
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msgstr "Fryst"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
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msgid "Hills"
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msgstr "Kullar"
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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 "prickskytt"
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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 "Svampdunge"
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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 "skuggsteg"
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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 "gift"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
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msgid "Sand"
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msgstr "Sand"
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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 "stigfinnare"
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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 "sakta ner"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
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msgid "Swamp"
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msgstr "Träsk"
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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 "bota"
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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 "Kart- och scenarioredigerare"
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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 "Terrängredigerare"
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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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#, fuzzy
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#| msgid "Map/Scenario Editor"
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msgid "Scenario Editor"
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msgstr "Kart-/Scenarioredigerare"
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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 "Ritverktyg"
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:29
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msgid ""
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"Paint terrain tiles on the map.\n"
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"\n"
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"The paint tool utilizes the brush sizes and the terrain palette.\n"
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"\n"
|
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"<bold>text='Keyboard Modifiers'</bold>\n"
|
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"\n"
|
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"• Shift+mouse click: If a base terrain is selected, change the base without "
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"changing the overlay. If an overlay is selected, change the overlay without "
|
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"changing the base.\n"
|
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"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
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"had been selected on the terrain palette (picks up both base and overlay).\n"
|
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"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
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"\n"
|
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"The selected brush changes the size of the tool:"
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msgstr ""
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|
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:41
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msgid "Paint single hexes."
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:42
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msgid "Paint seven hexes at a time."
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msgstr ""
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|
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:43
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msgid "Paint nineteen hexes at a time."
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msgstr ""
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|
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
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msgid "Paint three hexes in a line."
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:52
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msgid "Fill Tool"
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msgstr "Fyllverktyg"
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|
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:53
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msgid ""
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"Fill continuous regions of terrain with a different one.\n"
|
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"\n"
|
||
"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"
|
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"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
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"had been selected on the terrain palette (picks up both base and overlay)."
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:67
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msgid "Select Tool"
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msgstr "Markeringsverktyg"
|
||
|
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#. [topic]: id=editor_tool_select
|
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#: data/core/editor/help.cfg:68
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msgid ""
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||
"Selects a set of hex fields, for use with with the cut, copy and fill-"
|
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"selection buttons below the menu bar.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
|
||
"cursor, and adjoining hexes of the same terrain type.\n"
|
||
"• Control+mouse click: Unselect hexes.\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
||
"\n"
|
||
"The selected brush changes the size of the tool:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:78
|
||
msgid "Select single hexes."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:79
|
||
msgid "Select seven hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:80
|
||
msgid "Select nineteen hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
|
||
msgid "Select three hexes in a line."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:89
|
||
msgid "Clipboard and Paste Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:90
|
||
msgid ""
|
||
"Rotate, flip and paste the terrain in the clipboard\n"
|
||
"\n"
|
||
"Hexes can be cut or copied to the clipboard using the "
|
||
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
|
||
"\n"
|
||
"The paste tool shows an outline of the clipboard, which can be pasted with a "
|
||
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
|
||
"the undo function, which is bound to both Control+Z and to the same key as "
|
||
"the in-game undo function.\n"
|
||
"\n"
|
||
"The paste tool also has some clipboard-manipulation functions:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:97
|
||
msgid "Rotate clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:98
|
||
msgid "Rotate counter-clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:99
|
||
msgid "Flip horizontally"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:100
|
||
msgid "Flip vertically"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:107
|
||
#, fuzzy
|
||
#| msgid "Starting Tool"
|
||
msgid "Starting Locations Tool"
|
||
msgstr "Startverktyg"
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:110
|
||
msgid ""
|
||
"Defines the side leader starting position.\n"
|
||
"\n"
|
||
"This tool sets the side leaders’ default starting locations, and named "
|
||
"special locations. Both types of location are enabled in both <ref>dst='.."
|
||
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
|
||
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
|
||
"are shown as a list in the editor palette, clicking on the map will place "
|
||
"that name on a hex, each location can only be placed on a single hex, and "
|
||
"the editor will only allow one location per hex.\n"
|
||
"\n"
|
||
"To add named special locations, click “Add” at the bottom of the editor "
|
||
"palette, and enter the name. These names must start with a letter and may "
|
||
"contain numbers and underscores.\n"
|
||
"\n"
|
||
"More than nine teams can be added to a map, by clicking “Add” and entering a "
|
||
"number, for example “10”. The UI will automatically show this as “Player "
|
||
"10”.\n"
|
||
"\n"
|
||
"Named locations can be accessed from WML using the Standard Location "
|
||
"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
|
||
"accessed from WML using <italic>text='location_id=1'</italic>, "
|
||
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
|
||
"adding “Player ” in front of the number.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Control+mouse click on a hex that already has a location: select that "
|
||
"location for placing with a subsequent mouse click, as if it was selected in "
|
||
"the editor palette."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:129
|
||
msgid ""
|
||
"editor^Maps generally look similar in the editor to their appearance in the "
|
||
"game. There are a few exceptions, where different graphics are used in the "
|
||
"editor; all the overlays described here are found in the terrain palette’s "
|
||
"“special” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English the text is “IO” for impassable and “UO” for unwalkable.
|
||
#: data/core/editor/help.cfg:134
|
||
msgid ""
|
||
"editor^<bold>text='Movement Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
|
||
"Impassable and Unwalkable\n"
|
||
"\n"
|
||
"While easily noticeable in the editor, these are invisible in the game, so "
|
||
"the mixed terrains created by them look like the base terrain. They create a "
|
||
"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
|
||
"respectively."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
|
||
#: data/core/editor/help.cfg:143
|
||
msgid ""
|
||
"editor^<bold>text='Castle Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
|
||
"img>\n"
|
||
"\n"
|
||
"Adding either of these overlays to a passable hex allows units to be "
|
||
"recruited onto a hex. The keep also allows a leader to recruit from there.\n"
|
||
"\n"
|
||
"These can be added to an impassable hex to connect a castle to a visually-"
|
||
"separate keep through an impassable wall. It’s also possible to create a "
|
||
"castle that seems to have grassland between the keep and towers, however "
|
||
"this requires the connecting hexes to be occupied or blocked to prevent "
|
||
"units being recruited onto them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image here has text, while it could be translated I assume editor-only images won’t be.
|
||
#. In English this image is the literal text “Village overlay”.
|
||
#: data/core/editor/help.cfg:154
|
||
msgid ""
|
||
"editor^<bold>text='Village Overlay'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
|
||
"editor.png~O(0.5))' align=here box=yes</img>\n"
|
||
"\n"
|
||
"This turns any base terrain into a village, providing income and healing."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image is an “S” on a solid black background.
|
||
#: data/core/editor/help.cfg:162
|
||
msgid ""
|
||
"editor^<bold>text='Fake Shroud'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Fake Shroud looks like an unexplored area, even in scenarios that have "
|
||
"shroud disabled and even when the player’s units can see the hex."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
#, fuzzy
|
||
#| msgid "Terrain Editor"
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "Terrängredigerare"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:173
|
||
msgid ""
|
||
"A cosmetic elevation effect that looks a little different in the editor than "
|
||
"in the game due to visual aids in the editor; all the overlays described "
|
||
"here are found in the terrain palette’s “elevation” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Avancerat'</bold>"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:178
|
||
msgid ""
|
||
"Bluffs and Gulch\n"
|
||
"\n"
|
||
"The bluffs, gulches, and similar variations are much like a standard terrain "
|
||
"overlay, and can simply be used that way. However, for larger areas of the "
|
||
"map, where you will want to allow the use of other overlay terrains, you "
|
||
"will want to combine these with the “markers” described in the next section."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Avancerat'</bold>"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:186
|
||
msgid ""
|
||
"Raised elevation editor palette icon\n"
|
||
"\n"
|
||
"To make a patch of terrain higher or lower, and still be able to use other "
|
||
"overlay terrains such as trees, you will need to use these markers. Placing "
|
||
"one of these arrows on the map will flood-fill the map with a color-coded "
|
||
"haze; neither the haze nor the arrow will be visible in game. The hazed area "
|
||
"will have a border ledge, making it look higher or lower than the adjacent "
|
||
"tiles.\n"
|
||
"\n"
|
||
"There are two high markers and two low markers, so it is possible to make "
|
||
"terraces of up to five levels (lowest, lower, normal, higher, highest). "
|
||
"Placing a high region next to a low region does not result in larger "
|
||
"cliffs.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:193
|
||
msgid ""
|
||
"editor^<bold>text='How to Use'</bold>\n"
|
||
"\n"
|
||
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
|
||
"type terrains can be used to contain the floodfilled area.\n"
|
||
"\n"
|
||
"An example use case would be:\n"
|
||
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
|
||
"paint tool to outline a big blob over an empty, all-grass map.\n"
|
||
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
|
||
"Bluffs border).\n"
|
||
"3. The blob should all be raised now, and as long as you don't overwrite "
|
||
"the Marker or Bluffs overlays, you can add other terrain overlays as "
|
||
"needed.\n"
|
||
"\n"
|
||
"The graphics used to represent the ledge borders are determined by the base "
|
||
"terrain.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:204
|
||
msgid ""
|
||
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
|
||
"have their terrain codes changed, or any other properties affected, so "
|
||
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Deprecated Terrain"
|
||
msgstr "Terräng"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated.
|
||
#. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it.
|
||
#: data/core/editor/help.cfg:213
|
||
msgid ""
|
||
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
|
||
"png)' align=left box=yes</img>The magenta ‘D’ (for “Deprecated”).\n"
|
||
"\n"
|
||
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
|
||
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
|
||
"ref>,\n"
|
||
"• the “Xol” Lit Stone Wall, which is deprecated because several wall "
|
||
"terrains now support the “^Efs” Sconce embellishment.\n"
|
||
"\n"
|
||
"The help pages for these terrains may have additional text that’s only shown "
|
||
"in the editor, describing the deprecation and the recommended replacements."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr "Etikettverktyg"
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:227
|
||
msgid ""
|
||
"Put text labels on the map.\n"
|
||
"\n"
|
||
"• Left-click will open a dialog box to create a new label or edit an "
|
||
"existing one.\n"
|
||
"• Right-click deletes.\n"
|
||
"• Drag-and-drop with the left mouse button moves labels.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are "
|
||
"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
"monoliths. Multiple items can be placed on the same hex.\n"
|
||
"\n"
|
||
"• Left-click will place a decoration on the clicked hex.\n"
|
||
"• Right-click will remove the decoration.\n"
|
||
"\n"
|
||
"<bold>text='Note:'</bold> the tool doesn’t support undo.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are not part "
|
||
"of the terrain and are implemented in the scenario using WML’s "
|
||
"<italic>text='[item]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr "Byägarverktyg"
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:260
|
||
msgid ""
|
||
"This tool assigns ownership of villages at the start of a scenario. The "
|
||
"villages must first be placed on the terrain with the "
|
||
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
|
||
"\n"
|
||
"• Left-click will assign the village to the currently-selected side.\n"
|
||
"• Right-click will set the village back to unowned.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; ownership information is "
|
||
"stored by adding WML <italic>text='[village]'</italic> tags to the "
|
||
"appropriate <italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:274
|
||
msgid "Unit Tool"
|
||
msgstr "Truppverktyg"
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:275
|
||
msgid ""
|
||
"Place units belonging to the currently-selected side.\n"
|
||
"\n"
|
||
"• Left-click will place a unit.\n"
|
||
"• Left drag-and-drop will move an already-placed unit.\n"
|
||
"• Various operations are added to the right-click menu when the hex contains "
|
||
"a unit.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[unit]'</italic> tags to the appropriate "
|
||
"<italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr "Namngivna områden"
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
msgid ""
|
||
"This tool creates sets of tiles that can be used in WML scripts’ Standard "
|
||
"Location Filters (a concept explained in detail on the Wiki), by using the "
|
||
"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
|
||
"example:\n"
|
||
"\n"
|
||
"• assigning a local time zone to this set of hexes\n"
|
||
"• filtering the set of hexes which trigger an event when a unit moves on to "
|
||
"them\n"
|
||
"\n"
|
||
"To use the tool:\n"
|
||
"\n"
|
||
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
|
||
"ref>\n"
|
||
"• in the Areas menu, select Add New Area\n"
|
||
"• then in the Areas menu, select Save Selection to Area\n"
|
||
"• then in the Areas menu, select Rename Selected Area and choose a name for "
|
||
"the area\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s "
|
||
"name implies time, it is now more generic and can be used for other purposes "
|
||
"without needing to change the time-of-day schedule in the area."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr "Spellistehanterare"
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:313
|
||
msgid ""
|
||
"Shows a list of music tracks known to the editor, with toggle-boxes to "
|
||
"enable them.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[music]'</italic> tags to the scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
#, fuzzy
|
||
#| msgid "Using Add-ons"
|
||
msgid "Change Add-on ID"
|
||
msgstr "Använda extramaterial"
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:325
|
||
msgid ""
|
||
"Allows changing the ID of an add-on, which is the name of the folder it’s "
|
||
"in. This will only rename that folder and update any references to it in the "
|
||
"_main.cfg file. Any other place will need to be updated manually."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:335
|
||
msgid ""
|
||
"Allows setting up an add-on’s _server.pbl file, which is required for "
|
||
"publishing an add-on to the add-ons server for other players to download. "
|
||
"The Validate button will check whether all required fields have valid values."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr "Kart-/Scenarioredigerare"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:344
|
||
msgid ""
|
||
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario as well as initializing an add-"
|
||
"on which can be used to distribute the scenarios you create.\n"
|
||
"\n"
|
||
"The editor can be launched from the <italic>text='Map Editor'</italic> "
|
||
"option at the title screen.\n"
|
||
"\n"
|
||
"<header>text='Editing Modes'</header>\n"
|
||
"\n"
|
||
"The editor features two modes of operation: terrain mode and scenario mode.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
|
||
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
|
||
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
|
||
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
|
||
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
|
||
"setting the leaders’ <ref>dst='editor_tool_starting' text='starting "
|
||
"locations'</ref>.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
|
||
"addition to the tools available in terrain mode, adds support for adding "
|
||
"<ref>dst='editor_tool_label' text='labels'</ref>, "
|
||
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
|
||
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
|
||
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
|
||
"at the start of the scenario. There’s also a <ref>dst='editor_playlist' "
|
||
"text='playlist manager'</ref> for the music."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:356
|
||
msgid ""
|
||
"In either mode, you will be prompted to choose an add-on to use for the "
|
||
"scenarios you create. This can be an existing add-on or a brand new add-on. "
|
||
"If you choose to use a brand new add-on, then the add-on will have all the "
|
||
"required files and folders automatically created as well as a default ID "
|
||
"assigned. Unless you are editing an already existing map file, using "
|
||
"scenario mode is required in order for your maps to be selectable during "
|
||
"game creation."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:358
|
||
msgid ""
|
||
"<header>text='What you do *not* get'</header>\n"
|
||
"\n"
|
||
"• Exactly the same map rendering as in-game\n"
|
||
"\n"
|
||
"The map won’t look exactly the same in the game as it does in the editor, "
|
||
"because this depends on the terrain rules. For example, when many mountain "
|
||
"hexes are clustered together the terrain rules will try to combine them into "
|
||
"mountain ranges and large graphics spanning multiple hexes.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"\n"
|
||
"The editor is not a tool to help you scripting the scenario’s event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"\n"
|
||
"The editor can load most maps from older versions of Wesnoth, but not all. "
|
||
"Maps from 1.3.2 and later will normally be supported, unless they use "
|
||
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
|
||
"have their own terrains will need that add-on to tell the editor about their "
|
||
"terrains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:378
|
||
msgid ""
|
||
"The terrain editor’s functionality is similar to a simple paint "
|
||
"application.\n"
|
||
"\n"
|
||
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
|
||
"toolkit (see the pages for each tool), tool options, and "
|
||
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
|
||
"\n"
|
||
"When saved using “Save Map As” and saving to the default directory, the "
|
||
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
|
||
"“Create Game” dialog."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:390
|
||
msgid ""
|
||
"The scenario editor mode adds support for some map-related WML features, "
|
||
"such as areas and scenery items. Most scenarios will still require "
|
||
"additional WML to be written using a different tool; the scenario editor "
|
||
"does not support scripting the scenario’s events."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:392
|
||
msgid ""
|
||
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
|
||
"\n"
|
||
"You can check which mode the editor is in by looking at the menu bar.\n"
|
||
"\n"
|
||
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
|
||
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:399
|
||
msgid ""
|
||
"<header>text='Entering scenario mode'</header>\n"
|
||
"\n"
|
||
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
|
||
"menu.\n"
|
||
"\n"
|
||
"If you’re already editing a map in terrain mode, use “Save Scenario As” from "
|
||
"the “File” menu; this will switch to scenario mode.\n"
|
||
"\n"
|
||
"To load a map that was created in the scenario editor, use “Load Map” from "
|
||
"the “File” menu, and select the .cfg file (not a .map file)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:407
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves one file when in terrain mode (a .map) or two files "
|
||
"when in scenario mode (both a .map and a .cfg).\n"
|
||
"\n"
|
||
"Loading a .cfg file has different results depending on the contents of the ."
|
||
"cfg file. For .cfg files that were created by the scenario editor, it will "
|
||
"open the .cfg in the scenario editor. However, for .cfg files that cannot be "
|
||
"opened by the scenario editor, the editor will attempt to find the "
|
||
"scenario's map data and open the corresponding .map file in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector. It is recommended "
|
||
"in those cases to simply load the .map file directly instead."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:420
|
||
msgid ""
|
||
"When loading a .cfg file, the scenario editor understands files created by "
|
||
"the scenario editor, but is likely to have difficulty with files that have "
|
||
"been edited by hand.\n"
|
||
"\n"
|
||
"One option is to create a separate WML file, also with the .cfg extension, "
|
||
"which uses the WML preprocessor to include the editor-created file. This "
|
||
"separate file contains both the [scenario] tag and any hand-edited WML such "
|
||
"as events. With this workflow, the add-on’s file structure could look like "
|
||
"this:\n"
|
||
"\n"
|
||
"<header>text='Example'</header>\n"
|
||
"If your add-on will only be used on 1.18 and later, it is instead "
|
||
"recommended to use the new include_file attribute to load a .cfg file "
|
||
"containing additional WML into the scenario.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
"which makes “map_file” search the “maps” directory\n"
|
||
"• maps/first.map\n"
|
||
" ◦ this is the .map file created by the scenario editor when saving in "
|
||
"scenario mode\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ this is the .cfg file containing everything that the scenario editor "
|
||
"doesn't understand\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
|
||
"map file\n"
|
||
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
|
||
"the additional cfg file"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:444
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
|
||
#: data/core/editor/help.cfg:452
|
||
#, fuzzy
|
||
#| msgid "Map and Scenario Editor"
|
||
msgid "ToD and Schedule Editor"
|
||
msgstr "Kart- och scenarioredigerare"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:453
|
||
msgid ""
|
||
"This button at the top-right of the screen accesses the time-of-day preview "
|
||
"and the schedule editor.\n"
|
||
"\n"
|
||
"In terrain mode, this displays the map as it will be recolored at different "
|
||
"times of day.\n"
|
||
"\n"
|
||
"In scenario mode, the button accesses an editor for individual schedules for "
|
||
"<ref>dst='editor_named_area' text='time areas'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:464
|
||
msgid "Editor Palette"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:466
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units. When using the Starting Locations Tool, the palette changes "
|
||
"to a list of “Player 1”, “Player 2”, etc.\n"
|
||
"\n"
|
||
"<bold>text='Filter'</bold>\n"
|
||
"\n"
|
||
"There is a filter function to show only a subset of the available items — "
|
||
"this is the leftmost of the four buttons at the top of the palette, and the "
|
||
"graphic changes depending on what is selected. Examples:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr "Kartformat för Wesnoth"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:488
|
||
msgid ""
|
||
"<header>text='Native'</header>\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"only non-terrain information provided by the map syntax is the set of "
|
||
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
|
||
"Locations Tool'</ref>. The files can be edited with a general purpose text "
|
||
"editor like notepad.\n"
|
||
"\n"
|
||
"These files can be used directly for multiplayer games, the number of "
|
||
"players is automatically determined by the number of starting positions. "
|
||
"When saved in the default directory, the map can be found in the “Custom "
|
||
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
|
||
"refresh the cache (press F5 on the title screen) before a newly-created map "
|
||
"appears.\n"
|
||
"\n"
|
||
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
|
||
"providing additional information such as teams, custom events, and complex "
|
||
"side setups. The .cfg file loads the map file with either of:\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
|
||
"1.14'</italic>\n"
|
||
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
|
||
"include'</italic>\n"
|
||
"\n"
|
||
"The <italic>text='map_file'</italic> method is preferred over using a "
|
||
"preprocessor include."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:501
|
||
msgid ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"The map data can stored as part of a scenario’s .cfg file, directly in the "
|
||
"<italic>text='map_data'</italic> attribute. In other words, in the place "
|
||
"that the preprocessor would include it when using the preprocessor-include "
|
||
"method.\n"
|
||
"\n"
|
||
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
|
||
"\n"
|
||
"If you are editing the map and not using the Scenario Mode support, then "
|
||
"it’s trivial to move the data to a native map file before opening it in the "
|
||
"editor. This conversion is recommended — the editor supports editing the "
|
||
"content of map_data while leaving everything else in the file untouched, but "
|
||
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:509
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
|
||
"map data as a separate .map file. The scenario then references the .map file "
|
||
"via map_file. When loading a .cfg file, the scenario editor understands "
|
||
"files created by the scenario editor itself, but is likely to have "
|
||
"difficulty with files that have been edited by hand; problems can be avoided "
|
||
"by <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
|
||
"ref> for the hand-edited parts."
|
||
msgstr ""
|
||
|
||
#. [editor_times]: id=deep_underground
|
||
#. [time]: id=deep_underground
|
||
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
|
||
msgid "Deep Underground"
|
||
msgstr "Djupa underjorden"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr "Inomhus"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Uppslagsverk"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
#, fuzzy
|
||
#| msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgid ""
|
||
"<ref>dst='..calendar' text='Calendar'</ref>\n"
|
||
"<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Geografi'</ref>"
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:14
|
||
msgid ""
|
||
"Each year in the Wesnothian calendar is composed of 12 months. These are, in "
|
||
"order:\n"
|
||
"\n"
|
||
"Whitefire\n"
|
||
"Bleeding Moon\n"
|
||
"Scatterseed\n"
|
||
"Deeproot\n"
|
||
"Scryer’s Bloom\n"
|
||
"Thorntress\n"
|
||
"Summit Star\n"
|
||
"Kindlefire\n"
|
||
"Stillseed\n"
|
||
"Reaper’s Moon\n"
|
||
"Verglas Bloom\n"
|
||
"Blackfire\n"
|
||
"\n"
|
||
"The Wesnothian calendar begins with the founding of Wesnoth in the year 1 YW "
|
||
"(Year of Wesnoth). Years before that are counted based on the number of "
|
||
"years before the founding of Wesnoth using BW (Before Wesnoth). After the "
|
||
"Fall of Wesnoth dates use AF (After the Fall)."
|
||
msgstr ""
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Geografi"
|
||
|
||
#. [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 ""
|
||
"En flod med källa i <ref>dst='heart_mountains' text='Kärnbergen'</ref>, som "
|
||
"löper österut och förenar sig med floden Listra."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great River"
|
||
msgstr "Stora floden"
|
||
|
||
#. [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 ""
|
||
"Den Stora floden utgör gränsen mellan <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoths kungadöme'</ref> och <ref>dst='northlands' "
|
||
"text='Nordanländerna'</ref>. Den rinner ut i <ref>dst='great_ocean' "
|
||
"text='Stora havet'</ref> vid <ref>dst='elensefar' text='Elensefar'</ref>."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:35
|
||
msgid ""
|
||
"The Ford of Abez is a crossing between Wesnoth and the Northlands, and is "
|
||
"the westernmost point where the Great River can be crossed without ships."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:40
|
||
msgid "Great Ocean"
|
||
msgstr "Stora havet"
|
||
|
||
#. [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 ""
|
||
"Ligger väst om <ref>dst='great_continent' text='Stora kontinenten'</ref> och "
|
||
"alla floder rinner så småningom ut i det här havet. Långt till väst över "
|
||
"Stora havet finns en väldig övärld kallad <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 ""
|
||
"En arkipelag belägen någonstans i <ref>dst='great_ocean' text='Stora havet'</"
|
||
"ref>, öster om <ref>dst='green_isle' text='Gröna ön'</ref> och väster om den "
|
||
"<ref>dst=great_continent text='Stora kontinenten'</ref>.\n"
|
||
"Den befolkas främst av <ref>dst='..race_drake' text='drakfolket'</ref>.\n"
|
||
"Den centrala ön i arkipelagen heter också ‘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 "Gröna ön"
|
||
|
||
#. [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 "En större ö i <ref>dst='great_ocean' text='Stora havet'</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 "Gamla kontinenten"
|
||
|
||
#. [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 ""
|
||
"Ligger väster om <ref>dst='morogor' text='Morogor'</ref> tvärs över "
|
||
"<ref>dst='great_ocean' text='Stora havet'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:91
|
||
msgid "Great Continent"
|
||
msgstr "Stora kontinenten"
|
||
|
||
#. [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 ""
|
||
"Kontinenten som <ref>dst='kingdom_wesnoth' text='Wesnoths kungadöme'</ref> "
|
||
"ligger på. Den västra kusten omges av <ref>dst='great_ocean' text='stora "
|
||
"havet'</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 ""
|
||
"Namnet på världen som <ref>dst='kingdom_wesnoth' text='Wesnoths'</ref> "
|
||
"kungadöme ligger i är ‘Irdya’. Termen används dock väldigt sällan i den "
|
||
"tidsålder som huvudkartan avbildar. Folk säger vanligtvis helt enkelt "
|
||
"“världen” eller mer poetiskt, “den vida, gröna världen”."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:103
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Wesnoths kungadöme"
|
||
|
||
#. [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"
|
||
#| " • Gray 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 ""
|
||
"Wesnoths kungadöme ligger centralt och något till norr på den "
|
||
"<ref>dst='great_continent' text='stora kontinenten'</ref>. De flesta av "
|
||
"standardkampanjerna fokuserar på riket. På kartan avgränsas det till norr "
|
||
"av den stora floden, Stora havets kust till väst, Aethenskogen åt "
|
||
"<ref>dst='southwest_elven_lands' text='sydväst'</ref>, och Bittra träsket åt "
|
||
"sydost (nedre högra hörnet av huvudkartan).\n"
|
||
"\n"
|
||
"På andra sidan floden Aethen, söder om Tahn-fortet, finner man ett av "
|
||
"Wesnoths nybyggarområden. Dess södra gräns utgörs av Aethenskogen (utanför "
|
||
"kartan).\n"
|
||
"\n"
|
||
"<header>text='Nämnvärda städer:'</header>\n"
|
||
" • Weldyn: Wesnoths huvudstad.\n"
|
||
" • Aldril: Stad vid Pärlbukten.\n"
|
||
" • Svartvattnet: Stad söder om Pärlbukten.\n"
|
||
" • Carcyn: Belägen mellan Grå skogen och Stora floden.\n"
|
||
" • Dan’Tonk: Wesnoths största stad, centralt belägen, strax nordväst om "
|
||
"Weldyn.\n"
|
||
" • Soradoc: Den nordligaste gränsutposten till Wesnoth, korollerar "
|
||
"sammaflödet av floden Weldyn och Stora floden.\n"
|
||
" • Tahn-fortet: Den sydligaste gränsutposten, kontrollerar den norrgående "
|
||
"vägen över floden Aethen.\n"
|
||
" • Tath: Viktig garnisonsstad norr om Dan’Tonk, kontrollerar vildmarkerna "
|
||
"runt de östra delarna av Bruna kullarna och norr om Abez-vadet.\n"
|
||
"\n"
|
||
"<header>text=' Nämnvärd geografi:'</header>\n"
|
||
" • Gripberget: Hem för de mytomspunna Griparna\n"
|
||
" • Abez-vadet: Grund del av Stora floden, vanligtvis kontrollerat av "
|
||
"Wesnoths styrkor\n"
|
||
" • Floden Weldyn: En förgrening av Stora floden som löper söderut\n"
|
||
" • Stora centralslätten: Område avgränsat av Weldyn, Dan’Tonk och Tahn-"
|
||
"fortet. Den här slätten är Wesnoths spannmålsmagasin och huserar större "
|
||
"delen av landets invånare\n"
|
||
" • Dulatus-kullarna: Dessa rullstensåsar på gränsen till Stora "
|
||
"centralslätten är hem till stora delar av Wesnoths boskap och odlingar\n"
|
||
" • Bruna kullarna: Ödemark kring Gripberget som är nästan helt obefolkat "
|
||
"och stundom väldigt farlig.\n"
|
||
" • Hästslätten: en region med svepande slätter strax söder om Stora "
|
||
"floden, med Glyns skog i väst och floden Weldyn i öst; i syd går den ihop "
|
||
"med Stora centralslätten. Ett hem för de mäktiga klanerna; de bästa hästarna "
|
||
"i Wesnoth avlas här.\n"
|
||
" • Östmarkskullarna: Halvstor kedja av kullar söder om Stora floden och "
|
||
"öst om floden Weldyn. Den nordligaste delen, närmast Weldyn, har varit "
|
||
"bebodd av Wesnoth-folk då och då, men kungadömets kontroll är som bäst "
|
||
"osäker och banditer är vanliga.\n"
|
||
" • Glyns skog: Även känd som den Kungliga skogen, döpt efter en av "
|
||
"Haldric II söner\n"
|
||
" • Grå skogen: Stor skog mitt i Wesnoth vildmark, belägen mellan Carcyn "
|
||
"och Aldril. Anses av många vara hemsökt"
|
||
|
||
#. [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 är stundom en provins till <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, stundom ett oberoende land, eller förenat i en union "
|
||
"med Wesnoth. Dess gränser är den <ref>dst='great_river' text='Stora Floden'</"
|
||
"ref> i norr, en vagt definierad gräns till Wesnoth åt öster. Pärlbukten "
|
||
"ligger på södra gränsen, och <ref>dst='great_ocean' text='havet'</ref> är "
|
||
"dess västra gräns. Ytterligare information finns i Wesnoths historiska "
|
||
"berättelser.\n"
|
||
"\n"
|
||
"<header>text='Nämnvärda städer:'</header>\n"
|
||
" • Elensefar: Huvudstaden, belägen på en ö i <ref>dst='great_river' "
|
||
"text='Stora Flodens'</ref> delta\n"
|
||
" • Carcyn: Stad på gränsen mellan Wesnoth och Elensefar, i dispyt med "
|
||
"Wesnoth\n"
|
||
"\n"
|
||
"<header>text=' Nämnvärd geografi:'</header>\n"
|
||
" • <ref>dst='great_river' text='Stora floden'</ref>: Den är väldigt vid "
|
||
"här, och skepp är de enda fartyg som kan korsa den."
|
||
|
||
#. [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 "Nordländerna"
|
||
|
||
#. [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 ""
|
||
"Det finns ingen samlad regering över Nordländerna. Diverse grupper med "
|
||
"orcher, dvärgar, barbarer och till och med alver bor i regionen. Vare sig "
|
||
"den norra eller den östra gränsen är definierad, medan den södra utgörs av "
|
||
"<ref>dst='great_river' text='Stora floden'</ref>, och till väst ligger "
|
||
"<ref>dst='great_ocean' text='havet'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Nämnvärda städer:'</header>\n"
|
||
" • Glamdrol: Huvudstaden för en orch-stam\n"
|
||
" • Wesmere: Platsen för Ka’lian — alvernas rådslag\n"
|
||
" • Dvärgarnas Port: En stad med både människor och dvärgar i Knalga-"
|
||
"region i södra Kärnbergen. Ett stort handelscentrum.\n"
|
||
" • Dallben och Delwyn: Människobyar byggda av nybyggare som korsade Stora "
|
||
"floden expansionen under Wesnoths gyllene ålder. Numera övergivna. "
|
||
"Skogsområdena nordost om <ref>dst='elensefar' text='Elensefar'</ref>, där "
|
||
"dessa byar låg, döptes till Annuvin-provinsen av människorna. Alverna känner "
|
||
"istället området under namnet Wesmere.\n"
|
||
"\n"
|
||
"<header>text=' Nämnvärd geografi:'</header>\n"
|
||
" • <ref>dst='heart_mountains' text='Kärnbergen'</ref>: En ogenomtränglig "
|
||
"barriär mellan flodlandet och de norra vidderna.\n"
|
||
" • Kärntopparna: en särskilt avskräckande kedja av bergstoppar sydväst om "
|
||
"Vrugsjön och norr om Wesmeres skogar. Den farligaste och mest ogästvänliga "
|
||
"delen av Kärnbergen; eremiter, galningar samt magiker är de enda som bor "
|
||
"här.\n"
|
||
" • Fruktans träsk: ett stort kärr beläget mellan Kärnbergen och Stora "
|
||
"floden. Ett särdeles farligt ställe.\n"
|
||
" • Vrugsjön: En stor bergsjö vars flod skär den enda vägen genom de norra "
|
||
"bergsmassiven\n"
|
||
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: Den flod som flyter "
|
||
"ur Vrugsjön. Det är det alvernas namn på den; bland människor kallas den "
|
||
"Längdälven.\n"
|
||
" • Listra: Floden som Arkan-thoria mynnar ut i, som i sin tur är en "
|
||
"södergående biflod till Stora floden.\n"
|
||
" • Lintanir: Den yttersta södra delen av Stora norra skogen, en gigantisk "
|
||
"skog som bara alverna känner till de östra och norra gränserna av. Det är "
|
||
"ytterst sällan människor besökt deras huvudstad, Elensiria.\n"
|
||
" • <ref>dst='great_river' text='Stora floden'</ref>: Källan till den här "
|
||
"floden står att finna någonstans i de östra utkanterna av nordländerna"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:183
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Sydvästa alvländerna"
|
||
|
||
#. [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 ""
|
||
"Skogsalverna är avskilda från de i norr och har bara sporadiska relationer "
|
||
"med dem och de flesta andra länderna. Deras land gränsar till "
|
||
"<ref>dst='great_ocean' text='havet'</ref> i väst, Svarta floden i söder och "
|
||
"sydöst, Wesnoths marker i norr och provinsen Kerlath i öst.\n"
|
||
"\n"
|
||
"<header>text='Nämnvärda städer:'</header>\n"
|
||
" • Inga kända\n"
|
||
"\n"
|
||
"<header>text='Nämnvärd geografi:'</header>\n"
|
||
" • Aethenskogen: De stora södra skogarna som sträcker sig mot sydväst, "
|
||
"mycket längre än vad som är kartlagt, och är hem till <ref>dst='..race_elf' "
|
||
"text='alverna'</ref>. Även om alverna inte gör en sådan uppdelning kallar "
|
||
"invånarna i Kerlath de södra delarna för Sydskogen.\n"
|
||
" • Svartskogen: En uråldrig skog som man vet mycket lite om. Den övergavs "
|
||
"av alverna för mycket länge sedan."
|
||
|
||
#. [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 ""
|
||
"Skogsalverna är avskilda från de i norr och har bara sporadiska relationer "
|
||
"med dem och de flesta andra länderna. Deras land gränsar till "
|
||
"<ref>dst='great_ocean' text='havet'</ref> i väst, Svarta floden i söder och "
|
||
"sydöst, Wesnoths marker i norr och provinsen Kerlath i öst.\n"
|
||
"\n"
|
||
"<header>text='Nämnvärda städer:'</header>\n"
|
||
" • Inga kända\n"
|
||
"\n"
|
||
"<header>text='Nämnvärd geografi:'</header>\n"
|
||
" • Aethenskogen: De stora södra skogarna som sträcker sig mot sydväst, "
|
||
"mycket längre än vad som är kartlagt, och är hem till <ref>dst='..race_elf' "
|
||
"text='alverna'</ref>. Även om alverna inte gör en sådan uppdelning kallar "
|
||
"invånarna i Kerlath de södra delarna för Sydskogen.\n"
|
||
" • Svartskogen: En uråldrig skog som man vet mycket lite om. Den övergavs "
|
||
"av alverna för mycket länge sedan."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:194
|
||
msgid "Heart Mountains"
|
||
msgstr "Kärnbergen"
|
||
|
||
#. [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 "Norden"
|
||
|
||
#. [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 ""
|
||
"Den kalla, karga och otillgängliga Norden är det ursprungliga hemlandet för "
|
||
"Orchklanerna. Det ligger norr om <ref>dst='heart_mountains' "
|
||
"text='Kärnbergen'</ref>, som orcherna kallar Haggid-Dargor och (utan grund) "
|
||
"gör anspråk på som sina. I öst finns de Klanlösa stammarna från de vilda "
|
||
"vidderna, som bröt loss från klanerna för att istället ströva fritt med de "
|
||
"vilda barbar-människorna och slåss med högalverna från de norra vidderna "
|
||
"(kända som nordalver bland människorna). Högalvernas hemvist står att finna "
|
||
"länge österut, där rykten säger att de styr över ett stort rike.\n"
|
||
"\n"
|
||
"<header>text='Nämnvärda städer:'</header>\n"
|
||
" • Barag Gor, orchernas tingsplats\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz\n"
|
||
" • Dorest, människornas nordligaste stad\n"
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Nämnvärd geografi:'</header>\n"
|
||
" • Svarta kärret\n"
|
||
" • Berget Dorth\n"
|
||
" • Berget Haag\n"
|
||
" • Gröna skogen\n"
|
||
" • Tysta skogen\n"
|
||
" • Theliens skog\n"
|
||
" • Floden Oumph\n"
|
||
" • Floden Bork\n"
|
||
" • Frusna vidderna\n"
|
||
" • Öde slätterna"
|
||
|
||
#. [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 "Norden"
|
||
|
||
#. [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 "Dygnets gång"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Introduktion"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Spelteknik"
|
||
|
||
#. #-#-#-#-# 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 "Karaktärsdrag"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Trupper"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Förmågor"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Vapenspecialiteter"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:127
|
||
msgid "Eras"
|
||
msgstr "Eror"
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:70 data/core/help.cfg:554
|
||
msgid "Terrains"
|
||
msgstr "Terräng"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:607
|
||
msgid "Add-ons"
|
||
msgstr "Extramaterial"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:680
|
||
msgid "Commands"
|
||
msgstr "Kommandon"
|
||
|
||
#. [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='Kampen om Wesnoth'</italic> är ett dragbaserat strategispel i "
|
||
"fantasymiljö som ter sig något annorlunda jämfört med andra moderna "
|
||
"strategispel. Medan andra spel strävar efter komplexitet, så strävar "
|
||
"<italic>text='Kampen om Wesnoth'</italic> efter enkelhet i både regler och "
|
||
"spelteknik. Tro nu inte att detta gör spelet i sig lätt - dessa enkla regler "
|
||
"ger ett mycket rikt strategispel, som är lätt att lära sig men en rejäl "
|
||
"utmaning att bemästra.\n"
|
||
"\n"
|
||
"De nedanstående sidorna berättar kortfattat allt du behöver veta för att "
|
||
"spela Wesnoth. Efterhand som du stöter på nya aspekter av spelet kommer ny "
|
||
"information läggas till i de olika kategorierna. För mer detaljerad "
|
||
"information följ de länkar som ges."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "Om spelet"
|
||
|
||
#. [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 ""
|
||
"Spelet utspelar sig på ett spelfält som byggs upp av hexagonala rutor, där "
|
||
"dina trupper slåss mot andra trupper - som kan styras av dator, en vän vid "
|
||
"samma dator (hotseat-spel), andra spelare på samma nätverk eller någon "
|
||
"annanstans i världen i gruppspelsläge.\n"
|
||
"\n"
|
||
"Var och en av dessa strider kallas för ett <italic>text='scenario'</italic> "
|
||
"vilka i sin tur kan kedjas samman till en <italic>text='kampanj'</italic>. "
|
||
"Utöver de kampanjer som följer med när du installerar spelet, stödjer "
|
||
"Wesnoth innehåll som skapas av spelarna själva och extramaterialsservern har "
|
||
"hundratals kartor, kampanjer, eror, fraktioner och resurser.\n"
|
||
"\n"
|
||
"Spelet använder sig också av ett markup-språk som kan läsas av människor - "
|
||
"Wesnoth Markup Language (WML) som gör det enkelt för spelare att skapa eget "
|
||
"innehåll. Därutöver finns det en funktionsrik Kart- och scenarioredigerare "
|
||
"som låter dig skapa dina egna stridsfält.\n"
|
||
"\n"
|
||
"Projektet <italic>text=Kampen om Wesnoth'</italic> påbörjades 2003 och har "
|
||
"utvecklats av mängder av frivilliga sedan dess."
|
||
|
||
#. [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 ""
|
||
"I detta avsnitt listas alla de trupper som du kommer att stöta på efterhand "
|
||
"som du utforskar Wesnoths värld. Närhelst som du ser en ny trupp under en "
|
||
"kampanj eller ett gruppspelsscenario, kommer denna att läggas till under den "
|
||
"sektion som behandlar dess ras här. Du kan därefter läsa på om denna trupp "
|
||
"när du vill. En trupps sida ger en generell beskrivning, truppens statistik, "
|
||
"dess attack, försvar, motståndskraft och rörelseförmåga.\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 ""
|
||
"En fraktion är en samling av trupper och ledare. Fraktioner tilldelas sidor "
|
||
"i gruppspel.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:130
|
||
msgid ""
|
||
"An era is a collection of factions, intended to be played against one "
|
||
"another. Besides the mainline eras that come with the game, many user-made "
|
||
"factions are available from add-ons.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"En era är en samling av fraktioner som är avsedda att spela mot varandra. "
|
||
"Förutom de eror som kom med spelet, finns det många spelartillverkade "
|
||
"fraktioner tillgängliga som extramaterial.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:139
|
||
msgid ""
|
||
"Certain units have abilities that either directly affect other units or have "
|
||
"an impact on how the unit interacts with other units. These abilities will "
|
||
"be listed under this section as you encounter them. Each page will provide a "
|
||
"description of what the ability does and which (currently discovered) units "
|
||
"have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Vissa trupper har förmågor som antingen direkt påverkar andra trupper, eller "
|
||
"som påverkar hur truppen i fråga interagerar med andra trupper. Dessa "
|
||
"förmågor kommer att beskrivas under denna rubrik efter hand som du stöter på "
|
||
"dem. Varje sida kommer tillhandahålla en beskrivning av vad förmåga gör samt "
|
||
"en lista över de trupper (som du känner till) som har denna förmåga\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 ""
|
||
"Några vapen har speciella förmågor som ökar deras effektivitet när du "
|
||
"anfaller med dem. När du stöter på en ny vapenförmåga under en kampanj eller "
|
||
"ett gruppspelsscenario kommer den läggas till denna lista, och du kan läsa "
|
||
"dess sida när du vill. Varje sida kommer tillhandahålla en beskrivning av "
|
||
"vad förmåga gör samt en lista över de trupper (som du känner till) som har "
|
||
"denna förmåga\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "Okänd trupp"
|
||
|
||
#. [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"
|
||
"Denna trupp är för tillfället okänd. Du måste upptäcka den under spelets "
|
||
"gång för att få se dess beskrivning."
|
||
|
||
#. [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 består av en serier strider, som kallas <italic>text='scenarier'</"
|
||
"italic> där dina trupper möter fiender från en eller flera motståndare. "
|
||
"Flera scenarier som följer på varandra och berättar en historia utgör en "
|
||
"<italic>text='kampanj'</italic>. I en kampanj behöver du ofta vara mer "
|
||
"försiktig och se till att de trupper som du vill använda i senare scenarion "
|
||
"överlever.\n"
|
||
"\n"
|
||
"Det interaktiva <italic>text='träningsspelet'</italic> presenterar grunderna "
|
||
"i hur man spelar Wesnoth i form av ett scenario. Det mesta som gås igenom av "
|
||
"träningsspelet förklaras mer djupgående på dessa sidor, och du kan alltid "
|
||
"komma tillbaka hit för att kontrollera om du har glömt något.\n"
|
||
"\n"
|
||
"Efter att du lärt dig grunderna, försök med en nybörjarkampanj, som t ex "
|
||
"<italic>text='Tronarvingen'</italic> eller <italic>text='Sydvakten'</"
|
||
"italic>. Du hittar en fullständig lista över installerade kampanjer m h a "
|
||
"<bold>text='Kampanjer'</bold> på huvudmenyn. Wesnoth kan vara ganska "
|
||
"utmanande, så du bör nog starta på enklare nivåer innan du tar dig an de "
|
||
"svårare.\n"
|
||
"\n"
|
||
"Kampanjer grupperas enligt <italic>text='nivå'</italic>och "
|
||
"<italic>text='svårighetsgrad'</italic>. <italic>text='Tronarvingen'</"
|
||
"italic>är t ex på nybörjarnivå, och kan spelas på tre svårighetsgrader: "
|
||
"'Nybörjare', 'Normal' och 'Utmanande'. Kampanjens nivå anger hur mycket du "
|
||
"behöver känna till om Wesnoths spelmekanik (som <ref>dst='movement' "
|
||
"text='kontrollzoner'</ref> och <ref>dst='time_of_day' text='tid på dygnet'</"
|
||
"ref>) för att kunna spela kampanjen. Svårighetsgraden anger hur utmanande "
|
||
"scenarierna kommer att vara för en erfaren spelare; vid högre svårighetsgrad "
|
||
"kommer det finnas fler och svårare hinder för att nå målen som kräver "
|
||
"skickligare spel. T ex kan en högre svårighetsgrad innebära att fienden har "
|
||
"bättre inkomst, bättre trupper eller fler platser i sin borg etc."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Grundläggande speltaktik'</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 ""
|
||
"Tänk på att när du spelar kan du hålla muspekaren över många av de objekt "
|
||
"som visas på skärmen. Håller du till exempel muspekaren över informationen i "
|
||
"fältet till höger visas det en ruta som förklarar det du pekar på lite "
|
||
"närmare. Detta är särskilt användbart när du stöter på nya <ref>dst='.."
|
||
"abilities_section' text=förmågor</ref> första gången."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Vinst och förlust"
|
||
|
||
#. [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"
|
||
"När du vinner ett scenario så blir kartan gråaktig och <bold>text='Avsluta "
|
||
"drag'</bold>-knappen ändras till en <bold>text='Avsluta scenario'</bold>-"
|
||
"knapp. Nu kan du göra saker som till exemepel att ändra dina "
|
||
"sparinställningar eller (om du är i ett gruppspel) chatta med andra spelare "
|
||
"innan du trycker på knappen för att gå vidare."
|
||
|
||
#. [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 ""
|
||
"Titta noga på <bold>text='målen'</bold> som syns i en dialogruta i början av "
|
||
"varje scenario. Vanligtvis så vinner man genom att döda alla fiendeledare "
|
||
"och blir bara besegrad när din ledare dör. Andra scenarion kan dock ha andra "
|
||
"mål som måste uppfyllas för att vinna, till exempel att förflytta din ledare "
|
||
"till en speciell punkt, rädda någon, lösa ett problem eller klara en "
|
||
"belägring ett visst antal drag."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Rekrytera och återkalla"
|
||
|
||
#. [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"
|
||
"Om du högerklickade på en borgruta och valde Rekrytera så kommer den nya "
|
||
"truppen att dyka upp på den rutan. I annat fall dyker den upp på en ledig "
|
||
"ruta nära kärntornet. Du kan bara rekrytera så många trupper som du har "
|
||
"lediga rutor i din borg, och du kan inte använda mer guld än du faktiskt har "
|
||
"i din kassakista."
|
||
|
||
#. [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 ""
|
||
"Varje sida i spelet börjar med sin respektive ledare i ett kärntorn. I "
|
||
"början av varje strid, och även senare under striden, kommer du att behöva "
|
||
"rekrytera nya <ref>dst='..units' text='trupper'</ref> till din armé. För att "
|
||
"kunna göra detta, måste din ledare (till exempel Konrad i kampanjen "
|
||
"<italic>text='Tronarvingen'</italic>) stå i kärntornsrutan i en "
|
||
"<ref>dst=terrain_castle text=borg</ref>. Du rekryterar antingen genom att "
|
||
"välja <bold>text='Rekrytera'</bold> från menyn eller genom att högerklicka "
|
||
"på någon ruta och välja <bold>text='Rekrytera'</bold>. Du får då upp "
|
||
"rekryteringsmenyn där tillgängliga trupper visas tillsammans med vad det "
|
||
"kostar att leja dem. Klicka på ett truppslag för att se dess statistik, och "
|
||
"klicka sedan på <bold>text='Rekrytera'</bold>för att rekrytera den."
|
||
|
||
#. [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"
|
||
"Rekryterade trupper får två slumpmässigt valda <ref>dst='..traits_section' "
|
||
"text='karaktärsdrag'</ref> som ändrar deras egenskaper."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:204
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In later scenarios, you may also Recall survivors from earlier battles. "
|
||
"Recalling costs a standard 20 gold and presents you with a list of all "
|
||
"surviving units from previous scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"I senare scenarier kommer du också kunna välja att Återkalla veteraner från "
|
||
"tidigare strider. Detta fungerar likadant som rekrytering, bortsett från att "
|
||
"det kostar 20 guld att återkalla en trupp oavsett vad den kostade när du "
|
||
"rekryterade den. Om du väljer Återkalla får du upp en lista över de "
|
||
"tillgängliga veteraner som du kan välja bland."
|
||
|
||
#. [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"
|
||
"Trupper kostar inte bara då de rekryteras eller återkallas, utan de har "
|
||
"också en underhållskostnad. Läs <ref>dst='income_and_upkeep' text='Inkomst "
|
||
"och underhåll'</ref> för mer information."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Inkomst och underhåll"
|
||
|
||
#. [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"
|
||
"Inkomst är enkelt. Du har två guldstycken per drag i grundinkomst. För varje "
|
||
"by du kontrollerar får du ytterligare ett guldstycke per drag. Om du har tio "
|
||
"byar, får du med andra ord vanligtvis tolv guldstycken. Din kostnad för "
|
||
"underhåll dras från denna inkomst, så som beskrivs nedan."
|
||
|
||
#. [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 ""
|
||
"I Wesnoth räcker det inte att rekrytera trupper och slåss. Du måste också "
|
||
"hålla ordning på ditt guld, speciellt i kampanjer där du får ta med dig guld "
|
||
"från ett scenario till nästa. Det finns två aspekter av detta: "
|
||
"<italic>text='inkomst'</italic> och <italic>text='underhåll'</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"
|
||
"Underhåll är också ganska lätt att förstå. Varje trupp kräver ett underhåll "
|
||
"som är lika med truppens nivå. Så länge dina egna trupper har en sammanlagd "
|
||
"nivå som är lägre än eller lika med antalet byar du kontrollerar, så dras "
|
||
"ingen underhållskostnad. För varje nivå utöver antalet kontrollerade byar "
|
||
"utkrävs dock en underhållskostnad på ett guldstycke per drag. Exempel: om du "
|
||
"har ett 12 trupper med erfarenhetsnivå ett, och om du kontrollerar 10 byar, "
|
||
"så utkrävs två guldstycken per drag i underhåll."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:222
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep costs are subtracted from your income, so in the case of twelve "
|
||
"levels of units and ten villages, your resultant Income would be 10 gold per "
|
||
"turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"De kostnader som underhållet utgör dras från din inkomst, så för tolv "
|
||
"sammanlagda erfarnhetsnivåer fördelat på tio byar så blir din inkomst 10 "
|
||
"guldstycken per drag."
|
||
|
||
#. [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"
|
||
"Vanligtvis går grundinkomsten, den mängd guld du får per by varje drag, och "
|
||
"det antal truppnivåer som varje by kan underhålla att ställa in när du "
|
||
"startar spelet. Men för kampanjer är detta nästa alltid låst till ovan givna "
|
||
"värden. I dialogen <italic>text='Statustabell'</italic> på fliken "
|
||
"<italic>text='Scenarioinställningar'</italic> kan du se vad som gäller för "
|
||
"det scenario du spelar."
|
||
|
||
#. [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"
|
||
"Det finns två viktiga undantag för underhåll: Lojala trupper samt ledare "
|
||
"utkräver aldrig något underhåll. Trupper som du startar ett scenario med "
|
||
"(som Delfador), eller trupper som förenar sig med dig under ett scenarios "
|
||
"gång (som ryttaren i det andra scenariot i <italic>text='Tronarvingen'</"
|
||
"italic>), är vanligtvis <italic>text='lojala'</italic>. Truppen du själv "
|
||
"spelar (som Konrad) är nästan alltid en ledare."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Hälsopoäng och erfarenhet"
|
||
|
||
#. [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 ""
|
||
"Varje trupp har ett visst antal <italic>text='hälsopoäng'</italic> (HP). När "
|
||
"en trupp får mindre än 1 hälsopoäng dör truppen. Varje trupp har också ett "
|
||
"visst antal <italic>text='erfarenhetspoäng'</italic> (EP / XP). En "
|
||
"nyrekryterad trupp har inga erfarenhetspoäng till en början, men erhåller "
|
||
"dessa genom att strida."
|
||
|
||
#. [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 ""
|
||
"En trupps hälso- och erfarenhetspoäng visas i statuspanelen med två siffror "
|
||
"vardera. Den första siffran visar de nuvarande poängen och den andra visar "
|
||
"maximalt värde."
|
||
|
||
#. [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 ""
|
||
"Hälsopoängen visas också med en energimätare bredvid varje trupp; denna är "
|
||
"grön, gul eller röd. En trupp med minst en erfarenhetspoäng har en blå "
|
||
"erfarenhetsmätare. Denna blir vit när truppen är nära att "
|
||
"<ref>dst='advancement' text='befordras'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
msgid "Advancement"
|
||
msgstr "Befordran:"
|
||
|
||
#. [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"
|
||
"För olika trupper krävs olika mycket erfarenhetspoäng för befordran. Om en "
|
||
"trupp är intelligent är kravet 20% lägre än normalt. När en trupp samlat "
|
||
"ihop tillräckligt med poäng så befordras den omedelbart, och återfår "
|
||
"samtidigt sin fulla styrka. I vissa fall ges möjlighet att välja truppens "
|
||
"nästa roll."
|
||
|
||
#. [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 ""
|
||
"Om båda trupper överlever en strid får de lika många erfarenhetspoäng (EP) "
|
||
"som den erfarenhetsnivå deras motståndare är på. Om en trupp däremot dödar "
|
||
"en annan i strid får den mycket mer erfarenhet: 4 poäng för en trupp på "
|
||
"nollte nivån, 8 för en på första, 16 för en på andra, 24 för en på tredje, "
|
||
"och så vidare."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:254
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While most units have three levels, not all do. Occasional units (such as "
|
||
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
|
||
"reached its maximum level, it may have an <italic>text='After Maximum Level "
|
||
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
|
||
"each time the unit reaches the experience goal, but the unit will remain the "
|
||
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
|
||
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
|
||
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
|
||
"progressively harder for each AMLA the unit receives, and so it is usually "
|
||
"more useful to try to advance your lower level units."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"De flesta trupper har tre erfarenhetsnivåer - dock inte alla. Vissa trupper "
|
||
"(såsom <ref>dst='unit_Mage' text='magiker'</ref>) kan ha fyra. Trupper som "
|
||
"nått sin högsta nivå stannar dock vanligtvis inte i utvecklingen, utan kan "
|
||
"växa i styrka ytterligare genom en process som tekniskt kallas för AMLA, "
|
||
"vilket står för <italic>text='After Max Level Advancement'</italic>. Denna "
|
||
"process kommer att förändra truppen varje gång en viss erfarenhetspoäng är "
|
||
"nådd, men truppens erfarenhetsnivå ökar dock inte. Den vanligaste AMLA-"
|
||
"effekten är att truppens maximala hälsopoäng ökar med 3 HP och att den "
|
||
"återfår full hälsa. AMLA uppnås vanligtvis första gången efter 150 EP (120 "
|
||
"EP för intelligenta trupper). Därefter blir det allt svårare att uppnå AMLA, "
|
||
"vilket betyder att det oftast är bättre att försöka befordra trupper på "
|
||
"lägre nivåer."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Förflyttning"
|
||
|
||
#. [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"
|
||
"Varje trupp har ett givet antal förflyttningspoäng varje drag, som spenderas "
|
||
"för varje ruta som truppen träder in i. Kostnaden att förflytta sig över en "
|
||
"viss ruta avgörs av rutans terräng. Till exempel kostar det nästan alltid 1 "
|
||
"förflyttningspoäng att gå på en slättruta. Exakt hur många poäng det kostar "
|
||
"att gå på en viss typ av ruta avgörs av det aktuella truppslaget. I skog "
|
||
"kostar det bara 1 poäng för alver, 2 för de flesta människo- och "
|
||
"orchtrupper, medan det för ryttare kostar 3. Om du vill veta vad det kostar "
|
||
"för en trupp att gå på en viss typ av terräng, så kan du högerklicka på "
|
||
"truppen, välja <bold>text='Truppbeskrivning'</bold>, och läsa under "
|
||
"<bold>text='Terrängavdrag'</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 ""
|
||
"Det är ingen konst att förflytta trupper i <italic>text='Kampen om Wesnoth'</"
|
||
"italic>. Klicka helt enkelt på truppen du vill flytta, och därefter på rutan "
|
||
"du vill flytta truppen till. När truppen är vald så visas de rutor som den "
|
||
"kan flytta till under samma drag genom att de lyser upp. Om muspekaren hålls "
|
||
"över sådan upplyst ruta, visas det försvar som truppen får om den ställs på "
|
||
"den rutan. Om muspekaren hålls över en skuggad ruta, visas dessutom antalet "
|
||
"drag som krävs för att nå den. Om en skuggad ruta väljs kommer truppen att "
|
||
"flyttas dit via den snabbaste möjliga vägen under detta och kommande drag. "
|
||
"Om truppen inte använder hela sin förflyttning första gången den förflyttas "
|
||
"under ett drag, så kan den flyttas igen i samma drag. Detta är användbart om "
|
||
"man vill byta plats på två trupper. En trupp förlorar återstående "
|
||
"förflyttning om den anfaller. Om en trupp ställs i en by man inte redan "
|
||
"kontrollerar så förloras återstående förflyttning, men man kan fortfarande "
|
||
"anfalla."
|
||
|
||
#. [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"
|
||
"Under förflyttning är det viktigt att komma ihåg "
|
||
"<italic>text='kontrollzonerna'</italic>. Varje trupp - med undantag för nivå "
|
||
"0-trupper - skapar en kontrollzon i de närmaste intilliggande rutorna. En "
|
||
"fiendetrupp som flyttar in till en sådan kontrollerad ruta måste omedelbart "
|
||
"stanna. En viktig del av Kampen om Wesnoth är att lära sig hur dessa "
|
||
"kontrollzoner fungerar, eftersom bara "
|
||
"<ref>dst='ability_skirmisherskirmisher' text='stigfinnare'</ref> kan röra "
|
||
"sig obehindrat över dessa."
|
||
|
||
#. [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"
|
||
"För att se vart fienden kan förflytta under nästa drag, tryck Ctrl-v eller "
|
||
"Cmd-v. Ctrl-b eller Cmd-b visar vart fienden skulle kunna flytta om dina "
|
||
"trupper inte fanns på kartan och blockerade framfarten."
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:277
|
||
msgid "Vision"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:278
|
||
msgid ""
|
||
"Vision determines how far a unit can see on the map. Normally, a unit’s "
|
||
"vision range is calculated as its movement range plus one hex. Certain units "
|
||
"with unique vision capabilities deviate from this rule and have vision cost "
|
||
"independent of movement range."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:285
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Slöja och stridsdimma"
|
||
|
||
#. [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 ""
|
||
"I vissa scenarier är delar av kartan dold. Två olika mekanismer ligger bakom "
|
||
"detta, som kan användas separat eller tillsammans. <italic>text='Slöjan'</"
|
||
"italic> döljer både terräng och trupper, men när den lyfts så kan man alltid "
|
||
"se området. <italic>text='Stridsdimman'</italic> däremot döljer trupper och "
|
||
"vem byarna lyder under, såvida de inte är egna eller allierade. Stridsdimman "
|
||
"försvinner tillfälligt när man har trupper i närheten, men återvänder när "
|
||
"man ger sig av från platsen. Både slöja och stridsdimma lyfts av trupper. "
|
||
"Alla trupper lyfter slöjan eller stridsdimman på det område som truppen kan "
|
||
"nå på ett drag utan hänsyn till kontrollzoner eller fiender.\n"
|
||
"\n"
|
||
"Normalt kan man ångra en trupps förflyttning så länge ingen slumpmässigt "
|
||
"avgjord händelse ägt rum, såsom strid eller rekrytering. Även utforskning av "
|
||
"terräng täckt av slöja eller stridsdimma hindrar dig från att ångra en "
|
||
"förflyttning. För att ändra detta, kan inställningen <bold>text='Fördröj "
|
||
"slöjuppdateringarna'</bold> i menyn Handlingar aktiveras. Detta gör att "
|
||
"slöjan eller stridsdimman inte lyfts av trupper förrän nästa slumpmässigt "
|
||
"avgjorda händelse äger rum eller om man själv väljer att "
|
||
"<bold>text='Uppdatera slöjan nu'</bold> (eller vid dragets slut). Därigenom "
|
||
"behålls möjligheten att ångra sina förflyttningar så länge som möjligt."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:290
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Gruppspelseror och -fraktioner'</header>"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:292
|
||
msgid ""
|
||
"In multiplayer games, moves that have been sent to the network can’t be "
|
||
"undone; the game delays sending data to try to preserve your undo ability. "
|
||
"When discussing with teammates, remember that the other players are usually "
|
||
"looking at a snapshot from the time of the last combat or fog-revealing "
|
||
"move. Chat messages and map labels are sent immediately, however they don’t "
|
||
"cause the undoable moves to be sent."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid "Save-loading"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:300
|
||
msgid ""
|
||
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
|
||
"to bad luck — this is an expected part of the game. Going back to a previous "
|
||
"turn to try a different strategy is a part of learning the game, but we "
|
||
"recommend against reloading merely to try the same strategy again while "
|
||
"hoping for better luck."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:302
|
||
msgid ""
|
||
"One of the challenges of the game is to work out how to protect your heroes. "
|
||
"Small risks quickly build up: if you have five important units, and they "
|
||
"each have just a 1% chance of death each turn, you can "
|
||
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
|
||
"you’ll rarely make it through a scenario without having it happen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:305
|
||
msgid ""
|
||
"Small risks build up for your non-hero units too. While the story and "
|
||
"dialogue usually aim to give you some emotional bond with your troops, the "
|
||
"game mechanics reward remembering that it’s just a game — there is rarely "
|
||
"any penalty for letting these units die, other than being unable to recall "
|
||
"them in future scenarios. Your battle plan should distribute the risks based "
|
||
"on which troops you want to recall later."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:307
|
||
msgid ""
|
||
"The difficulty levels are balanced assuming that the player won’t save-load. "
|
||
"In the mainline campaigns, harder difficulties generally have more enemies "
|
||
"and thus more experience points available; this leads to them being balanced "
|
||
"assuming that the player will be able to train enough troops to cope with "
|
||
"losing some level two or level three units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:309
|
||
msgid ""
|
||
"That said, it’s a game; the best way to play it is whichever way gives you "
|
||
"the most enjoyment."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:316
|
||
msgid "Learning from Losses"
|
||
msgstr "Lära sig av sina förluster"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:317
|
||
msgid ""
|
||
"<italic>text='Why did I lose that scenario?'</italic>\n"
|
||
"\n"
|
||
"One of the most difficult parts of Wesnoth is understanding why a scenario "
|
||
"was lost."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:319
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you first start playing, you will probably lose some scenarios. That is "
|
||
"normal, and is part of learning the game. When that happens, try to learn "
|
||
"from your mistakes: watch the replay, try to understand what you did wrong, "
|
||
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
|
||
"level'</ref>. Try restarting the scenario at an easier difficulty."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
|
||
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
|
||
"taking advantage of terrain features or units’ special abilities, and so on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:327
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:329
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. Campaigns generally "
|
||
"assume that you will have some <italic>text='carryover gold'</italic> and "
|
||
"some experienced units on your <italic>text='recall list.'</italic> (These "
|
||
"concepts are explained in the tutorial.) If you win a scenario but lose most "
|
||
"of your experienced units and much of your gold, the following scenario may "
|
||
"be very difficult to beat, even for a more experienced player. If you find "
|
||
"yourself in this situation, you may try to go back a scenario or two and win "
|
||
"them more convincingly, or change to an easier difficulty. (However, "
|
||
"remember that <italic>text='some'</italic> losses are expected, particularly "
|
||
"at higher difficulties.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:331
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Poor gold management. At higher difficulties, managing gold — capturing "
|
||
"villages to increase the income, and using low-level units and fresh "
|
||
"recruits to reduce the spending — becomes important. If you use many high-"
|
||
"level units, you might win a scenario easily but have not enough gold "
|
||
"carryover for the next scenario. (This would be an example of “barely "
|
||
"scraping a victory”.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:333
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Osannolika anledningar'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:335
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In addition to the common reasons, listed above, there are a few other "
|
||
"reasons which are unlikely, though not impossible. They are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:337
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have played a strategy that the campaign developer did not "
|
||
"anticipate, and ended up with a set of high-level units not suitable for the "
|
||
"next scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:339
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have found a scenario that can only be won on the second or third "
|
||
"time through, whether by requiring above-average luck or by expecting the "
|
||
"players to have foreknowledge — to know what surprises are coming up before "
|
||
"they happen. (It is under discussion whether foreknowledge is expected at "
|
||
"the highest difficulties. Requiring above-average luck, however, would "
|
||
"qualify as a bug.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:341
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
|
||
"could happen that the enemy was very lucky and had many hits, while you were "
|
||
"very unlucky and had many misses. However, this is a very rare occurrence, "
|
||
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
|
||
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
|
||
"strategy despite having <italic>text='above-average'</italic> luck, than by "
|
||
"playing a <italic>text='good'</italic> strategy but having "
|
||
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
|
||
"average” luck does not excuse a loss; having below-average luck is perfectly "
|
||
"normal, and scenarios are designed to be winnable even with below-average "
|
||
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
|
||
"here."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:343
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Be wary of attributing a loss to any of these reasons. If you are not a "
|
||
"veteran player, it is far more likely that your loss was caused by one of "
|
||
"the <italic>text='common'</italic> errors, listed above, and is not "
|
||
"indicative of a bug in the campaign. However, if you still think you found a "
|
||
"bug, then by all means, report it!"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The “Damage Calculations” dialog shows some statistics that can help "
|
||
"determine whether a match was very lucky or very unlucky. However, reading "
|
||
"the statistics is no substitute to watching the replay and looking for "
|
||
"strategic mistakes, or small bits of luck at critical points in the "
|
||
"engagement."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:354
|
||
msgid "Combat"
|
||
msgstr "Strid"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Turordning och antal attacker'</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 ""
|
||
"I <italic>text='Kampen om Wesnoth'</italic> äger striderna alltid rum mellan "
|
||
"trupper i intilliggande rutor. Klicka på den av dina trupper som du vill "
|
||
"anfalla med, och därefter på den fiendetrupp som du vill anfalla. Din trupp "
|
||
"kommer då att flytta mot fiendetruppen, och när de står bredvid varandra så "
|
||
"börjar striden. Anfallaren och försvararen utväxlar attacker tills de använt "
|
||
"sitt givna antal attacker. Anfallaren väljer ett av sina vapen att attackera "
|
||
"med, och försvararen återgäldar med ett av sina vapen som har samma "
|
||
"räckvidd. Vapnens räckvidd delas in i <italic>text='närstrid'</italic>, där "
|
||
"vapen som svärd, yxor eller huggtänder används, och "
|
||
"<italic>text='distansstrid'</italic>, där vapen som pilbågar, spjut och "
|
||
"eldklot används."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:357
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "The attacker gets the first strike, then the defender retaliates. Each "
|
||
#| "strike either hits, doing a given amount of damage, or misses, doing no "
|
||
#| "damage at all. Strikes alternate until each unit has used up all of its "
|
||
#| "strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
#| "fighter with a 5–4 attack may strike 4 times, each successful strike "
|
||
#| "dealing 5 damage, while an orcish grunt with a 9–2 attack can only strike "
|
||
#| "twice (but at 9 damage for each hit)."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The attacker gets the first strike, then the defender retaliates. Each "
|
||
"strike either hits, doing a given amount of damage, or misses, doing no "
|
||
"damage at all. Strikes alternate until each unit has used up all of its "
|
||
"strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
|
||
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
|
||
"at 9 damage for each hit)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Anfallaren får första utfallet, och därefter får försvararen slå tillbaka. "
|
||
"Varje utfall kan antingen träffa, och åsamkar då en given mängd skada, eller "
|
||
"missa, och åsamkar då ingen skada alls. Utfallen fortsätter växelvis tills "
|
||
"båda trupperna har använt sitt givna antal attacker. Antalet attacker en "
|
||
"trupp har varierar, till exempel har en alvkrigare med en 5-4-attack 4 "
|
||
"attacker som vardera ger 5 i skada, medan en orchsoldat med en 9-2-attack "
|
||
"bara har två atacker (men som ger 9 i skada vardera)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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"
|
||
"Chansen att en trupp träffar en annan med ett utfall beror i princip bara på "
|
||
"vilken terräng försvararen står på. Chansen att träffa visas i statuspanelen "
|
||
"eller genom att man högerklickar på en trupp, väljer "
|
||
"<bold>text='Truppbeskrivning'</bold>, och läs under "
|
||
"<bold>text='Terrängavdrag'</bold>. Till exempel har många alver en "
|
||
"försvarsnivå på 70% i skog, vilket innebär att en anfallande trupp bara bara "
|
||
"har 30% chans att träffa dem. Precis på samma sätt avgörs träffmöjligheten "
|
||
"för alven av terrängen som den andra truppen står på."
|
||
|
||
#. [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"
|
||
"Det finns två undantag till den här regeln: vid "
|
||
"<ref>dst='weaponspecial_magical' text='magiska attacker'</ref> och då "
|
||
"<ref>dst='weaponspecial_marksman' text='prickskyttar'</ref> anfaller. "
|
||
"Magiska attacker har alltid 70% chans att träffa, oavsett terräng, och när "
|
||
"prickskyttar anfaller har de alltid minst 60% chans att träffa, oavsett "
|
||
"terräng."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Skada</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:367
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Each strike which hits causes a base amount of damage depending on the "
|
||
#| "attack type. For instance, an elvish fighter with a 5–4 attack does 5 "
|
||
#| "base damage. This is usually modified by two things: "
|
||
#| "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
#| "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage "
|
||
#| "is modified by the circumstances, select <bold>text='Damage "
|
||
#| "Calculations'</bold> in the attack selection menu."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
|
||
"modified by the circumstances, select <bold>text='Damage Calculations'</"
|
||
"bold> in the attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Varje träff ger en grundskada som beror på typen av attack. Till exempel ger "
|
||
"en alvkrigare med en 5-4-attack en grundskada på 5 hälsopoäng (HP). Detta "
|
||
"modifieras vanligtvis av två faktorer: försvararens "
|
||
"<ref>dst='damage_types_and_resistance' text='motståndskraft'</ref> samt "
|
||
"vilken <ref>dst=time_of_day text='tid på dygnet'</ref> det är. Hur "
|
||
"grundskadan förändras av dessa faktorer kan du se under "
|
||
"<bold>text='Skadeberäkning'</bold> när du väljer attack."
|
||
|
||
#. [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"
|
||
"Vissa trupper har speciella <ref>dst='..abilities_section' text='förmågor'</"
|
||
"ref> som påverkar hur mycket skada de vållar sina fiender i strid. Den "
|
||
"vanligaste av dessa är förmågan är att <ref>dst='weaponspecial_charge' "
|
||
"text='storma'</ref>. Då en trupp stormar en annan fördubblas skadan som både "
|
||
"anfallaren och försvararen vållar varandra."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:377
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Skadetyper och motståndskraft"
|
||
|
||
#. [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"
|
||
"Motståndskrafter fungerar som följer. En trupp som har 40% motståndskraft "
|
||
"mot en viss typ av attack kommer att få 40% mindre skada när den träffas av "
|
||
"en sådan attack. Det är också möjligt att en trupp är extra sårbar för vissa "
|
||
"sorters attacker. Om en trupp har en negativ motståndskraft, till exempel "
|
||
"−100%, så kommer den att få 100% mer i skada när den träffas av den sortens "
|
||
"attack."
|
||
|
||
#. [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 ""
|
||
"I Wesnoth finns det tre sorters skador som vanligtvis associeras med fysiska "
|
||
"attacker: <italic>text='hugg-, stick- och krosskador'</italic>. Det finns "
|
||
"ytterligare tre sorters skador vanligtvis associerade med magiska attacker: "
|
||
"<italic>text='eld, frost, och ockulta attacker'</italic>. Truppernas olika "
|
||
"motståndskraft kan förändra skadan de tar från olika skadetyper."
|
||
|
||
#. [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"
|
||
"Till exempel är skelett mycket motståndskraftiga mot hugg- och "
|
||
"stickattacker, men de är känsliga för kross- och eldattacker. De är dessutom "
|
||
"extremt sårbara för ockulta attacker."
|
||
|
||
#. [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"
|
||
"Om en attack träffar, så vållar den alltid minst en poäng i skada. Detta "
|
||
"gäller även om den försvarande truppen har 100% motstånd mot aktuell "
|
||
"attacktyp."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:390
|
||
msgid "Orbs and ellipses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:391
|
||
msgid ""
|
||
"There are colored indicators above the energy bars of some units, consisting "
|
||
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:403
|
||
msgid ""
|
||
"The orbs show whether the unit can move or attack. The statuses and their "
|
||
"standard colors are:\n"
|
||
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
|
||
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
|
||
"attack. It might still be able to move further too.\n"
|
||
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
|
||
"this turn.\n"
|
||
" • Red is also used after the ‘end unit turn’ command, and,\n"
|
||
" • when a unit is in the middle of a multi-turn move (has been told to "
|
||
"move further than it can in the current turn).\n"
|
||
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
|
||
"still move further, but it can no longer attack.\n"
|
||
" • This can happen due to campaign-specific events or abilities, for "
|
||
"example the <italic>text='disengage'</italic> ability in the campaign "
|
||
"<italic>text='Under the Burning Suns'</italic>.\n"
|
||
"• <bold>text='Blue'</bold> for allied units, except during that ally’s own "
|
||
"turn.\n"
|
||
" • During the ally’s own turn, their units will be shown with the colors "
|
||
"showing whether the units can still move and attack; however their moves, "
|
||
"and the corresponding orb changes, are delayed as explained in "
|
||
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
|
||
"• Enemy units normally don’t have orbs, however these can be enabled in the "
|
||
"advanced preference “Customize orb colors”."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Cores'</header>"
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Kärnor'</header>"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:418
|
||
msgid ""
|
||
"A team-colored shape is drawn on the ground under each unit. This is called "
|
||
"the “ellipse”, although some units’ ellipses are not elliptical."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:429
|
||
msgid ""
|
||
"• Most units have a circular ellipse.\n"
|
||
"• Units that can recruit have a seven-pointed star.\n"
|
||
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
|
||
"seven-pointed star, these units can’t recruit.\n"
|
||
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
|
||
"broken outline version of the shape.\n"
|
||
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
|
||
"a ZoC, these units have a broken outline version of the seven-pointed star."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:440
|
||
msgid "Crowns and loyal markers"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:441
|
||
msgid ""
|
||
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
|
||
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
|
||
"text='ellipses'</ref>:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
|
||
#: data/core/help.cfg:456
|
||
msgid ""
|
||
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
|
||
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
|
||
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
|
||
"<bold>text='loyal icon'</bold>.\n"
|
||
"\n"
|
||
"Of these categories, only leaders are built into the basic game rules. The "
|
||
"others are found in campaigns, and are characters that form part of the "
|
||
"narration. The exact rules for them are set by their campaign, which might "
|
||
"deviate from these standard expectations about them:\n"
|
||
"\n"
|
||
"• The death of any hero leads to immediate defeat.\n"
|
||
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
|
||
"though they can recruit.\n"
|
||
"• All of these units have the main advantage of the loyal trait, that they "
|
||
"cost no upkeep.\n"
|
||
"• Losing any of these units causes a disadvantage for the remainder of the "
|
||
"campaign, assuming it doesn’t end immediately.\n"
|
||
"• These units will never occur as random recruits."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:474
|
||
msgid "Time of Day"
|
||
msgstr "Dygnets gång"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The time of day affects the damage of certain units as follows:\n"
|
||
#| "\n"
|
||
#| "• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
#| "damage at night.\n"
|
||
#| "• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
#| "daytime.\n"
|
||
#| "• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
#| "• <bold>text='Liminal'</bold> units get −25% damage during both night and "
|
||
#| "daytime."
|
||
msgid ""
|
||
"The time of day affects the damage of certain units as follows:\n"
|
||
"\n"
|
||
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
"damage at night.\n"
|
||
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
"daytime.\n"
|
||
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
|
||
msgstr ""
|
||
"Tiden på dygnet påverkar skadorna som trupperna åsamkar enligt följande:\n"
|
||
"\n"
|
||
" • <bold>text='Redbara '</bold> trupper gör 25% mer skada dagtid, och 25% "
|
||
"mindre under natten.\n"
|
||
"• <bold>text='Ljusskygga '</bold> trupper gör 25% mer skada nattetid, och "
|
||
"25% mindre under dagen.\n"
|
||
" • <bold>text='Neutrala'</bold> trupper är påverkas inte av tiden på "
|
||
"dygnet.\n"
|
||
"• <bold>text='Perifera'</bold> trupper gör 25% mindre skada både på dagen "
|
||
"och natten."
|
||
|
||
#. [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"
|
||
"Nuvarande tid på dygnet visas under minikartan i statuspanelen. Under den "
|
||
"vanliga dygnscykeln räknas förmiddag och eftermiddag som dag, och första och "
|
||
"andra vakten som natt:\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 "Gryning"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "Förmiddag"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "Eftermiddag"
|
||
|
||
#. [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 "Skymning"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "Första vakten"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [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 ""
|
||
"Somliga scenarier äger rum i underjorden eller i grottor, där det råder evig "
|
||
"natt!\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 ""
|
||
"Några underjordiska platser är upplysta. Dessa befinner sig alltid mellan "
|
||
"dag och natt.\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 ""
|
||
"Några rollspelsscenarion utspelas inomhus - dessa områden är på samma sätt "
|
||
"mellan dag och natt.\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 ""
|
||
"Slutligen finns det trupper med förmågan "
|
||
"<ref>dst='ability_illuminationilluminates' text='lysa upp'</ref> och "
|
||
"terränger med särdrag som <ref>dst='terrain_lava' text='lava'</ref> som "
|
||
"påverkar den bonus som tid på dygnet ger till trupper runt dem."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:504
|
||
msgid "Healing"
|
||
msgstr "Läkande"
|
||
|
||
#. [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='Vila'</bold>: En trupp som varken förflyttas, anfaller eller "
|
||
"blir anfallen återfår 2 HP nästa drag."
|
||
|
||
#. [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 ""
|
||
"I strid kommer dina trupper obevekligen att skadas. Det finns flera sätta "
|
||
"att hela dina trupper. Med undantag för att vila kan dessa olika sätt inte "
|
||
"kombineras, endast en metod används varje drag."
|
||
|
||
#. [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='Byar'</bold>:Trupper som befinner sig i en by eller "
|
||
"<ref>dst='terrain_oasis' text='oas'</ref> då ett drag börjar återfår 8 HP. "
|
||
"Om truppen är förgiftad, botas den i stället från förgiftningen."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:508
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
|
||
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
|
||
"the unit is poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"• <ref>dst='ability_regeneratesregenerates' text='Regenerering'</ref>: Vissa "
|
||
"trupper (såsom troll) återfår alltid 8 HP automatiskt i början av draget. Om "
|
||
"truppen är förgiftad, botas den i stället från förgiftningen."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:509
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Healing units'</bold>: Units with the "
|
||
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
|
||
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
|
||
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
|
||
"prevent Poison from causing that unit damage."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text='Helande trupper'</bold>: Trupper med förmågan att "
|
||
"<ref>dst='ability_healingheals +4' text='hela'</ref> läker alla trupper som "
|
||
"står bredvid med vanligtvis <ref>dst='ability_healingheals +4' text='4 HP'</"
|
||
"ref> eller <ref>dst='ability_healingheals +8' text='8 HP'</ref> per drag, "
|
||
"eller hindrar en förgiftning från att göra skada."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:510
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Curing units'</bold>: Units with the "
|
||
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
|
||
"in all allied adjacent units (in preference to healing, if it has that "
|
||
"ability as well)."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text=''Botande trupper'</bold>: Trupper med förmågan att "
|
||
"<ref>dst='ability_curingcures' text='bota'</ref> tar bort förgiftning från "
|
||
"alla vänligt sinnade trupper som står bredvid den. Om den botande truppen "
|
||
"även kan hela, så botar den förgiftningen i första hand."
|
||
|
||
#. [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='Befordran'</bold>: När en trupp blir <ref>dst='advancement' "
|
||
"text='befordrad'</ref> helas den fullständigt. Detta händer så fort som "
|
||
"truppen får tillräckligt med erfarenhet oavsett om det är ditt drag eller ej."
|
||
|
||
#. [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"
|
||
"Vila kan kombineras med andra sorters helande, men byar, regenerering, "
|
||
"helande och botande kan inte kombineras med varandra. I de fall där flera "
|
||
"möjligheter till helande finns, väljs den kraftigaste metoden. Slutligen, "
|
||
"alla trupper återfår sin fulla styrka mellan scenarier."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:514
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Avancerat'</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"
|
||
"Till skillnad från andra typer av helning så sker helande baserat på en "
|
||
"helare inte på den skadade truppens drag, men på helarens drag. Detta "
|
||
"betyder att en trupp som är omgiven av flera helare från samma sida endast "
|
||
"kommer få helning från en helare per drag medan en trupp omgiven av helare "
|
||
"från flera allierade sidor kommer bli helad en gång under varje allierad "
|
||
"sidas drag."
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:524
|
||
msgid "Wrap Up"
|
||
msgstr "Slutord"
|
||
|
||
#. [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 ""
|
||
"Detta avslutar genomgången av grunderna i Wesnoth. Fortsätt gärna läsa om "
|
||
"grundläggande strategi, eller bekanta dig med <ref>dst='..traits_section' "
|
||
"text='karaktärsdrag'</ref> och <ref>dst='..abilities_section' "
|
||
"text='förmågor'</ref>, men nu vet du allt du behöver veta för att spela "
|
||
"kampanjen <italic>text='Tronarvingen'</italic>. Ha roligt, och lycka till!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:530
|
||
msgid "License"
|
||
msgstr "Licens"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Most units have two traits. However, goblins have only one trait, undead "
|
||
"units are always assigned the single trait <italic>text='undead'</italic> "
|
||
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
|
||
"any traits. "
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"De flesta trupper har två karaktärsdrag. Undantaget är vättar som endast får "
|
||
"ett karaktärsdrag och de vandöda, som bara får karaktärsdraget "
|
||
"<italic>text='vandöd'</italic> eller mer sällsynt <italic>text=\"orädd\"</"
|
||
"italic> samt enterna, som inte får några alls. "
|
||
|
||
#. [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 ""
|
||
"Karaktärsdrag är små justeringar av en trupps attribut. De slumpas vanligen "
|
||
"ut när en trupp rekryteras. De karaktärsdrag som är tillgängliga för en "
|
||
"trupp bestäms huvudsakligen av dess <italic>text='ras'</italic>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:543
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The traits that are available to most non‐undead units are "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
|
||
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"De karaktärsdrag som är tillgängliga för alla trupper utom vandöda är "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='snabb'</ref>, <ref>dst='traits_resilient' "
|
||
"text='tålig'</ref> och <ref>dst='traits_strong' text='stark'</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"
|
||
"Alver kan också få karaktärsdraget <ref>dst='traits_dextrous' "
|
||
"text='träffsäker'</ref> och dvärgar <ref>dst='traits_healthy' text='frisk'</"
|
||
"ref>. Troll och vissa människor kan få karaktärsdraget "
|
||
"<ref>dst='traits_fearless' text='orädd'</ref>. Andra karaktärdrag som kan "
|
||
"tilldelas omfattar <ref>dst='traits_loyal' text='lojal'</ref>, , "
|
||
"<ref>dst='traits_feral' text='vild'</ref> och <ref>dst='traits_undead' "
|
||
"text='vandöd'</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"
|
||
"Det finns två typer av terräng: <italic>text='grundläggande'</italic> och "
|
||
"<italic>text='blandad'</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 ""
|
||
"Spelkartor innehåller en mängd olika terränger som påverkar både hur långt "
|
||
"en trupp kan förflytta sig och hur stor en trupps effektivitet vid försvar "
|
||
"är."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Grundläggande terrängtyper'</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"
|
||
"Grundläggande terrängtyper omfattar Slätt, Kullar, Berg, Sanddyner, Vatten "
|
||
"och Träsk. Det finns många fler än dessa; en lista över de terrängtyper du "
|
||
"hittills stött på visas i slutet av denna sida.\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"
|
||
"Varje trupp har ett försvars- och rörelsevärde för var och en av de "
|
||
"grundläggande terrängtyperna, och dessa värden listas på varje trupps "
|
||
"hjälpsida. Grundläggande terrängtyper kan därutöver ha unika egenskaper som "
|
||
"effekten lysa upp."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:565
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Blandade terrängtyper'</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"
|
||
"Blandade terrängtyper delar egenskaper med flera olika grundläggande "
|
||
"terrängtyper. Trupper får vanligen det <italic>text='bästa försvaret'</"
|
||
"italic> och <italic>text='sämsta rörelseförmågan'</italic> från de "
|
||
"grundläggande terrängtyperna när de flyttar in i en blandad terräng. Så är "
|
||
"det t ex med <italic>text='skogsklädda kullar'</italic>, "
|
||
"<italic>text='sandiga kullar'</italic>, och <italic>text='grottkullar'</"
|
||
"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"
|
||
"Ett viktigt undantag är broterränger som <italic>text='broar över grunt "
|
||
"vatten'</italic>, <italic>text='vadställen'</italic>, and "
|
||
"<italic>text='broar över klyftor'</italic>. Vadställen kan enkelt passeras "
|
||
"av både sjöfolk och människor — alla trupper som rör sig över ett vadställe "
|
||
"har det bästa försvaret och rörelseförmågan av slätt och grunt vatten, "
|
||
"snarare än den sämsta rörelseförmågan av de två. På samma sätt kan även "
|
||
"trupper som inte kan flyga gå över en bro över en klyfta - inte helt "
|
||
"förvånande!\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"
|
||
"Byar på land ger vanligen också bästa försvar och rörelseförmåga. Dessa byar "
|
||
"är blandade terrängtyper där byns terrängtyp kan kombineras med kullar, "
|
||
"träsk och grottor.\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"
|
||
"Slutligen så är vattenbyar generellt ogästvänliga mot landtrupper och ger "
|
||
"inte dessa några av de fördelar för försvar och rörelseförmåga som byterräng "
|
||
"normalt ger. I stället räknas de som vattenrutor.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:583
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what basic types a mixed terrain is comprised of by mousing over "
|
||
"its hex and checking the terrain type icons displayed in the upper right "
|
||
"(under the default theme)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Du kan se vilka grundläggande terrängtyper som en blandad terräng består av "
|
||
"genom att placera muspekaren över rutan och kontrollera vilka "
|
||
"terrängtypsikoner som visas uppe till höger (med förvalt tema)."
|
||
|
||
#. [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"
|
||
"Du kan se hur den blandade terrängen uppför sig genom att placera muspekaren "
|
||
"över rutan och läsa dess <italic>text='terrängbeskrivning'</italic> antingen "
|
||
"genom att trycka på snabbtangenten eller genom att högerklicka och välja "
|
||
"från kontextmenyn."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:587
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Försvarstak'</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"
|
||
"Några trupper har ett <italic>text='försvarstak'</italic> för vissa typer av "
|
||
"grundläggande terränger. Dessa trupper kan inte överstiga denna "
|
||
"försvarsförmåga på blandade terränger där denna grundläggande terrängtyp "
|
||
"ingår heller."
|
||
|
||
#. [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"
|
||
"Till exempel har en <ref>text=kavallerist' dst='unit_Cavalryman'</ref> en "
|
||
"försvarsförmåga på 30% i skog, och ett försvarstak för skogar. Detta innebär "
|
||
"att i skogsklädda kullar har han fortsatt en försvarsförmåga på 30% i "
|
||
"stället för 40% eftersom den blandade terrängen inte kan ge honom högre "
|
||
"försvarsförmåga än hans försvarstak."
|
||
|
||
#. [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"
|
||
"Om en trupp har ett försvarstak för en terräng motsvarar detta alltid "
|
||
"försvarsförmågan för denna terräng (det kan inte vara högre)."
|
||
|
||
#. [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='Grundläggande terrängtyper'</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 ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:618
|
||
msgid "Using Add-ons"
|
||
msgstr "Använda extramaterial"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Kampanjer och scenarion'</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 ""
|
||
"Spelet stödjer olika typer av extramaterial, inte alla typer är användbara i "
|
||
"alla spellägen."
|
||
|
||
#. [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"
|
||
"Enspelarkampanjer är samlingar av scenarion som tillsammans berättar en "
|
||
"historia. Både ensamma scenarion - om de är avsedda att spelas som sådana - "
|
||
"och vanliga kampanjer nås från <italic>text='Kampanjer'</italic>-menyn på "
|
||
"huvudskärmen."
|
||
|
||
#. [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='Gruppspelskampanjer, -scenarion och -kartpaket'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:625
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
|
||
"scripted scenarios or even specially designed campaigns. There are also "
|
||
"packs providing sets of individual multiplayer scenarios."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Gruppspelseror och -fraktioner'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For gameplay purposes, various races of creatures in the world cooperate "
|
||
"with each other in factions. Factions are grouped in balanced sets with a "
|
||
"common theme; for example, the main factions of Wesnoth can be found in the "
|
||
"included Default Era.\n"
|
||
"\n"
|
||
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
|
||
"creating a new game, and players can pick from the available factions for "
|
||
"that era when setting up their sides and teams."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:633
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
|
||
"eras_section'</ref> of the help."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Varianter'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:637
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts that can "
|
||
"alter the default ruleset in various ways. You can choose and configure "
|
||
"modifications when creating a new game."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:639
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Kärnor'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
|
||
"all the content in Wesnoth: when a different core is loaded, the regular "
|
||
"units, terrains and the like do not exist.\n"
|
||
"\n"
|
||
"Cores allow a significantly different game experience: for example, a World "
|
||
"War II campaign, or even a different game altogether, as long as it can be "
|
||
"represented as a hexagonal map with ’units’ in some way."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:645
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Resurspaket för författare'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:647
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Content authors can use resource packs available on the add-ons server to "
|
||
"enrich their own content with existing assets such as images, music, and "
|
||
"code. These are not generally intended for direct use in-game; however, "
|
||
"other playable add-ons may depend on them and suggest or require their "
|
||
"installation during download."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:656
|
||
msgid "Installing Add-ons"
|
||
msgstr "Installera extramaterial"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:657
|
||
msgid ""
|
||
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
|
||
"ons'</italic> option in the main menu. After connecting to the add-ons "
|
||
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
|
||
"presented with a list of add-ons available on the server for downloading.\n"
|
||
"\n"
|
||
"The installation status for each add-on is shown below each entry. For add-"
|
||
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
|
||
"italic> on the server, their installed and published versions will be shown "
|
||
"in the <italic>text='Version'</italic> column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the search box, separated by spaces. You can also sort the add-on list by "
|
||
"clicking the column headers. It is also possible to choose to only display "
|
||
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
|
||
"dropdown.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click the <bold>text='+'</"
|
||
"bold> icon, or simply double-click on the add-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Add-on Details'</bold> button "
|
||
"provides you with additional details about the add-on, such as its full "
|
||
"description, installation status, and available translations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:670
|
||
msgid "Removing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:671
|
||
msgid ""
|
||
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
|
||
"server connection dialog. You will be presented with options to remove any "
|
||
"number of add-ons you currently have installed.\n"
|
||
"\n"
|
||
"It is not possible to remove add-ons for which there is publishing "
|
||
"information (<italic>text='.pbl'</italic> files) attached, in order to "
|
||
"prevent its accidental loss. If necessary, you must manually delete the "
|
||
"information files or the add-ons themselves using a file manager provided by "
|
||
"your platform."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:686
|
||
msgid "General Commands"
|
||
msgstr "Allmänna kommandon"
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Similar to the ‘fps’ command, but also forces everything to redraw instead "
|
||
"of only things that have changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Töm skärmen på chatmeddelanden.\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"
|
||
"Byt till avlusningsläge (fungerar ej i gruppspel). Se "
|
||
"<ref>dst='debug_commands' text='avlusningsläges-kommandon'</ref>.\n"
|
||
"Avlusningsläge stängs av genom att avsluta spelet eller genom att ange :"
|
||
"nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:699
|
||
msgid ""
|
||
"\n"
|
||
"Switch a side between human and AI control. The second parameter can be "
|
||
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
|
||
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
|
||
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
|
||
"Defaults to toggling the currently active side if no parameters are "
|
||
"supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:702
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:705
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Toggle the display of the current frames per second.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second. Also writes these "
|
||
"values to a file in the userdata directory.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sätt på/stäng av visning av antal bildrutor per sekund.\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"
|
||
"Byt en loggdomän till en annan loggnivå.\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"
|
||
"Rita om skärmen och ladda om alla bildfiler som har ändrats.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:714
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Visa temavalsmenyn.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:717
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Avsluta scenariot (utan bekräftelse).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:720
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Spara spelet (utan bekräftelse).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:723
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Spara spelet och avsluta scenariot (utan bekräftelse)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:731
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Gruppspelskommandon"
|
||
|
||
#. [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"
|
||
"Sparka ut och bannlys en användare från gruppspel genom IP-adressen som "
|
||
"används av aktuell användare. Kan användasmot spelare som inte är med i "
|
||
"spelet så länge de befinner sig på servern (även om de självklart inte blir "
|
||
"utsparkade då).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:737
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Change the controller for side (write here the number of the side) to "
|
||
#| "username (write here the nick 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"
|
||
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"
|
||
"Ändra spelare för en sida (ange sidans nummer) till ett visst användarnamn "
|
||
"(ange användarnamnet). Du kan se vilken sida som hör till vilken spelare i "
|
||
"dialogrutan för <bold>text='scenarioinställningar'</bold> (Tryck på "
|
||
"<bold>text='mer'</bold>-knappen i Statustabellen (alt+s som standard) för "
|
||
"att komma dit.). Spelets värd kan växla kontrollen för alla sidor.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:740
|
||
msgid ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:743
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:746
|
||
msgid ""
|
||
"\n"
|
||
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
|
||
"just want to change control of their side(s) use the :control command "
|
||
"instead.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sparka ut en användare från gruppspel, utan att bannlysa honom/henne. Om du "
|
||
"bara vill växla kontroll över deras sida/sidor, använd kommandot :control "
|
||
"istället.\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"
|
||
"Skickar ett privat meddelande till en användare. När du är med i ett spel, "
|
||
"kan du inte skicka meddelanden till spelare som kontrollerar en sida i "
|
||
"spelet du med är i.\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"
|
||
"Ignorera angiven åskådare. Om inget användarnamn anges, visas alla "
|
||
"ignorerade användare.\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"
|
||
"Växla till/från att ignorera alla åskådares inlägg.\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"
|
||
"Häv bannlysningen av en användare från gruppspel genom IP-adressen som "
|
||
"används av aktuell användare. Kan användas för spelare som inte är med i det "
|
||
"aktuella spelet, men som fortfarande är på servern.\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"
|
||
"Låt den angivna åskådaren tala igen. Om inget användarnamn anges, rensas "
|
||
"listan av ignorerade användare."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:769
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Debugkommandon"
|
||
|
||
#. [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"
|
||
"Ta fram en meny för att välja ett scenario i en kampanj att omedelbart gå "
|
||
"till.\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"
|
||
"Skapa en trupp av angiven typ på den valda rutan.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:778
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sätt på/stäng av stridsdimma/slöja för aktuell sida.\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"
|
||
"Lägger till aktuell sida angiven mängd guld.\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"
|
||
"Fortsätter genast till nästa scenario i en kampanj.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:787
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ange en spelvariabels värde manuellt.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:790
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Visa en spelvariabels värde.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:793
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Starta angiven händelse manuellt.\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"
|
||
"Modifiera angiven egenskap hos den valda truppen. Exempel: :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"
|
||
"Avancerar truppen N nivåer. Exampel: :unit advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:11
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +4:\n"
|
||
#| "Allows the unit to heal adjacent allied units at the beginning of our "
|
||
#| "turn.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Hela +4:\n"
|
||
"Låter truppen hela närliggande allierade trupper i början av vårt drag.\n"
|
||
"\n"
|
||
"Alla trupper som tas om hand av en sådan här helare återfår upp till 4 "
|
||
"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
|
||
"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
|
||
"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:37
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +8:\n"
|
||
#| "This unit combines herbal remedies with magic to heal units more quickly "
|
||
#| "than is normally possible on the battlefield.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
|
||
"than is normally possible on the battlefield.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Hela +8:\n"
|
||
"Truppen kombinerar örter och magi för att hela trupper snabbare än vad som "
|
||
"normalt är möjligt på ett slagfält.\n"
|
||
"\n"
|
||
"Alla trupper som tas om hand av en sådan här helare återfår upp till 8 "
|
||
"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
|
||
"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
|
||
"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "botar"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:63
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cures:\n"
|
||
#| "A curer can cure a unit of poison, although that unit will receive no "
|
||
#| "additional healing on the turn it is cured of the poison."
|
||
msgid ""
|
||
"A curer can cure a unit of poison, although that unit will receive no "
|
||
"additional healing on the turn it is cured of the poison."
|
||
msgstr ""
|
||
"Bota:\n"
|
||
"En botare kan bota en trupps förgiftning. När detta sker får den dock inget "
|
||
"ytterligare helande."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "regenererar"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:96
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Regenerates:\n"
|
||
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
|
||
#| "remove the poison instead of healing."
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Regenerera:\n"
|
||
"Truppen läker sig själv med 8 HP per drag. Om den blir förgiftad botar den "
|
||
"sig från förgiftningen först."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
#| msgid "regenerates"
|
||
msgid "regenerates +4"
|
||
msgstr "regenerera"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
#, fuzzy
|
||
#| msgid "female^regenerates"
|
||
msgid "female^regenerates +4"
|
||
msgstr "regenererar"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:110
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Regenerates:\n"
|
||
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
|
||
#| "remove the poison instead of healing."
|
||
msgid ""
|
||
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Regenerera:\n"
|
||
"Truppen läker sig själv med 8 HP per drag. Om den blir förgiftad botar den "
|
||
"sig från förgiftningen först."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr ""
|
||
" Denna trupp besitter förmågan att regenerera, vilket läker den som om den "
|
||
"alltid stod under en bys beskydd."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:132
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Steadfast:\n"
|
||
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
|
||
#| "defending. Vulnerabilities are not affected."
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Ståndaktig:\n"
|
||
"Denna trupp fördubblar sitt försvar, till ett maximum av 50%, när den "
|
||
"försvarar sig. Sårbarheter påverkar inte."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
#, fuzzy
|
||
#| msgid "female^leadership"
|
||
msgid "female^diversion"
|
||
msgstr "ledarskap"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target, this "
|
||
"unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||
msgstr ""
|
||
"Om det är en fiende till målet på motstående sida av målet under en attack "
|
||
"kan denna trupp göra ett rygghugg som orsakar dubbel skada genom att krypa "
|
||
"run bakom den fienden."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit diverts the target’s attention and reduces its "
|
||
"chance to hit."
|
||
msgstr ""
|
||
"Om det är en fiende till målet på motstående sida av målet under en attack "
|
||
"kan denna trupp göra ett rygghugg som orsakar dubbel skada genom att krypa "
|
||
"run bakom den fienden."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "ledarskap"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:201
|
||
msgid ""
|
||
"This unit can lead other troops in battle.\n"
|
||
"\n"
|
||
"All adjacent lower-level units from the same side deal 25% more damage for "
|
||
"each difference in level."
|
||
msgstr ""
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "stigfinnare"
|
||
|
||
#. [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 ""
|
||
"Denna trupp finner vägar förbi fienden, och hindras därmed inte av fiendens "
|
||
"kontrollzoner."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "lysa upp"
|
||
|
||
#. [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 ""
|
||
"Den här truppen lyser upp närområdet, så att redbara trupper slåss bättre "
|
||
"och ljusskygga sämre.\n"
|
||
"\n"
|
||
"Trupper på rutorna bredvid slåss som det vore skymning när det är natt och "
|
||
"som vid dag när det är skymning."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "teleportera"
|
||
|
||
#. [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 ""
|
||
"Den här truppen kan teleportera sig mellan två tomma kontrollerade byar. Den "
|
||
"använder då ett av sina förflyttningspoäng."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "bakhåll"
|
||
|
||
#. [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 ""
|
||
"Den här truppen kan gömma sig i skog, och blir inte upptäckt av sina "
|
||
"fiender.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen i skogen, förutom "
|
||
"då det finns fiendetrupper alldeles bredvid. Den fiendetrupp som först "
|
||
"upptäcker den här truppen förlorar omedelbart resterande förflyttningspoäng."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr ""
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
#, fuzzy
|
||
#| msgid "female^slow"
|
||
msgid "female^burrow"
|
||
msgstr "långsam"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in forest, except if they "
|
||
#| "have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in forest or sand if it is resting (has not moved for a "
|
||
"turn), and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is resting in forest or sand, "
|
||
"except if they have units next to it. Any enemy unit that first discovers "
|
||
"this unit immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Den här truppen kan gömma sig i skog, och blir inte upptäckt av sina "
|
||
"fiender.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen i skogen, förutom "
|
||
"då det finns fiendetrupper alldeles bredvid. Den fiendetrupp som först "
|
||
"upptäcker den här truppen förlorar omedelbart resterande förflyttningspoäng."
|
||
|
||
#. [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 ""
|
||
"Den här truppen blir osynlig nattetid.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen nattetid, förutom "
|
||
"då det finns fiendetrupper alldeles bredvid. Den fiendetrupp som först "
|
||
"upptäcker den här truppen förlorar omedelbart resterande förflyttningspoäng."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "gömd"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to "
|
||
#| "it.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in a village, except if they "
|
||
#| "have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in villages, and remain undetected by its enemies, except "
|
||
"by those standing next to it.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in a village, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Denna trupp kan gömma sig i byar (dock ej i vatten), och blir inte upptäckt "
|
||
"av sina fiender, förutom de som står alldeles bredvid.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen då den befinner "
|
||
"sig in en by, förutom då det finns fiendetrupper alldeles bredvid. Den "
|
||
"fiendetrupp som först upptäcker den här truppen förlorar omedelbart "
|
||
"resterande förflyttningspoäng."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "dyka"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "dyka"
|
||
|
||
#. [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 ""
|
||
"Den här truppen kan gömma sig på djupt vatten, och blir inte upptäckt av "
|
||
"sina fiender.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen då den är i djupt "
|
||
"vatten, förutom då det finns fiendetrupper alldeles bredvid. Den fiendetrupp "
|
||
"som först upptäcker den här truppen förlorar omedelbart resterande "
|
||
"förflyttningspoäng."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "förtäring"
|
||
|
||
#. [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 ""
|
||
"Den här truppen får 1 hälsopoäng lagt till sitt maxvärde när den dödar en "
|
||
"levande trupp, förutom när denna trupp är immun mot pest."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Max HP-bonus +3, Max XP +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr "Middag"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr "Midnatt"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Andra vakten — Första timmen"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Andra vakten — Andra timmen"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Andra vakten — Tredje timmen"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Andra vakten — Fjärde timmen"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Andra vakten — Femte timmen"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Andra vakten — Sjätte timmen"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr "Morgon — första timmen"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Morgon — andra timmen"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Morgon — tredje timmen"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Morgon — fjärde timmen"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Eftermiddag — Första timmen"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Eftermiddag — Andra timmen"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Eftermiddag — Tredje timmen"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Eftermiddag — Fjärde timmen"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Eftermiddag — Femte timmen"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Eftermiddag — Sjätte timmen"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Första vakten — Första timmen"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Första vakten — Andra timmen"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Första vakten — Tredje timmen"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Första vakten — Fjärde timmen"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
msgid "First Dawn"
|
||
msgstr "Första gryningsvakten"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
msgid "Second Dawn"
|
||
msgstr "Andra gryningsvakten"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
msgid "First Morning"
|
||
msgstr "Första morgonvakten"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
msgid "Second Morning"
|
||
msgstr "Andra morgonvakten"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
msgid "First Midday"
|
||
msgstr "Första middagsvakten"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
msgid "Second Midday"
|
||
msgstr "Andra middagsvakten"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
msgid "First Afternoon"
|
||
msgstr "Första eftermiddagsvakten"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
msgid "Second Afternoon"
|
||
msgstr "Andra eftermiddagsvakten"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
msgid "First Dusk"
|
||
msgstr "Första skymningsvakten"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
msgid "Second Dusk"
|
||
msgstr "Andra skymningsvakten"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr "Det korta mörkret"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr "Det långa mörkret (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr "Det långa mörkret (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr "Det långa mörkret (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr "Det långa mörkret (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:9
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Spirits have very unusual resistances to damage, and move quite slowly "
|
||
#| "over open water."
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Andar har ovanligt hög motståndkraft mot skador, men rör sig långsamt över "
|
||
"öppen vatten."
|
||
|
||
#: data/core/macros/special-notes.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s arcane attack deals tremendous damage to magical creatures, "
|
||
#| "and even some to mundane creatures."
|
||
msgid ""
|
||
"This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
" Denna trupps ockulta attack vållar magiska varelser stor skada, men även "
|
||
"icke-magiska varelser bör ta sig i akt."
|
||
|
||
#: data/core/macros/special-notes.cfg:19
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr " Denna trupp kan hela närliggande trupper."
|
||
|
||
#: data/core/macros/special-notes.cfg:22
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of rapid healing."
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr " Denna trupp kan hela närliggande trupper snabbt."
|
||
|
||
#: data/core/macros/special-notes.cfg:25
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of healing those around it, and curing them of "
|
||
#| "poison."
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr " Denna trupp kan hela intillstående trupper och bota dem från gift."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of neutralizing the effects of poison in units "
|
||
#| "around it."
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr " Denna trupp kan neutralisera förgiftning i intillstående trupper."
|
||
|
||
#: data/core/macros/special-notes.cfg:31
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr ""
|
||
" Denna trupp besitter förmågan att regenerera, vilket läker den som om den "
|
||
"alltid stod under en bys beskydd."
|
||
|
||
#: data/core/macros/special-notes.cfg:34
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The steadiness of this unit reduces damage from some attacks, but only "
|
||
#| "while defending."
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
" Denna trupps ståndaktighet gör att den tar mindre skada från vissa "
|
||
"attacker, men bara vid försvar."
|
||
|
||
#: data/core/macros/special-notes.cfg:37
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The leadership of this unit enables adjacent units of the same side to "
|
||
#| "deal more damage in combat, though this only applies to units of lower "
|
||
#| "level."
|
||
msgid ""
|
||
"The leadership of this unit enables adjacent units of the same side to deal "
|
||
"more damage in combat, though this only applies to units of lower level."
|
||
msgstr ""
|
||
" Under denna trupps ledarskap åsamkar allierade intillstående trupper av "
|
||
"lägre rang sina motståndare mer skada."
|
||
|
||
#: data/core/macros/special-notes.cfg:40
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
#| "control and thus move unhindered around them."
|
||
msgid ""
|
||
"This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" Denna trupp är stigfinnare och ignorerar således fiendens kontrollzoner."
|
||
|
||
#: data/core/macros/special-notes.cfg:43
|
||
#, fuzzy
|
||
#| msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr " Denna trupp omgärdas av en ljuscirkel som lyser upp närområdet."
|
||
|
||
#: data/core/macros/special-notes.cfg:46
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can use one move to teleport between any two empty villages "
|
||
#| "controlled by its side."
|
||
msgid ""
|
||
"This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" Den här truppen kan teleportera sig mellan två tomma byar kontrollerade av "
|
||
"dess sida."
|
||
|
||
#: data/core/macros/special-notes.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
#| "unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgid ""
|
||
"In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgstr ""
|
||
" I skogslandskap är denna trupp osynlig för en fiende, såvida de inte står "
|
||
"alldeles bredvid, eller har avslöjat sig genom att anfalla."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" Denna trupp har förmågan att gömma sig i mörkret nattetid, utan något som "
|
||
"helst tecken på sin existens."
|
||
|
||
#: data/core/macros/special-notes.cfg:55
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to it."
|
||
msgid ""
|
||
"This unit can hide in villages (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it."
|
||
msgstr ""
|
||
"Den här truppen kan gömma sig i byar (med undantag för vattenbyar) och "
|
||
"stanna gömd från alla fiender förutom de som står alldeles brevid."
|
||
|
||
#: data/core/macros/special-notes.cfg:58
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can move unseen in deep water, requiring no air from the "
|
||
#| "surface."
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Denna trupp kan förflytta sig osedd genom djupt vatten, och behöver inte "
|
||
"komma upp till ytan för att andas."
|
||
|
||
#: data/core/macros/special-notes.cfg:61
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#| "living unit."
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr "Den här truppen får 1 hälsopoäng när den dödar en levande trupp."
|
||
|
||
#: data/core/macros/special-notes.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Whenever its berserk attack is used, this unit continues to push the "
|
||
#| "attack until either it or its enemy lies dead."
|
||
msgid ""
|
||
"Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
" Vid bärsärkargång fortsätter truppen obevekligt sina utfall tills antingen "
|
||
"den eller dess fiende ligger död på marken."
|
||
|
||
#: data/core/macros/special-notes.cfg:67
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit may backstab, inflicting double damage by creeping "
|
||
"around behind that enemy."
|
||
msgstr ""
|
||
"Om det är en fiende till målet på motstående sida av målet under en attack "
|
||
"kan denna trupp göra ett rygghugg som orsakar dubbel skada genom att krypa "
|
||
"run bakom den fienden."
|
||
|
||
#: data/core/macros/special-notes.cfg:70
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" Fiender som går under i pesten återuppväcks till ett vanliv, om de inte "
|
||
"står på en by."
|
||
|
||
#: data/core/macros/special-notes.cfg:73
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to certain horrors of nature become nourishment for "
|
||
"a rapidly growing larva, unless they are standing in a village."
|
||
msgstr ""
|
||
" Fiender som går under i pesten återuppväcks till ett vanliv, om de inte "
|
||
"står på en by."
|
||
|
||
#: data/core/macros/special-notes.cfg:76
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" Denna trupp har förmågan att sakta ner sina fiender, vilket minskar deras "
|
||
"förflyttning och den skada de vållar med hälften, tills de avslutar sitt "
|
||
"drag."
|
||
|
||
#: data/core/macros/special-notes.cfg:79
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The ability to turn the living to stone makes this unit extremely "
|
||
#| "dangerous."
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr " Förmågan att förstena andra varelser gör denna trupp extremt farlig."
|
||
|
||
#: data/core/macros/special-notes.cfg:82
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
#| "enemies, but only on the attack."
|
||
msgid ""
|
||
"This unit’s marksmanship gives it a high chance of hitting targeted enemies, "
|
||
"but only on the attack."
|
||
msgstr ""
|
||
" Denna trupp är prickskytt. Prickskyttar träffar ofta sitt mål, men bara då "
|
||
"de är offensiva."
|
||
|
||
#: data/core/macros/special-notes.cfg:85
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit has magical attacks, which always have a high chance of "
|
||
#| "hitting an opponent."
|
||
msgid ""
|
||
"This unit has magical attacks, which always have a high chance of hitting an "
|
||
"opponent."
|
||
msgstr ""
|
||
" Denna trupp har magiska attacker vilka alltid har en stor chans att träffa "
|
||
"en fiende."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The swarming attacks of this unit become less deadly whenever its "
|
||
#| "members are wounded."
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" Denna trupps svärmande attack tappar i styrka när andra som deltar i "
|
||
"attacken är skadade."
|
||
|
||
#: data/core/macros/special-notes.cfg:91
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Using a charging attack doubles both damage dealt and received; this "
|
||
#| "does not affect defensive retaliation."
|
||
msgid ""
|
||
"Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
" Ett stormangrepp fördubblar skadorna som vållas och erhålls. Detta gäller "
|
||
"inte vid försvar."
|
||
|
||
#: data/core/macros/special-notes.cfg:94
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " During battle, this unit can drain life from victims to renew its own "
|
||
#| "health."
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr ""
|
||
" Vid beröring berövar denna trupp offrets livskraft och stärker sin egen."
|
||
|
||
#: data/core/macros/special-notes.cfg:97
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The length of this unit’s weapon allows it to strike first in melee, "
|
||
#| "even in defense."
|
||
msgid ""
|
||
"The length of this unit’s weapon allows it to strike first in melee, even in "
|
||
"defense."
|
||
msgstr ""
|
||
" Genom längden på sitt vapen får denna trupp första slaget i närstrid, även "
|
||
"vid försvar."
|
||
|
||
#: data/core/macros/special-notes.cfg:100
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The victims of this unit’s poison will continually take damage until "
|
||
#| "they can be cured in town or by a unit which cures."
|
||
msgid ""
|
||
"The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
msgstr ""
|
||
" De som förgiftas av denna trupp försvagas gradvis tills de kan botas i en "
|
||
"by eller av en trupp som kan bota."
|
||
|
||
#: data/core/macros/special-notes.cfg:103
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Denna trupp har ett försvarstak på vissa typer av terräng, den kan inte få "
|
||
"bättre försvar än detta på rutor med blandad terräng."
|
||
|
||
#. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format.
|
||
#. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions).
|
||
#: data/core/macros/special-notes.cfg:122
|
||
msgid ""
|
||
"Special Notes (1.14-style, please update to the new list format to avoid "
|
||
"duplicates):"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "lojal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "lojal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "Noll underhåll"
|
||
|
||
#. [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"
|
||
"Under en kampanj kan vissa trupper välja att ansluta sig till spelarens "
|
||
"armé. Dessa trupper utmärks med karaktärsdraget lojal. Även om de kräver "
|
||
"betalning för att återkallas, så kostar de aldrig något underhåll. Detta gör "
|
||
"dem ovärderliga under långa kampanjer när kassakistan är svårt ansträngd. "
|
||
"Karaktärsdraget lojal ges aldrig till rekryterade trupper, så det är oklokt "
|
||
"att avskeda eller skicka dina lojala trupper i döden i onödan."
|
||
|
||
#. [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='Lojala'</italic> trupper kräver inget underhåll. De flesta "
|
||
"trupper utkräver en underhållskostnad vid slutet av varje drag, som är lika "
|
||
"med deras erfarenhetsnivå. Lojala trupper utkräver inte denna kostnad."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "vandöd"
|
||
|
||
#. [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 "immun mot gift, pest och suga livskraft"
|
||
|
||
#. [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"
|
||
"Vandöda trupper har i allmänhet vandöd som sitt enda karaktärsdrag. Eftersom "
|
||
"vandöda trupper är de dödas återuppväckta kroppar, så har gift ingen effekt "
|
||
"på dem. Detta kan göra dem mycket användbara i strid mot fiender som "
|
||
"använder gift i sina attacker."
|
||
|
||
#. [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='Vandöda'</italic> trupper är immuna mot gift, dessutom kan de "
|
||
"inte påverkas av suga livskraft eller pest."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "konstruktion"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "konstruktion"
|
||
|
||
#. [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"
|
||
"Konstruktioner har ofta konstruktion som sitt enda karaktärsdrag. Då "
|
||
"konstruktioner egentligen inte lever, påverkas de inte av suga livskraft, "
|
||
"gift eller pest."
|
||
|
||
#. [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='Konstruktioner'</italic> är immuna mot gift, dessutom kan de "
|
||
"inte påverkas av suga livskraft eller pest."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "elementarande"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "elementarande"
|
||
|
||
#. [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"
|
||
"Elementarandar har ofta 'elementarande' som sitt enda karaktärsdrag. Då "
|
||
"elementarandar är energibaserade livsformer, påverkas de inte av suga "
|
||
"livskraft, gift eller pest."
|
||
|
||
#. [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='Elementarandar'</italic> är immuna mot gift, dessutom kan de "
|
||
"inte påverkas av suga livskraft eller pest."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "stark"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "stark"
|
||
|
||
#. [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"
|
||
"Starka trupper är bra för närstridstrupper och allra bäst är det för trupper "
|
||
"som har ett stort antal attacker, såsom alvkrigaren. Starka trupper kan vara "
|
||
"mycket nyttiga när det krävs lite extra skada för att en träff ska ge "
|
||
"nådastöten."
|
||
|
||
#. [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='Starka'</italic> trupper vållar 1 mer skada per träff i "
|
||
"närstrid och har 1 mer hälsopoäng."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "träffsäker"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "träffsäker"
|
||
|
||
#. [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"
|
||
"Alver är de enda som kan ha karaktärsdraget träffsäker. Alverna är kända för "
|
||
"sin förunderliga grace och sin stora skicklighet med pilbåge. Vissa alver är "
|
||
"dock begåvade med en naturlig fallenhet för bågskytte utöver det vanliga. "
|
||
"Dessa alver åsamkar ytterligare en poäng i skada med varje pil."
|
||
|
||
#. [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='Träffsäkra'</italic> trupper åsamkar 1 extra poäng i skada för "
|
||
"varje träff med distansvapen."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "snabb"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "snabb"
|
||
|
||
#. [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"
|
||
"Snabb är det karaktärsdrag som märks mest, speciellt hos långsamma trupper "
|
||
"som troll eller tungt infanteri. Snabba trupper rör sig ofta mycket snabbare "
|
||
"över oländig terräng, vilket är något att tänka på när man skickar ut sina "
|
||
"trupper. Eftersom snabba trupper inte är så starka så är de mindre lämpade "
|
||
"för att försvara positioner som är i dispyt."
|
||
|
||
#. [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='Snabba'</italic> trupper har en extra förflyttningspoäng, men "
|
||
"5% mindre hälsopoäng än vanligt."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
|
||
"of a campaign as they can advance to higher levels more quickly. Later in "
|
||
"campaigns Intelligent is not quite as useful because the <italic>text='After "
|
||
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
|
||
"advancing a level. If you have many ‘maximum level’ units you may wish to "
|
||
"recall units with more desirable traits."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Intelligenta'</italic> trupper är mycket användbara i början "
|
||
"av en kampanj, eftersom de snabbare befordras till högre nivåer. Senare är "
|
||
"de inte lika viktiga eftersom trupper som nått sin toppnivå inte längre "
|
||
"kommer att genomgå så drastiska förändringar som vid en vanlig befordran. Om "
|
||
"du har många trupper på högre nivåer så kan det vara bättre att återkalla "
|
||
"trupper som har andra karaktärsdrag. "
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Intelligenta trupper kräver 20% mindre erfarenhet än vanligt för att "
|
||
"befordras."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "tålig"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "tålig"
|
||
|
||
#. [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"
|
||
"Tåliga trupper är användbara i alla lägen under en kampanj, och detta "
|
||
"karaktärsdrag är dessutom nyttigt för alla trupper. Tålighet är ofta som "
|
||
"mest nyttigt för trupper som har någon kombination av lite hälsopoäng, bra "
|
||
"försvarsegenskaper och starka motståndskrafter. Tåliga trupper är speciellt "
|
||
"lämpade för att hålla strategiska positioner."
|
||
|
||
#. [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='Tåliga'</italic> trupper har 4 HP plus 1 HP per nivå mer än "
|
||
"andra."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "frisk"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "frisk"
|
||
|
||
#. [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='Friska'</italic> trupper har ett ytterligare hälsopoäng och "
|
||
"får ytterligare ett per nivå. De helar också 2 hälsopoäng per drag oavsett "
|
||
"om de vilar eller slåss."
|
||
|
||
#. [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 ""
|
||
"Vissa dvärgar är vitt kända för sin vitalitet. De är härdigare än andra och "
|
||
"kan återhämta sig även under färd."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "orädd"
|
||
|
||
#. [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 "Strider lika bra oavsett tid på dygnet."
|
||
|
||
#. [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 "Dessa modiga individer tar ingen hänsyn till om det är natt eller dag."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "vild"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "vild"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Får bara 50% terrängförsvar i byar på land."
|
||
|
||
# 50% is the true value
|
||
#. [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 ""
|
||
"Civiliserade varelsers boningar fungerar dåligt som skydd för vilda varelser "
|
||
"med lägre intelligens. Som ett resultat, får <italic>text='vilda'</italic> "
|
||
"trupper max 50% försvar i byar på land, oavsett terräng."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "svag"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "svag"
|
||
|
||
#. [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 ""
|
||
"Trupper med karaktärsdraget <italic>text='svag'</italic> får sin hälsoppoäng "
|
||
"(HP) och närstridsskada minskad med -1."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "långsam"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "långsam"
|
||
|
||
#. [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"
|
||
"Tjocka, klumpiga och långsamma individer bland såväl vättar som andra arter "
|
||
"förflyttar sig långsammare, men får en kompensation i en något bättre "
|
||
"uthållighet."
|
||
|
||
#. [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='Långsamma'</italic> trupper har en förflyttningspoäng mindre, "
|
||
"men 5% mer hälsopoäng än vanligt."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "enfaldig"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "enfaldig"
|
||
|
||
#. [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"
|
||
"Enfaldig är ett väldigt vanligt karaktärsdrag hos vättar och andra lägre "
|
||
"arter. Det finns anledningar till varför dessa arter är lägre och detta är "
|
||
"en av dem."
|
||
|
||
#. [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 ""
|
||
"Trupper med karaktärsdraget <italic>text='enfaldig'</italic> kräver 20% "
|
||
"extra erfarenhet för att avancera."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "åldrad"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "åldrad"
|
||
|
||
#. [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 ""
|
||
"Trupper med karaktärsdraget <italic>text='åldrad'</italic> får 8 färre "
|
||
"hälsopoäng, förflyttar sig en ruta mindre samt gör en mindre skada i "
|
||
"närstrid."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "bärsärk"
|
||
|
||
#. [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 ""
|
||
"Vare sig det gäller anfall eller försvar fortsätter striden tills en av "
|
||
"parterna ligger död på marken eller tills striden pågått i 30 utfall."
|
||
|
||
#. [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 ""
|
||
"När den används offensivt orsakar denna typ av attack dubbel skada. Detta "
|
||
"gäller bara om en fiende till målet befinner sig på motsatt sida av målet, "
|
||
"och den truppen inte är oskadliggjord (förstenad eller paralyserad på annat "
|
||
"sätt)."
|
||
|
||
#. [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 ""
|
||
"När en trupp dödas av pestsmitta ersätts truppen av en trupp som tillhör "
|
||
"sidan som pestsmittade truppen. Detta fungerar inte mot vandöda eller "
|
||
"trupper i byar."
|
||
|
||
#. [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 ""
|
||
"Denna attack saktar ner motståndartruppen tills den avslutar sitt drag. En "
|
||
"nersaktad trupp vållar hälften av den nominella skadan och har en hälften så "
|
||
"god förflyttning. När en nersaktad trupp valts har den en snigelikon i "
|
||
"sidopanelen."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "förstenar"
|
||
|
||
#. [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 ""
|
||
"Denna attack förstenar målet. Förstenade trupper kan varken anfalla eller "
|
||
"förflytta sig."
|
||
|
||
#. [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 ""
|
||
"Vid anfall har denna typ av attack alltid åtminstone 60% chans att träffa."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"Vid anfall har denna typ av attack alltid åtminstone 60% chans att träffa."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:102
|
||
msgid ""
|
||
"This unit’s defensive techniques reduce the chance of a successful enemy "
|
||
"attack."
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "magisk"
|
||
|
||
#. [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 ""
|
||
"Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "svärma"
|
||
|
||
#. [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 ""
|
||
"För den här typen av attack minskar antalet attacker när truppen är skadad. "
|
||
"Antalet attacker är proportionellt mot kvoten nuvarande hälsopoäng genom "
|
||
"maximal hälsopoäng. En trupp som t ex har 3/4 av sin maximala hälsopoäng har "
|
||
"3/4 av det maximala antalet attacker i strid."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "storma"
|
||
|
||
#. [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 ""
|
||
"När den används offensivt vållar denna typ av attack dubbel skada hos målet, "
|
||
"men den anfallande truppen tar också dubbel skada från målets motattack."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:154
|
||
msgid ""
|
||
"This attack puts the unit in good defensive position, and it absorbs some of "
|
||
"the damage dealt by an enemy strike."
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:155
|
||
msgid ""
|
||
"This unit can block enemy strikes, so that it takes reduced damage when hit."
|
||
msgstr ""
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/weapon_specials.cfg:167
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Denna typ av attack suger livskraften ur levande trupper, och helar sig "
|
||
"själv med hälften av den skada den orsakar (avrundat nedåt)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
msgid "first strike"
|
||
msgstr "första slaget"
|
||
|
||
#. [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 "Denna trupp slår alltid först, även om den försvarar sig."
|
||
|
||
#. [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 ""
|
||
"Denna attack förgiftar målet. Förgiftade trupper förlorar 8 HP varje drag "
|
||
"tills de botas eller har försvagats till 1 HP. Förgiftning kan inte ensamt "
|
||
"döda en trupp."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:200
|
||
msgid ""
|
||
"This attack hits so hard that the opponent is dazed and can no longer "
|
||
"enforce a zone of control. The effect wears off on the opponent’s next turn."
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
" Denna trupp har förmågan att sakta ner sina fiender, vilket minskar deras "
|
||
"förflyttning och den skada de vållar med hälften, tills de avslutar sitt "
|
||
"drag."
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:208
|
||
msgid "arcane"
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:209
|
||
msgid ""
|
||
"This attack combines the arcane type with the type of weapon used so that "
|
||
"resistance to the arcane type does not penalize the user."
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:210
|
||
msgid ""
|
||
"This unit can use the arcane type when the opponent is particularly "
|
||
"sensitive to it in relation to the weapon on which it is applied."
|
||
msgstr ""
|
||
|
||
#: data/core/units.cfg:4
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a “true orc”, a few who "
|
||
"are born slightly smaller and weaker, and the rest, often a full half of any "
|
||
"litter, are much weaker and destined to be goblins. Almost as newborns the "
|
||
"class system of orcish society is visible, with the weak put in their place "
|
||
"by their stronger siblings. The stronger ones will routinely grab most of "
|
||
"the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "Fladdermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "Fladdermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "Fladdermöss"
|
||
|
||
#. [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 ""
|
||
"Fladdermöss finns i alla former och storlekar. De flesta är harmlösa och "
|
||
"livnär sig på insekter och andra små djur. De större och grymmare arterna är "
|
||
"kända för att utgöra ett hot för såväl människor som andra raser, för att "
|
||
"inte tala om deras boskap. Speciellt farliga blir de när de attackerar i "
|
||
"grupp. Då de är nattdjur används (eller ibland till och med tämjs) de av de "
|
||
"som delar deras kärlek till natten."
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:49
|
||
#, fuzzy
|
||
#| msgid "race^Bat"
|
||
msgid "race^Cat"
|
||
msgstr "Fladdermus"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:50
|
||
#, fuzzy
|
||
#| msgid "race+female^Bat"
|
||
msgid "race+female^Cat"
|
||
msgstr "Fladdermus"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:51
|
||
#, fuzzy
|
||
#| msgid "race^Bats"
|
||
msgid "race^Cats"
|
||
msgstr "Fladdermöss"
|
||
|
||
#. [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 "Drakfolket"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:62
|
||
msgid "race+female^Drake"
|
||
msgstr "Drakfolket"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:63
|
||
msgid "race^Drakes"
|
||
msgstr "Drakfolket"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
|
||
#| "true dragons. On average, an adult drake stands around three meters tall "
|
||
#| "and easily weighs more than a man and a horse combined. Their skin is "
|
||
#| "made up of hard scales, resistant to most physical strikes except "
|
||
#| "piercing and cold damage. Most drakes are capable of true flight and can "
|
||
#| "travel long distances quickly. However, their sheer weight and bulk "
|
||
#| "limits their flight ability somewhat, making them ungainly in the air. "
|
||
#| "Where possible, they make use of terrain features such as hills, "
|
||
#| "mountains and trees as launch points in order to gain greater height and "
|
||
#| "speed. Fortunately for their enemies, they are still quite clumsy "
|
||
#| "creatures and surprisingly slow in combat. This, combined with their "
|
||
#| "large size, renders them easy targets for those who dare attack them.\n"
|
||
#| "\n"
|
||
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
#| "fueling their very lives. This can easily be witnessed when one of their "
|
||
#| "kind perishes in combat; its internal fire is released, burning their "
|
||
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
|
||
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
#| "While the magic imbued within a drake’s body enables it to spit fire and "
|
||
#| "gives it life, they have no willful control over the functions of this "
|
||
#| "magic.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Drakes are a relatively warlike race and their societies can be best "
|
||
#| "described as cultured martial societies. The core of a drake tribe is a "
|
||
#| "small group of veteran warriors headed by a mutually respected — or "
|
||
#| "simply feared — dominant who rules the society with an iron fist. Every "
|
||
#| "drake is expected to earn their place in the strict hierarchy, to obey "
|
||
#| "their superiors and command their inferiors. Entry to the ruling elite is "
|
||
#| "only possible through challenging and defeating a superior in single "
|
||
#| "combat, which is the way the hierarchy within the elite itself is "
|
||
#| "established. The use of deception of any kind towards any fellow drake "
|
||
#| "is, without exception, seen as cowardly and unacceptable.\n"
|
||
#| "\n"
|
||
#| "While their warlike nature and sense of territory drives them to defend "
|
||
#| "their territories savagely, drakes rarely invade or trespass on areas "
|
||
#| "already occupied by the other major races. Instead, they settle in "
|
||
#| "unpopulated areas to establish their own territory there. They primarily "
|
||
#| "feed on large game they hunt in the lowlands around their homes, but "
|
||
#| "hatchlings and lower caste drakes are known to feed also on certain kinds "
|
||
#| "of moss and fungi they cultivate deep in their caverns. Drakes value "
|
||
#| "armor- and weapon-smithing, but neither know nor need other science and "
|
||
#| "culture besides this. Nonetheless, the few implements they do fashion are "
|
||
#| "almost unrivaled in quality, only matched by those produced in the finest "
|
||
#| "Dwarvish foundries.\n"
|
||
#| "\n"
|
||
#| "Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
|
||
#| "Death in battle is the most preferred way for a drake to leave this "
|
||
#| "world. Unlike the elder members of other races, drakes naturally grow "
|
||
#| "more aggressive and reckless towards the ends of their natural lives, "
|
||
#| "perhaps to help ensure their place in the heroic legends of their kind.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Drakes originated from an archipelago of volcanic islands called "
|
||
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
#| "subsidence of many of their home islands has caused colonies of drakes to "
|
||
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
#| "warmth, their internal fire is more than capable of sustaining them even "
|
||
#| "in a relatively cold climate, a feature which has allowed them to "
|
||
#| "populate even some of the mountains of the far north of the Great "
|
||
#| "Continent."
|
||
msgid ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three meters tall and "
|
||
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
||
"hard scales, resistant to most physical strikes except piercing and cold "
|
||
"damage. Most drakes are capable of true flight and can travel long distances "
|
||
"quickly. However, their sheer weight and bulk limits their flight ability "
|
||
"somewhat, making them ungainly in the air. Where possible, they make use of "
|
||
"terrain features such as hills, mountains and trees as launch points in "
|
||
"order to gain greater height and speed. Fortunately for their enemies, their "
|
||
"large size renders them easy targets for those who dare attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains into ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
|
||
"weapon-smithing, but neither know nor need other science and culture besides "
|
||
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
|
||
"in quality, only matched by those produced in the finest Dwarvish "
|
||
"foundries.\n"
|
||
"\n"
|
||
"Drakes hatch from eggs and may live naturally for several decades, although "
|
||
"some have been known to survive for longer. However, death in battle is the "
|
||
"most preferred way for a drake to leave this world. As such, most drakes do "
|
||
"not live to see the end of their natural lifespan.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Drakes originated from an archipelago of volcanic islands called "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
"subsidence of many of their home islands has caused colonies of drakes to "
|
||
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
"Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
"protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
"warmth, their internal fire is more than capable of sustaining them even in "
|
||
"a relatively cold climate, a feature which has allowed them to populate even "
|
||
"some of the mountains of the far north of the Great Continent."
|
||
msgstr ""
|
||
"Drakfolket är stora, bevingade, eldsprutande varelser som påminner om äkta "
|
||
"drakar. En vuxen individ hos drakfolket blir i regel runt tre meter lång och "
|
||
"väger utan problem mer än den sammanlagda vikten av en man och hans häst. "
|
||
"Deras skin består av hårda fjäll som tål de flesta fysiska attacker förutom "
|
||
"stick- och frostattacker väldigt bra. Majoriteten av drakfolket kan flyga "
|
||
"och tillryggalägga långa avstånd på kort tid. Deras vikt stora vikt och "
|
||
"storlek hindrar dem dock från att vara graciösa i luften. De använder därför "
|
||
"gärna kullar, berg och träd som startplatser för uppnå bättre höjd och "
|
||
"hastighet. Deras fiender ska vara glada att de är så klumpiga och långsamma "
|
||
"i strid. Detta, tillsammans med deras storlek, gör dem till ett lätt byte "
|
||
"för de som har modet att attackera dem.\n"
|
||
"\n"
|
||
"Drakfolket har en medfödd magi och en mystisk inre eld som utgör deras "
|
||
"livsenergi. Detta är lätt att se när en av dem dör i strid; den inre elden "
|
||
"släpps lös och bränner den döda kroppen till aska. Deras inre eld är även "
|
||
"deras största svaghet, eftersom den gör dem extremt känsliga för "
|
||
"köldattacker. Trots deras magiska ursprung är drakfolket inte kapabla att "
|
||
"hantera magin på ett kontrollerat sätt. Emedan deras inre magi låter dem "
|
||
"spruta eld och ger de liv så kan de inte utöva någon medveten kontroll över "
|
||
"denna magin.\n"
|
||
"\n"
|
||
"<header>text='Samhälle'</header>\n"
|
||
"Drakfolket är en krigisk ras och deras samhälle beskrivs bäst som ett "
|
||
"kultiverat militärsamhälle. Kärnan i en drakfolksstam är en grupp av "
|
||
"veterankrigare som leds av en respekterad — eller helt enkel fruktad — "
|
||
"dominerande ledare som styr samhället med en järnhand. Bland drakfolket "
|
||
"förväntas alla göra sin plikt i den strikta hierarkin, lyda sina överordnade "
|
||
"och styra sin underordnade. För att stiga till den regerande eliten måste "
|
||
"man utmana och besegra en överordnad i enskild kamp, vilket också är hur "
|
||
"hierarkien inom eliten fastställs. Distraktioner och bedrägerier ses utan "
|
||
"undantag som något enbart en ynkrygg skulle ta till och är oacceptabelt.\n"
|
||
"\n"
|
||
"Emedan deras krigiska och revirhävdande natur driver dem till att försvara "
|
||
"sina territorier utan nåd, invaderar eller inkräktar drakfolket sällan på de "
|
||
"andra stora rasernas marker. De väljer istället att bebygga tidigare "
|
||
"obefolkade områden för att etablera nya territorier. Deras huvudsakliga "
|
||
"matkälla är jaktbyten från markerna runt om deras boningar, men nykläckta "
|
||
"drakfolksungar och drakfolk av lägre kast livnär sig även på vissa typer av "
|
||
"mossa och svamp som odlas djupt inne i deras grottor. Den enda teknologin "
|
||
"drakfolket bryr sig om är rustnings- och vapensmide. De varken har eller "
|
||
"vill ha någon annan vetenskap eller kultur utöver det. De få verktyg de "
|
||
"trots detta gör saknar nästan like i kvalitet och enbart de finaste arbeten "
|
||
"från dvärgarnas smedjor kommer i närheten.\n"
|
||
"\n"
|
||
"Drakfolket lägger ägg och deras naturliga livslängd är mellan 20 och 30 år. "
|
||
"De föredrar att dö i strid framför alla andra sätt att lämna denna världen. "
|
||
"Tvärt emot de äldre hos andra raser blir drakfolket mer och mer aggressiva "
|
||
"och vårdslösa mot slutet av deras naturliga liv. Kanske är detta ett sätt "
|
||
"att garantera deras plats i deras hjältesagor.\n"
|
||
"\n"
|
||
"<header>text='Geografi'</header>\n"
|
||
"Drakfolket kom ursprungligen från en vulkanisk arkipelago kallad "
|
||
"<ref>dst='morogor' text='Morogor'</ref> i <ref>dst='great_ocean' text='Stora "
|
||
"havet'</ref>. En kombination av överbefolkning och att deras hemöar började "
|
||
"sjunka ner i havet fick deras kolonier att sprida sig till den "
|
||
"<ref>dst='great_continent' text='Stora kontinenten'</ref>. De bosätter sig "
|
||
"gärna i bergsgrottor i närheten av vulkaner, för att skydda sina ägg, "
|
||
"nykläckta samt sina smedjor. Även om drakfolket föredrar varmare klimat, är "
|
||
"deras inre eldar mer än kapabla att hålla dem vid god vigör även i kallare "
|
||
"klimat, något om låtit dem expandera så långt som några av bergen, långt "
|
||
"norrut på den Stora kontinenten."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid "race^Dwarf"
|
||
msgstr "Dvärg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:98
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Dvärg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:99
|
||
msgid "race^Dwarves"
|
||
msgstr "Dvärgar"
|
||
|
||
#. [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 ""
|
||
"Dvärgarna är kända för sina gruvarbetare, handelsmän, smeder och krigare. "
|
||
"Även om de anses vara den tredje äldsta rasen på Stora kontinenten, efter "
|
||
"alverna och trollen, är deras tidiga historia relativt okänd. Legenderna "
|
||
"berättar om en sedan länge glömd tid när deras folk började komma ut från "
|
||
"deras underjordiska värld. Inget är känt om deras liv före ankomsten, eller "
|
||
"om deras motiv för att komma upp till ytan, men de har varit en central del "
|
||
"av kontinentens historia sedan dess. Strax efter det att de kom ut från "
|
||
"underjorden hamnade dvärgarna i konflikt med de ursprungliga invånarna av "
|
||
"landet - alverna. De ursprungliga anledningarna för konflikten har sedan "
|
||
"länge glömts bort, men de två raserna har utkämpat tre långa krig sedan "
|
||
"dess, med enbart några få årtionden av fred. Under dessa krig har dvärgarna "
|
||
"inte kunnat driva ut alverna från de djupa skogarna i söder, men de har "
|
||
"lyckats befästa sin position i kullarna och bergen på de norra delarna av "
|
||
"kontinenten, nu kända som Nordländerna. Sedan dess har de konstruerat "
|
||
"fantastiska befästningar och boplatser djupt inne i bergen och ravinerna i "
|
||
"deras territorium.\n"
|
||
"\n"
|
||
"Dvärgarna är generellt sett misstänksamma eller till och med fientliga "
|
||
"gentemot de flesta andra raser, kanske p g a deras isolation. Detta gäller "
|
||
"särskilt mot alver. Det enda undantaget är människorna. Detta kan spåras "
|
||
"till Haldric den förstes tid och människornas och orchernas ankomst till "
|
||
"kontinenten. Dvärgarna började låta några människor, främst dissidenter och "
|
||
"fredlösa från Wesnoths kungadöme, bosätta sig i Nordländerna. Motivationen "
|
||
"var föga förvånande. Dessa individers svårigheter påminde dvärgarna om deras "
|
||
"egna tidiga historia av förföljelse, något som väckte känslor av "
|
||
"solidaritet. Dvärgarna hade även mycket att vinna på en allians med de "
|
||
"utstötta. Dessa bosatte sig främst i områden som dvärgarna ogillade, som "
|
||
"slätter, skogar och träsk; som då dvärgarna slapp försvara.\n"
|
||
"\n"
|
||
"Dvärgarna är små till växten i mänskliga mått mätt, men på intet sätt "
|
||
"bräckliga. Deras härdiga och kraftfulla krigare är både respekterade och "
|
||
"fruktade över hela kontinenten för sin skicklighet i strid. Utöver det är "
|
||
"dvärgarna kända för sitt beräknande intellekt och sin utomordentliga "
|
||
"hantverksskicklighet. Dvärgarnas smeder är vida berömda för de dödliga vapen "
|
||
"och rustningar de tillverkar. Denna utrustning är utan like i kvalité, med "
|
||
"det möjliga undantaget av det som drakfolkets vapensmeder tillverkar. Deras "
|
||
"intelligens och naturliga nyfikenhet har även gjort dem till den "
|
||
"teknologiskt mest utvecklade rasen på kontinenten. En av deras mest berömda, "
|
||
"och fruktade, upptäckter var det mystiska pulver som skapar en enorm "
|
||
"explosion när den utsätts för eld eller gnistor. En del dvärgkrigare "
|
||
"använder det här pulvret för att skicka iväg små objekt i oerhörda "
|
||
"hastigheter. Tack vare deras förkärlek för teknologi är många dvärgar "
|
||
"misstänksamma mot användare av magi. Några tillämpar dock en form av magi "
|
||
"baserad på inristninga av runor. Runsmeder, som de kallas, använder dessa "
|
||
"ristningar för att förtrolla föremål så att vissa av deras naturliga "
|
||
"egenskaper förstärks."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:117
|
||
msgid "race^Elf"
|
||
msgstr "Alv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
msgid "race+female^Elf"
|
||
msgstr "Alv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:119
|
||
msgid "race^Elves"
|
||
msgstr "Alver"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:121
|
||
msgid ""
|
||
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
|
||
"They have slightly pointy ears, pale skin and usually blond hair. Few "
|
||
"differences between humans and elves are more pronounced than the Elves’ "
|
||
"unusually long life — most, unless claimed by illness, accident or war, live "
|
||
"at least a full two centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live longer, most elves begin to grow physically "
|
||
"frail at some point between 250 and 300 years of age and pass away rapidly "
|
||
"thereafter.\n"
|
||
"\n"
|
||
"Most elves share an intense affection for unspoiled nature and find "
|
||
"themselves uncomfortable in open, unvegetated places. They live primarily in "
|
||
"the forests of the Great Continent, the Aethenwood in the southwest, Wesmere "
|
||
"in the northwest, and the great northern woods of which the Lintanir Forest "
|
||
"is the southernmost edge.\n"
|
||
"\n"
|
||
"Elves are the eldest race of the continent, with the possible exception of "
|
||
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
|
||
"having existed for several millennia.\n"
|
||
"\n"
|
||
"<header>text='Magic'</header>\n"
|
||
"While elves are fundamentally different creatures than the fabled fair folk, "
|
||
"their magic has some connection to the faerie and is the source of their "
|
||
"unusually keen senses as well as their long lives. Elven magic is split "
|
||
"between two different paths, one focused on manipulation of the mundane or "
|
||
"natural world, and one focused on divination into the arcane plane. More "
|
||
"common is the the way of corporeal alteration, which has more tangible "
|
||
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
|
||
"suited toward combat, its potent ability to harness earthly energies to "
|
||
"nurture and protect is the primary reason for the effectiveness of elven "
|
||
"healing as well as the beauty and vitality of their forests.\n"
|
||
"\n"
|
||
"Those who follow the mystic path are also well-regarded by other elves, but "
|
||
"their motives and abilities are often unclear to those outside of their "
|
||
"order. Some who venture far down the path of mysticism take on more faerie-"
|
||
"like traits, gaining extraordinary insight and longevity, but also becoming "
|
||
"sensitive to and even burned by the presence of cold iron.\n"
|
||
"\n"
|
||
"<header>text='Culture'</header>\n"
|
||
"Elves spend much of their time honing their talents and skills. Those not "
|
||
"adept at the magical arts typically devote their time honing their physical "
|
||
"skills, often for sporting purposes. As a result, elves excel at archery, a "
|
||
"craft that is readily and effectively applied to warfare. Elves are also "
|
||
"renowned musicians, particularly skilled at wind and plucked string "
|
||
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
|
||
"example, are crafted from the fine wood of Elven yew trees and are legendary "
|
||
"for their soft, gentle tone.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Elvish society is roughly divided into three factions: a pseudo-military "
|
||
"faction responsible for defending their forests, peaceful civilians who are "
|
||
"usually craftsmen and artists, and healers and mystics who maintain the "
|
||
"elves’ connection to the faerie. Responsible for governing these different "
|
||
"aspects is the nobility, who are treated as servants to the broader social "
|
||
"order, rather than as strict rulers of their people. The process for "
|
||
"selecting these nobles differs between the various elven conclaves, with the "
|
||
"governing council of Wesmere — the Ka’lian — being elected and the nobility "
|
||
"in Lintanir usually being inherited.\n"
|
||
"\n"
|
||
"In times of strife, the hierarchy of command becomes more adaptable, with "
|
||
"the ordinary aristocracy deferring to more war-minded marshals. By "
|
||
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
|
||
"elven mystics is also called upon to facilitate the transition of power."
|
||
msgstr ""
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Falcon"
|
||
msgstr "Falk"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:148
|
||
msgid "race+female^Falcon"
|
||
msgstr "Falk"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:149
|
||
msgid "race^Falcons"
|
||
msgstr "Falkar"
|
||
|
||
#. [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 ""
|
||
"Falkarna är rovfåglar som utmärks av extrem snabbhet och smidighet. De är "
|
||
"lättare och med mindre kraftfulla klor än andra rovfåglar och använder sig "
|
||
"hellre av sin näbb för att döda sitt byte. Deras skarpa ögon och att det går "
|
||
"att tämja dem gör att de är en talrik och välkänd varelse som används både "
|
||
"av adelsmän för sport och av nomader och andra stammar för jakt. Falkar "
|
||
"används ibland i strid då några falkenerare tränar dem att se skillnad på "
|
||
"vän och fiende så att de kan komma till nytta för att understödja en armés "
|
||
"anfall."
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:158
|
||
msgid "race^Goblin"
|
||
msgstr "Vätte"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:159
|
||
msgid "race+female^Goblin"
|
||
msgstr "Vätte"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:160
|
||
msgid "race^Goblins"
|
||
msgstr "Vättar"
|
||
|
||
#. [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"
|
||
"Vättarna är små och ganska bräckliga och även som fullväxta sällan större än "
|
||
"ett av människornas barn.\n"
|
||
"\n"
|
||
"De föds in i ett liv av liv som inte är nämnvärt bättre än slaveri under "
|
||
"sina större släktingar och är de som offras först i en strid. De frodas "
|
||
"trots sitt sorgliga öde, dels eftersom de är så många, dels eftersom deras "
|
||
"orchbröder är väl medvetna om hur beroende är av vättarna. Vättarna utför "
|
||
"större delen av det fysiska arbetet som orcherna behöver få gjort, med "
|
||
"undantag av de jobb som faktiskt kräver en orchs fulla styrka. De jobben ser "
|
||
"orcherna istället som ett bevis på deras överlägsenhet."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:178
|
||
msgid "race^Gryphon"
|
||
msgstr "Grip"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:179
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Grip"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:180
|
||
msgid "race^Gryphons"
|
||
msgstr "Gripar"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:181
|
||
msgid ""
|
||
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
|
||
"predators and birds of prey. While occasionally tamed and ridden by the "
|
||
"daring, gryphons are very territorial and aggressive, particularly regarding "
|
||
"their nests.\n"
|
||
"\n"
|
||
"The means by which gryphons are able to fly despite their great weight has "
|
||
"been a source of debate for centuries, but it remains as mysterious as their "
|
||
"origins."
|
||
msgstr ""
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:191
|
||
#, fuzzy
|
||
#| msgid "race^Wose"
|
||
msgid "race^Horse"
|
||
msgstr "Ent"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:192
|
||
#, fuzzy
|
||
#| msgid "race+female^Ogre"
|
||
msgid "race+female^Horse"
|
||
msgstr "Rese"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:193
|
||
#, fuzzy
|
||
#| msgid "race^Woses"
|
||
msgid "race^Horses"
|
||
msgstr "Enter"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:194
|
||
msgid ""
|
||
"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
|
||
"to sturdy draught horses or agile stock horses. While they are more fragile "
|
||
"than many beasts, their speed and cunning allow feral horses to thrive in "
|
||
"the wild, alongside their wild brethren.\n"
|
||
"\n"
|
||
"Horses have been an important part of many civilizations, so it is not "
|
||
"surprising that there are many myths and stories centered around them. "
|
||
"Winged horses, man-horse hybrids, and ghost horses have made their way into "
|
||
"written history, though few can honestly claim to have seen such things."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:211
|
||
msgid "race^Human"
|
||
msgstr "Människa"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:212
|
||
msgid "race+female^Human"
|
||
msgstr "Människa"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:213
|
||
msgid "race^Humans"
|
||
msgstr "Människor"
|
||
|
||
#. [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 ""
|
||
"Den mänskliga rasen är extremt varierad. De kom ursprungligen från den Gamla "
|
||
"kontinenten, men människorna har spridit sig över hela världen och "
|
||
"splittrats upp i många olika kulturer och raser. Även om de saknar en "
|
||
"inneboende magi till skillnad från många andra varelser, kan människorna "
|
||
"lära sig hantera flera olika sorters magi än många andra raser. De saknar "
|
||
"extra färdigheter utöver sin drivkraft och flexibilitet. Trots att de ofta "
|
||
"har en kylig relation till andra raser, kan de ibland forma allianser med de "
|
||
"mindre aggressiva av dem, så som alver och dvärgar. Mindre nogräknade "
|
||
"människor kan även tänka sig att hyra orchiska legosoldater. De har inga "
|
||
"naturliga fiender, även om de flesta människor, såsom alla andra raser, "
|
||
"hyser en instinktiv avsky mot vandöda. Människorna är kortare än alverna, "
|
||
"men längre än dvärgarna. Färgen på deras hy kan variera från nästan vit till "
|
||
"mörkt brun.\n"
|
||
"\n"
|
||
"<header>text='Kronans undersåtar'</header>\n"
|
||
"Många olika människogrupper existerar, men majoriteten av dem som bor på "
|
||
"Stora kontinenten är undersåtar till Wesnoths kungadöme. Människorna kom "
|
||
"först till den Stora kontinenten från ett land långt till väster, på andra "
|
||
"sidan havet, kallat Gröna ön. Det dröjde inte länge innan de etablerat sin "
|
||
"huvudstad i inlandsstaden Weldyn. Under århundradena som följde har de byggt "
|
||
"en rad med städer över kontinenten. Soldaterna i Wesnoths kungadöme skyddar "
|
||
"landet och utgör den mest organiserade militära makten i den kända världen. "
|
||
"Dess krigare kommer från landets huvudprovinser, där alla gör värnplikt vid "
|
||
"en tidig ålder.\n"
|
||
"\n"
|
||
"<header>text='Klanmedlemmarna'</header>\n"
|
||
"Wesnoths östra provinser, kända som Klanernas hemland har en geografi som "
|
||
"består av mer öppna vidder och böljande kullar jämfört med de västra, mer "
|
||
"civiliserade provinserna. De utgör Hästklanernas hemtrakter. Dessa är "
|
||
"allierade med, men oberoende av, Wesnoths kungamakt, och vidhåller noggrant "
|
||
"sin egen identitet. Vissa anser att de är en lydstat under Wesnoths "
|
||
"kungadöme, som sänder mat och soldater till kronan i utbyte mot beskydd. "
|
||
"Andra anser att de står på jämn fot med den västra halvan av Wesnoth. "
|
||
"Oavsett vilket så har inte de östra provinserna en värnpliktsarmé i samma "
|
||
"anda som västra Wesnoth. Bland Klanerna är krigsträning en del av livet. "
|
||
"Föräldrarna lär sina barn att rida, slåss och skjuta med båge från en tidig "
|
||
"ålder. Generellt sett är klanernas krigare mindre organiserade än de "
|
||
"civiliserade krigarna, men deras styrkor och svagheter kompletterar varandra "
|
||
"väl."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Dunefolk Human"
|
||
msgstr ""
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:230
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr ""
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:231
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr ""
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:233
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
|
||
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
|
||
"this far corner of the Great Continent is unknown. Their legends tell of "
|
||
"many long and perilous travels through far-flung lands, but the true origin "
|
||
"of their people is a topic of endless and heated debate among even the most "
|
||
"erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Saurian"
|
||
msgstr "Ödlefolket"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:255
|
||
msgid "race+female^Saurian"
|
||
msgstr "Ödlefolket"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Saurians"
|
||
msgstr "Ödlefolket"
|
||
|
||
#. [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 ""
|
||
"Ödlefolket är ödlelika varelser. Mindre och slankare än de flesta människor "
|
||
"blir de vanligen inte längre än ett tioårigt barn, men om man mäter från "
|
||
"toppen av deras nos till änden av deras svans kan detta komma till samma "
|
||
"längd som en vuxen man är lång. De föredrar att slåss som de jagar, och "
|
||
"använda sin smidighet för att smita igenom fiendens linjer och ge sig på de "
|
||
"svaga och skadade och samtidigt undvika att bli attackerade.\n"
|
||
"\n"
|
||
"<header>text='Samhälle'</header>\n"
|
||
"Ödlefolket är mystiska varelser som man inte vet mycket om, de bor i områden "
|
||
"som är ogästvänliga mot andra, t ex träsk. Med en stark ödestro, anser "
|
||
"ödlefolket att allt som sker i deras liv kan förutspås m h a en komplicerad "
|
||
"form av astrologi.\n"
|
||
"\n"
|
||
"Ödlefolkets kultur gör stor åtskillnad baserat på kön. Inom varje kön tävlar "
|
||
"medlemmarna mot varandra, och genom skicklighet, envishet och rykte "
|
||
"etableras en tydlig hackordning, med en ledare på toppen. Vid de tillfällen "
|
||
"som de två könen interagerar sker inte någon strid om vem som bestämmer - "
|
||
"utan det är situationen som sådan som avgör detta. Männens ledare är alfa "
|
||
"inom klanens by eller läger, medan kvinnornas ledare bestämmer överallt "
|
||
"annars. Detta avspeglas hela vägen ner genom hackordningen, så att varje man "
|
||
"eller kvinna bestämmer över envar medlem av motsatta könet som ha en lägre "
|
||
"position.\n"
|
||
"\n"
|
||
"Uppdelningen och den alternerande könsdominansen hos ödlefolket kommer ur "
|
||
"deras tydligt definierade könsroller. Det är kvinnornas ansvar att jaga och "
|
||
"hitta mat, skickligheter som tränar dem även för strid; de bakhålls- och "
|
||
"flanktrupper och de stigfinnare som övriga raser så fruktar. Männen å andra "
|
||
"sidan ansvarar för att vakta de ägg som kvinnorna lägger. Detta ger männen "
|
||
"tid att studera och fördjupa sig i astrologi, magi och helande, men innebär "
|
||
"också att de är stillastående mål för varje ödlefolkklans största fiende - "
|
||
"en annan ödlefolksklan.\n"
|
||
"\n"
|
||
"Nya ödlefolksklaner bildas när de astrologiska tecknen visar att det är "
|
||
"dags. I vad som kallas en 'kläckning' väljer varje kvinna som stjärnorna "
|
||
"valt ut en grupp av individer av lägre rank och lämnar källklanen. Ofta "
|
||
"väljer stjärnorna ut alla kvinnor med ett visst särdrag så att flera nya "
|
||
"klaner kläcks på en gång. Urvalsprocessen är enkel: ingen grupp som ger sig "
|
||
"av kan vara större än någon annan, alla de grupper som ger sig av kan inte "
|
||
"sammanlagt vare större än de som stannar kvar, och en kvinna med högre rank "
|
||
"får välja de hon vill ha med sig först.\n"
|
||
"\n"
|
||
"Eftersom ödlefolket får många barn och befolkningen växer fort sker "
|
||
"uppdelningen i flera klaner ofta. Kannibalism är inte tabu och våld är en "
|
||
"utmärkande faktor i dagligt ödlefolksliv. Detta begränsar utvecklingen av "
|
||
"ödlefolkets kultur till korta spurter, då mycket av deras kunskap förmedlas "
|
||
"muntligen och alla deras ägodelar måste kunna flyttas lätt.\n"
|
||
"\n"
|
||
"<header>text='Geografi'</header>\n"
|
||
"Ödlefolket kan bo på många olika ställen, men vanligast är att de bor i "
|
||
"träsk.\n"
|
||
"\n"
|
||
"<header>text='Biologi'</header>\n"
|
||
"Ödlefolket lever extremt korta liv i jämförelse med andra raser i Wesnoth. "
|
||
"De blir vuxna inom 3 år och dör vanligen mellan 10-15 år gamla. Den "
|
||
"vanligaste dödorsaken är våld. Ödlefolkets kvinnor lägger ungefär 20 ägg vid "
|
||
"ett tillfälle om året, vilket orsakar konstant överbefolkning och skulle "
|
||
"vara en stor belastning på alla köttätares mattillgång. Jägare och asätare "
|
||
"med extremt starka käkar och kraftfullt matsmältningssystem kan ödlefolket "
|
||
"äta precis allt av sitt byte, inklusive tänder, horn och ben. Därutöver har "
|
||
"de inte något emot att äta as eller ens kannibalism - bådadera är vanligt "
|
||
"förekommande."
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:283
|
||
msgid "race^Mechanical"
|
||
msgstr "Konstruktion"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:284
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Konstruktioner"
|
||
|
||
#. [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 ""
|
||
"Med ett liv som vaken kommer naturligt eller via mörk magi, är "
|
||
"<italic>text='konstruktioner'</italic> maskiner som konstruerats av en "
|
||
"intelligent varelse. De flesta konstruktioner kan varken tänka eller "
|
||
"förflytta sig på egen hand, men några få har fått även dessa förmågor med "
|
||
"magiska formler."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:294
|
||
msgid "race^Merman"
|
||
msgstr "Sjöfolket"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:295
|
||
msgid "race^Mermaid"
|
||
msgstr "Sjöfolket"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:296
|
||
msgid "race^Merfolk"
|
||
msgstr "Sjöfolk"
|
||
|
||
#. [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 ""
|
||
"Sjöfolket, en blandning mellan människor och fisk, är en mystisk ras med "
|
||
"såväl fisklika som mänskliga egenskaper. De har starka svansar som ger dem "
|
||
"hög hastighet i alla vatten, medan deras flinka händer och intelligenta "
|
||
"sinnen ger dem en förfinad hantverkskonst och utmärkta verktyg. Halv "
|
||
"vattenlevande av naturen kan Sjöfolket andas såväl luft som vatten utan "
|
||
"svårighet. Trots att de kan överleva utan problem på land, är de mycket "
|
||
"snabbare och mer viga i vattnet. De återfinns därför sällan långt från "
|
||
"havet. De undviker vanligtvis torra land då de är klumpiga och tafatta där "
|
||
"och de har stora problem att förflytta sig över oländig terräng eller genom "
|
||
"skog."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:307
|
||
msgid "race+female^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Monsters"
|
||
msgstr "Monster"
|
||
|
||
#. [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 ""
|
||
"Ordet “monster” täcker många ohyggliga bestar som hemsöker såväl grottor som "
|
||
"vildmark, havets djup och andra avlägsna hörn av världen. De är också en "
|
||
"ständig närvaro i de olika folkens berättelser och mardrömmar."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:316
|
||
msgid "race^Naga"
|
||
msgstr "Nagafolket"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:317
|
||
msgid "race^Nagini"
|
||
msgstr "Naginer"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:318
|
||
msgid "race^Nagas"
|
||
msgstr "Nagafolket"
|
||
|
||
#. [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 ""
|
||
"Det ormlika nagafolket är en av raserna på den Stora kontinenten som vi vet "
|
||
"minst om. Detta beror dels på deras fientlighet gentemot främlingar och dels "
|
||
"på deras främmande miljö. Nagafolket är en av få raser som kan röra sig "
|
||
"fritt i vattnet, vilket ger dem tillgång till en hel värld som landborna "
|
||
"inte kan nå och ger dem mer avskildhet från de avskydda landborna. De är "
|
||
"dock inte äkta havsvarelser, och deras oförmåga att andas under vattnet gör "
|
||
"att de bävar inför havets djup. Genom att bo i kustområdena får de en "
|
||
"flyktväg över land från invånarna i havets djup samtidigt som de är utom "
|
||
"räckhåll från de som reser till fots, med häst eller via luften. Även om "
|
||
"Nagafolket har en skör fysik, är de ofta snabbare och smidigare än sina "
|
||
"motståndare. De har ibland konflikter med Sjöfolket när deras territorier "
|
||
"överlappar, men Nagafolket bosätter sig lika gärna i träsk och floder som "
|
||
"vid öppet vatten."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:327
|
||
msgid "race^Ogre"
|
||
msgstr "Rese"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:328
|
||
msgid "race+female^Ogre"
|
||
msgstr "Rese"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:329
|
||
msgid "race^Ogres"
|
||
msgstr "Resar"
|
||
|
||
#. [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 ""
|
||
"Resar är en vild och ociviliserad ras som har sin hemvist i vildmarkerna på "
|
||
"Stora kontinenten. Fysiskt liknar de människor och orcher, men de är större "
|
||
"och starkare. Även deras unga vuxna är svåra att ta sig an för de flesta "
|
||
"människorna. Resar är inte betrodda i många bebodda områden och undviker dem "
|
||
"vanligtvis eller blir utdriva med våld. De slinker istället omkring i "
|
||
"bergstrakterna i utkanten av civilisationen, där hungriga resar utgör ett "
|
||
"konstant hot mot resande och karavaner. Medan resar inte är speciellt "
|
||
"intelligenta eller kvicktänkta, gör deras tålighet och fysiska styrka dem "
|
||
"till en värdefull tillgång för de andra rasernas arméer. De uppskattas "
|
||
"speciellt av skoningslösa befälhavare som inte har något emot den så vanliga "
|
||
"brutaliteten hos resar. Nästan inget är känt om deras biologi eller "
|
||
"samhällsstruktur, om de nu verkligen har något, men de sägs attackera "
|
||
"tillsammans med vargar och andra djur. Om detta är ett samarbete, djur de "
|
||
"tämjt eller tillfälliga allianser är fortfarande inte känt."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:338
|
||
msgid "race^Orc"
|
||
msgstr "Orch"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:339
|
||
msgid "race+female^Orc"
|
||
msgstr "Orch"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:340
|
||
msgid "race^Orcs"
|
||
msgstr "Orcher"
|
||
|
||
#. [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 ""
|
||
"Till utseendet är orcher en blandning, hälften man och hälften odjur. De är "
|
||
"längre, kraftigare och starkare än människor. De är krigiska, barbariska och "
|
||
"grymma. Deras blod är tjockare och mörkare än människors och de bryr sig "
|
||
"föga om sin egen hygien eller sitt utseende. Även om orcher är våldsamma "
|
||
"varelser, t o m mot varandra, så är de likväl fortfarande flockdjur; en orch "
|
||
"reser aldrig lång och lever aldrig i grupper som är mindre en ett halvt "
|
||
"dussin individer.\n"
|
||
"\n"
|
||
"<header>text='Samhälle'</header>\n"
|
||
"Nästan alla orcher är medlemmar i en stam eller en klan. Relationerna mellan "
|
||
"stammarna är vanligtvis våldsamma, förutom när en gemensam fiende hotar "
|
||
"eller ifall ett gemensamt plundringståg ger dem anledning att förbise deras "
|
||
"fientligheter. Det händer att en starkare hövding träder fram för att leda "
|
||
"flera stammar, vanligtvis genom hot och våld. I fredstider tenderar en "
|
||
"orchstam att nästan uteslutande fokusera på att bygga upp styrkan inför "
|
||
"nästa väpnade konflikt. Orcherna besitter ett outvecklat skriftsystem där "
|
||
"det vanligaste bläcket är blod, men det används mest för att förmedla hot "
|
||
"och förolämpningar mellan de olika stammarnas ledare.\n"
|
||
"\n"
|
||
"Orchernas samhälle är uppbyggt kring styrka; den starkaste har makten och en "
|
||
"ledare behåller enbart makten, och livet, så länge ingen kan rycka makten "
|
||
"från honom. Det pågår en ständig maktkamp mellan de potentiella "
|
||
"stamhövdingarna. En ledare bland orcherna överlever i regel enbart att några "
|
||
"få korta år vid makten innan han blir dödad av nästa hövding — även om "
|
||
"historien innehåller några kända undantag. Orcher har ingen specifik "
|
||
"hederskod och medan rå styrka är den vanligaste vägen vägen till makten så "
|
||
"ser orcher lönnmord, gift och förräderi som fullt godtagbara metoder för att "
|
||
"nå sina mål.\n"
|
||
"\n"
|
||
"Orcher lever mestadels ute på landsbygden, ofta i utlöparna till eller uppe "
|
||
"bland bergen, ibland i i grottor. De varken odlar grödor eller håller "
|
||
"boskap, utan är istället effektiva jägare tack vare sin fysik och "
|
||
"brutalitet. På grund av deras stammars storlek utrotar de ofta allt djurliv "
|
||
"som är större än gnagare runt om sin boning på en ganska kort tid. Detta gör "
|
||
"att orcherna ofta har en halvnomadisk livsstiloch aldrig stannar länge i en "
|
||
"region. De större stammarna kan etablera sig i ett område under flera år "
|
||
"eller till och med årtionden, med stora lägerplatser som närmast liknar "
|
||
"städer, men även dem är snabbt nerrivna och övergivna om det finns ett behov "
|
||
"av att flytta på horden av orcher.\n"
|
||
"\n"
|
||
"De äldsta kända orcherna har nått en ålder av 50-60 års ålder, men få "
|
||
"individer har uppnått två, än mindre tre decennier innan de mött slutet i "
|
||
"ett krig eller blivit mördade av en frände. De äldsta orcherna är ofta "
|
||
"schamaner, som kanske är de enda som flertalet orcher ser som pålitliga och "
|
||
"neutrala. Ursprunget till det här synsättet är okänt, särskilt som "
|
||
"schamanerna agerar rådgivare snarare än att de bidrar direkt till samhället "
|
||
"— något som orcher aldrig skulle tolerera annars. Schamanerna utgör på många "
|
||
"sätt motsatsen till de flesta orcher: de är oftast skröpliga, med liten "
|
||
"eller ingen skicklighet i strid. Trots att orcher sätter så stor vikt vid rå "
|
||
"styrka är det långt ifrån alla orcher som växer upp med någon nämnvärd "
|
||
"styrka. Många orcher föds istället mindre och svagare än de andra och blir "
|
||
"satta på plats redan som nyfödda av sina starkare syskon. De starkare kommer "
|
||
"som regel ta mestadels av den tillgängliga maten och på så sätt växa sig än "
|
||
"starkare, medan deras svagare syskon inte får chansen. Många av dessa "
|
||
"svagare individer tenderar att specialisera sig på andra förmågor, som "
|
||
"bågskytte eller lönnmord.\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"
|
||
"De orcher som inte är de starkaste i sin kull brukar specialisera sig på "
|
||
"andra färdigheter, som bågskytte eller lönnmord."
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:361
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Raven"
|
||
msgstr "Dvärgar"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:362
|
||
#, fuzzy
|
||
#| msgid "race+female^Drake"
|
||
msgid "race+female^Raven"
|
||
msgstr "Drakfolket"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:363
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Ravens"
|
||
msgstr "Dvärgar"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:364
|
||
msgid ""
|
||
"Ravens are general scavengers, often associating with hunters or predators "
|
||
"in the hope of sharing in the kill. They do not have the powerful beak or "
|
||
"claws of the gryphons or raptors, but can still be a threat because of their "
|
||
"intelligence and ability to recognize any advantage.\n"
|
||
"\n"
|
||
"In the aftermath of a battle, the dead and wounded are a banquet for ravens, "
|
||
"thus ravens are a nuisance for allies of the defeated but are seen by some "
|
||
"victors as part of martial ceremonies. The violence and large numbers that "
|
||
"characterize both orcs and humans bring these races into constant "
|
||
"interaction with ravens in this context. For this reason, the birds have "
|
||
"become characters in fables, parables, and superstitions related to war.\n"
|
||
"\n"
|
||
"As intelligent scavengers, ravens do not need war dead to survive. Some "
|
||
"farmers struggle to keep ravens away from freshly sown seeds, but others are "
|
||
"happy to have them around as sentries."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:375
|
||
msgid "race^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:376
|
||
msgid "race+female^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Trolls"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:378
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Trolls are ancient creatures, one of the oldest known races known to "
|
||
#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
|
||
#| "live extremely long lives inside deep caves or atop high mountains. The "
|
||
#| "most unique characteristic of trolls is an internal vitality that "
|
||
#| "sustains and heals them from within. As a result they live very different "
|
||
#| "lives from almost any known creature. Trolls have few real needs: they "
|
||
#| "require little food or water, and thus they have little incentive to "
|
||
#| "pursue much besides protection from those who are hostile towards them. "
|
||
#| "This in turn means they rarely have to worry about anything and can spend "
|
||
#| "much of their time sleeping or in contemplation. Trolls have a curious "
|
||
#| "affinity with nature. They do not relate with living things like elves "
|
||
#| "do, but instead with earth and stone. They are also somewhat curious of "
|
||
#| "their surroundings and many younger whelps even enjoy traveling and "
|
||
#| "seeing the world. As trolls grow older they tend to become increasingly "
|
||
#| "passive, gradually losing interest in their environment and spending more "
|
||
#| "of their time sleeping in a quiet, familiar corner of their home cave. "
|
||
#| "This is until they finally pass away as their bodies themselves slowly "
|
||
#| "turn into lifeless statues of stone.\n"
|
||
#| "\n"
|
||
#| "Trolls are seen by many as being little more than yet another race of "
|
||
#| "savage monsters. This common misconception is in part perpetuated by orcs "
|
||
#| "to persuade trolls to join their armies. Because they are rather simple "
|
||
#| "and do not understand the ways of other races or sometimes cannot even "
|
||
#| "tell them apart, it is usually easy for an orcish band to convince a "
|
||
#| "group of trolls that by joining them they get to exact revenge on those "
|
||
#| "that have before hunted them. These new recruits are then directed to "
|
||
#| "attack whoever the orcs themselves are currently in conflict with, "
|
||
#| "whether previously a foe of the trolls or not, accumulating even more "
|
||
#| "enemies for the misled trolls. The most common enemy of trolls are "
|
||
#| "dwarves, and the animosity between these two races is ancient.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Trolls have inhabited the mountains of the Great Continent longer than "
|
||
#| "the dwarves who migrated there. Trolls are a common sight on the mountain "
|
||
#| "ranges north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgid ""
|
||
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
|
||
"the Great Continent. They are large, slow, simple, and live extremely long "
|
||
"lives inside deep caves or atop high mountains. The most unique "
|
||
"characteristic of trolls is an internal vitality that sustains and heals "
|
||
"them from within. As a result they live very different lives from almost any "
|
||
"known creature. Trolls have few real needs: they require little food or "
|
||
"water, and thus they have little incentive to pursue much besides protection "
|
||
"from those who are hostile towards them. This in turn means they rarely have "
|
||
"to worry about anything and can spend much of their time sleeping or in "
|
||
"contemplation. Trolls have a curious affinity with nature. They do not "
|
||
"relate with living things like elves do, but instead with earth and stone. "
|
||
"They are also somewhat curious of their surroundings and many younger whelps "
|
||
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
|
||
"become increasingly passive, gradually losing interest in their environment "
|
||
"and spending more of their time sleeping in a quiet, familiar corner of "
|
||
"their home cave. This is until they finally pass away as their bodies "
|
||
"themselves slowly turn into lifeless statues of stone.\n"
|
||
"\n"
|
||
"Trolls are seen by many as being little more than yet another race of savage "
|
||
"monsters. This common misconception is in part perpetuated by orcish "
|
||
"successes in persuading trolls to join their armies. Because they are rather "
|
||
"simple and do not understand the ways of other races or sometimes cannot "
|
||
"even tell them apart, it is usually easy for an orcish band to convince a "
|
||
"group of trolls that by joining them they get to exact revenge on those that "
|
||
"have before hunted them. These new recruits are then directed to attack "
|
||
"whoever the orcs themselves are currently in conflict with, whether "
|
||
"previously a foe of the trolls or not, accumulating even more enemies for "
|
||
"the misled trolls. The most common enemy of trolls are dwarves, and the "
|
||
"animosity between these two races is ancient.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Trolls have inhabited the mountains of the Great Continent longer than the "
|
||
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
|
||
"north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgstr ""
|
||
"Troll är uråldriga varelser, en av de äldsta raserna som bott på den Stora "
|
||
"kontinenten. De är stora, långsamma och enfaldiga och lever extremt långa "
|
||
"live i djupa grottor eller på höga berg. Deras mest unika kännetecken är den "
|
||
"livskraft som när och helar dem. Som ett resultat av detta lever de liv som "
|
||
"är helt annorlunda än alla andra kända varelser. Troll har få behov, de "
|
||
"behöver bara lite mat och vatten och saknar därmed motivation att sträva "
|
||
"efter mycket annat än beskydd från de som är fientliga mot dem. Detta i sin "
|
||
"tur betyder att de sällan behöver oroa sig för något och kan tillbringa sin "
|
||
"tid sovande eller funderande. Troll har en märklig närhet till naturen. De "
|
||
"knyter inte an till levande varelser som alverna, men i stället till själva "
|
||
"jorden och stenen. Det är också ganska nyfikna på sin omgivning och många "
|
||
"yngre valpar finner till och med nöje i att resa runt och upptäcka världen. "
|
||
"Allteftersom troll blir äldre blir de också alltmer passiva och förlorar "
|
||
"gradvis sitt intresse för sin omgivning och tillbringar alltmer tid sovande "
|
||
"i ett välbekant hörn av sin hemgrotta. Så småningom förvandlas deras kroppar "
|
||
"långsamt till livlösa stenstatyer och de dör.\n"
|
||
"\n"
|
||
"Av många anses troll vara bara ännu en ras av vilda monster. Detta vanliga "
|
||
"missförstånd sprids delvis av orcherna för att det ska bli enklare för dem "
|
||
"att rekrytera troll till sina arméer. Eftersom de är ganska okomplicerade "
|
||
"och inte förstår hur andra raser tänker och känner, och ibland inte ens kan "
|
||
"se skillnad på de andra raserna, är det ofta ganska lätt för ett orchgäng "
|
||
"att övertyga en grupp troll att ansluta sig till dem för att hämnas på dem "
|
||
"som jagat trollen tidigare. Dessa nya rekryter skickar de därefter mot de "
|
||
"som orcherna själva krigar mot oavsett om denna fiende tidigare varit en "
|
||
"fiende till trollen eller ej. Så förleds trollen till att skaffa sig än fler "
|
||
"fiender. Trollens vanligaste fiende är dvärgarna, och fiendskapen mellan de "
|
||
"två raserna går tillbaka till urminnes tider.\n"
|
||
"\n"
|
||
"<header>text='Geografi'</header>\n"
|
||
"Trollen har bott i den Stora kontinentens berg längre än de dvärgar som "
|
||
"flyttade dit. Troll är en vanlig syn i bergskedjorna i norra och östra "
|
||
"Wesnoth, och på alla platser där orchiska horder passerat."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:398
|
||
msgid "race^Undead"
|
||
msgstr "Vandöd"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:399
|
||
msgid "race+female^Undead"
|
||
msgstr "Vandöda"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:400
|
||
msgid "race+plural^Undead"
|
||
msgstr "Vandöda"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:401
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Undead are not really a single race of creatures, although often treated "
|
||
#| "as such. Almost any dead creature can, by a sufficiently skilled "
|
||
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
|
||
#| "most part unnatural but mindless constructs, obeying whoever created them "
|
||
#| "without question nor thought. A greater mystery of necromancy is in how "
|
||
#| "constructs are sustained without continuous effort from the necromancer. "
|
||
#| "An undead creature does not require the constant attention of the "
|
||
#| "necromancer to command and sustain, but can work autonomously according "
|
||
#| "to the commands of it’s master. Only rarely, perhaps once every few "
|
||
#| "months, does the necromancer need to maintain his creation.\n"
|
||
#| "\n"
|
||
#| "Necromancy is almost solely limited to humans. Even the legends of "
|
||
#| "magically apt races like elves and mermen tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "While undead lords arrived on the Great Continent in considerable numbers "
|
||
#| "only in the wake of Haldric I, they were not completely unheard of by "
|
||
#| "elves and dwarves before that."
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Most ordinary creatures can, by a sufficiently skilled necromancer, be "
|
||
"reanimated into constructs of varying character — resurrection of the "
|
||
"physical form often results in a minion that obeys its master without "
|
||
"question, while manifestation of a soul usually produces a servant with at "
|
||
"least a modicum of thought. A great mystery of necromancy is how these "
|
||
"constructs are sustained and controlled without continuous effort from the "
|
||
"necromancer. Most dark magi do not provide constant attention or maintenance "
|
||
"to their creations, instead allowing them a small degree of independence to "
|
||
"function autonomously in line with the provided commands. However, when left "
|
||
"unchecked, some undead gain enough sovereignty to break free from and even "
|
||
"turn on their masters. Accordingly, while even lesser undead require "
|
||
"periodic maintenance, this is especially true for more powerful undead, "
|
||
"particularly greater spirits or death knights, who possess a high degree of "
|
||
"inherent will. In these cases, necromancy becomes a battle of resolve "
|
||
"between mage and minion. The necromancer must maintain a delicate balance "
|
||
"between control over their servants and allotting them free will — the "
|
||
"source of their individual powers.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"While undead lords arrived on the Great Continent in considerable numbers "
|
||
"only in the wake of Haldric I, they were not completely unheard of by elves "
|
||
"and dwarves before that."
|
||
msgstr ""
|
||
"Vandöda är egentligen inte en sammanhållen ras, även om de oftast behandlas "
|
||
"som om de vore det. Nästan alla döda varelser kan väckas till liv igen och "
|
||
"förvandlas till vandöda, så länge nekromantikern är skicklig nog. Vandöda är "
|
||
"oftast onaturliga men även sinneslösa varelser som lyder deras nya skapare "
|
||
"utan invändningar. Ett av de större mysterierna är hur de onaturliga "
|
||
"skapelserna hålls uppe utan en kontinuerlig ansträngning från "
|
||
"nekromantikern. En vandöd varelse kan, utan nekromantikerns ständiga uppsikt "
|
||
"eller stöd, arbeta på egen hand för att uppfylla sin mästares order. "
|
||
"Nekromantikern behöver inte förnya bandet dem emellan annat än ytterst "
|
||
"sälla, kanske med några månaders mellanrum.\n"
|
||
"\n"
|
||
"Nekromantik återfinns nästen enbart hos människorna. Till och med bland "
|
||
"legenderna hos alver, sjöfolk och andra magiskt erfarna raser finner man få "
|
||
"berättelser om magiker som gett sig i kast med de mörkare konsterna. Man har "
|
||
"antagit att nekromantik kräver stor anpassningsbarhet och ett flexibelt "
|
||
"sinne, någon man finner oftare hos människor. Det slutgiltiga målet för de "
|
||
"flesta nekromantiker är att använda sina kunskaper på sig själva, att "
|
||
"förvandla sig själva utan tanke på konsekvenserna, för att lura döden genom "
|
||
"att bevara det egna väsendet.\n"
|
||
"\n"
|
||
"<header>text='Geografi'</header>\n"
|
||
"Emedan de vandöda mästarna syntes i större antal på den Stora kontinenten "
|
||
"först efter Haldric den förstes tid, så var de inte helt okända bland alver "
|
||
"och dvärgar innan dess."
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:414
|
||
msgid "race^Wolf"
|
||
msgstr "Varg"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:415
|
||
msgid "race+female^Wolf"
|
||
msgstr "Varg"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:416
|
||
msgid "race^Wolves"
|
||
msgstr "Vargar"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:417
|
||
msgid ""
|
||
"Wolves are predatory canines encountered frequently in the wilderness. "
|
||
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
|
||
"civilians and untrained soldiers with ease, but it is their tendency to "
|
||
"travel in packs and attack in an organized manner that makes them "
|
||
"particularly fearsome to travelers. They tend to stay away from "
|
||
"civilization, though, only occasionally venturing close to prey upon "
|
||
"livestock."
|
||
msgstr ""
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:426
|
||
msgid "race^Wose"
|
||
msgstr "Ent"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:427
|
||
msgid "race^Woses"
|
||
msgstr "Enter"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:428
|
||
msgid ""
|
||
"The mighty wose resides within the deepest forests of the known world. To "
|
||
"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
|
||
"yet noble, tree. As guardians of the forest, the woses share a connection to "
|
||
"the woodlands deeper than even the elves’. While the woses are a peaceful "
|
||
"race, disturbance of the ancient forests, which they tend, will incite the "
|
||
"wrath of nature itself. Woses are slow moving creatures that may spend "
|
||
"centuries standing in one location undisturbed by the ebb and flow of time.\n"
|
||
"\n"
|
||
"Although they practice no magic of their own, the woses share a deep "
|
||
"connection to faerie. What little is known of this ancient race comes from "
|
||
"elvish scholars who believe that this mystical power, which the mightiest "
|
||
"elves have dedicated their lives to master, is inherent to the wose. Though "
|
||
"woses resemble them, they share no ancestry with trees. Woses are believed "
|
||
"to be some of the oldest creatures in the world, perhaps even more ancient "
|
||
"than the forests in which they dwell, and it is thought that the power of "
|
||
"faerie has given these beings the eternal task of serving as wardens of the "
|
||
"forest.\n"
|
||
"\n"
|
||
"Woses are not warlike in the least and are ill-accustomed to combat. They "
|
||
"will however respond with indiscriminate violence in defense of their "
|
||
"forested territory. Woses are slow moving and are vulnerable away from the "
|
||
"woodlands. Due to their close connection with faerie, woses are particularly "
|
||
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
|
||
"physical assault has left it grievously vulnerable to flame. Their thick "
|
||
"bark and ability to harness the power of faerie to regenerate quickly when "
|
||
"injured allows the wose to survive an enemy onslaught long enough to respond "
|
||
"with a crushing might belied by its peaceful, plodding nature. Within its "
|
||
"forest home, the wose can disappear amongst the trees and ambush even the "
|
||
"best-trained elvish scout.\n"
|
||
"\n"
|
||
"The life span of the wose is unknown, although the most ancient members of "
|
||
"this race have lived many hundreds of years and have grown to massive "
|
||
"heights. It is thought that unless a wose falls in battle, it will find no "
|
||
"natural end. Content to pass the centuries standing like a sentry, "
|
||
"uninterested in the goings-on of the civilized world, the wose will stir "
|
||
"only to march to the defense of the natural world and the forests it calls "
|
||
"home."
|
||
msgstr ""
|
||
|
||
#. [lua]: action
|
||
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
|
||
msgid "+1 max HP"
|
||
msgstr "+1 max HP"
|
||
|
||
#. [lua]: wesnoth.interface.game_display.unit_status
|
||
#: data/lua/stun.lua:14
|
||
msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control."
|
||
msgstr ""
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
#, fuzzy
|
||
#| msgid "female^undead"
|
||
msgid "female^stunned"
|
||
msgstr "vandöd"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr ""
|
||
|
||
#: src/help/help.cpp:207
|
||
msgid "Close"
|
||
msgstr "Stäng"
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Help"
|
||
msgstr "Hjälp"
|
||
|
||
#: src/help/help.cpp:263 src/help/help.cpp:267
|
||
#, fuzzy
|
||
#| msgid "Parse error when parsing help text: "
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "Tolkningsfel när hjälptexten tolkades: "
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Best of"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Worst of"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
|
||
#: src/help/help_topic_generators.cpp:94
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "base terrain"
|
||
msgstr "Terräng"
|
||
|
||
#: src/help/help_topic_generators.cpp:165
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
|
||
#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
|
||
#: src/help/help_topic_generators.cpp:170
|
||
msgid ""
|
||
"This terrain allows units to be cured of poison, or to heal a single "
|
||
"hitpoint."
|
||
msgid_plural ""
|
||
"This terrain allows units to heal $amount hitpoints, or to be cured of "
|
||
"poison, as if stationed in a village."
|
||
msgstr[0] ""
|
||
msgstr[1] ""
|
||
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
|
||
#: src/help/help_topic_generators.cpp:181
|
||
msgid ""
|
||
"This terrain is a keep — a leader can recruit from this hex onto connected "
|
||
"castle hexes."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
|
||
#: src/help/help_topic_generators.cpp:184
|
||
msgid ""
|
||
"This unusual keep allows a leader to recruit while standing on it, but does "
|
||
"not allow a leader on a connected keep to recruit onto this hex."
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:188
|
||
#: src/help/help_topic_generators.cpp:618
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Special Notes:"
|
||
msgid "Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Speciella noteringar:"
|
||
|
||
#. TRANSLATORS: $types is a conjunct list, typical values will be "Castle" or "Flat and Shallow Water".
|
||
#. The terrain names will be hypertext links to the help page of the corresponding terrain type.
|
||
#. There will always be at least 1 item in the list, but unlikely to be more than 3.
|
||
#: src/help/help_topic_generators.cpp:209
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Basic terrain type: $types"
|
||
msgid_plural "Basic terrain types: $types"
|
||
msgstr[0] "Terräng"
|
||
msgstr[1] "Terräng"
|
||
|
||
#. TRANSLATORS: In the help for a terrain type, for example Dwarven Village is often placed on Cave Floor
|
||
#: src/help/help_topic_generators.cpp:221
|
||
msgid "Typical base terrain: $type"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:227
|
||
#, fuzzy
|
||
#| msgid "Movement Cost"
|
||
msgid "Movement properties: "
|
||
msgstr "Förflyttningskostnad"
|
||
|
||
#: src/help/help_topic_generators.cpp:231
|
||
msgid "Defense properties: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:311
|
||
#, fuzzy
|
||
#| msgid "level"
|
||
msgid "Level"
|
||
msgstr "nivå"
|
||
|
||
#: src/help/help_topic_generators.cpp:375
|
||
msgid "Advances from: "
|
||
msgstr "Befordras från: "
|
||
|
||
#: src/help/help_topic_generators.cpp:377
|
||
#, fuzzy
|
||
#| msgid "Advances from: "
|
||
msgid "Advances to: "
|
||
msgstr "Befordras från: "
|
||
|
||
#: src/help/help_topic_generators.cpp:406
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Base unit: "
|
||
msgstr "Terräng"
|
||
|
||
#: src/help/help_topic_generators.cpp:411
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Base units: "
|
||
msgstr "Terräng"
|
||
|
||
#: src/help/help_topic_generators.cpp:429
|
||
#, fuzzy
|
||
#| msgid "Factions:"
|
||
msgid "Variations: "
|
||
msgstr "Fraktioner:"
|
||
|
||
#: src/help/help_topic_generators.cpp:453
|
||
msgid "race^Miscellaneous"
|
||
msgstr "Diverse"
|
||
|
||
#: src/help/help_topic_generators.cpp:455
|
||
msgid "Race: "
|
||
msgstr "Ras: "
|
||
|
||
#: src/help/help_topic_generators.cpp:525
|
||
msgid "Abilities: "
|
||
msgstr "Förmågor: "
|
||
|
||
#: src/help/help_topic_generators.cpp:551
|
||
msgid "Ability Upgrades: "
|
||
msgstr "Uppgradering av förmågor: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:581
|
||
#, fuzzy
|
||
#| msgid "HP: "
|
||
msgid "HP:"
|
||
msgstr "HP: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:585
|
||
#, fuzzy
|
||
#| msgid "Moves: "
|
||
msgid "Moves:"
|
||
msgstr "Förflyttning: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:590
|
||
msgid "Vision:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:596
|
||
#, fuzzy
|
||
#| msgid "Swarming"
|
||
msgid "Jamming:"
|
||
msgstr "svärma"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:601
|
||
#, fuzzy
|
||
#| msgid "Cost: "
|
||
msgid "Cost:"
|
||
msgstr "Kostnad: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:605
|
||
#, fuzzy
|
||
#| msgid "Alignment: "
|
||
msgid "Alignment:"
|
||
msgstr "Sinnelag: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. It uses
|
||
#. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the
|
||
#. translation use non-breaking spaces as appropriate for the target language.
|
||
#: src/help/help_topic_generators.cpp:612
|
||
#, fuzzy
|
||
#| msgid "Required XP: "
|
||
msgid "Required XP:"
|
||
msgstr "EP för nästa nivå: "
|
||
|
||
#: src/help/help_topic_generators.cpp:630
|
||
msgid "unit help^Attacks"
|
||
msgstr "Attacker"
|
||
|
||
#: src/help/help_topic_generators.cpp:637
|
||
msgid "unit help^Name"
|
||
msgstr "Namn"
|
||
|
||
#: src/help/help_topic_generators.cpp:638
|
||
msgid "Strikes"
|
||
msgstr "Slag"
|
||
|
||
#: src/help/help_topic_generators.cpp:639
|
||
msgid "Range"
|
||
msgstr "Räckvidd"
|
||
|
||
#: src/help/help_topic_generators.cpp:640
|
||
msgid "Type"
|
||
msgstr "Typ"
|
||
|
||
#: src/help/help_topic_generators.cpp:641
|
||
msgid "Special"
|
||
msgstr "Specialitet"
|
||
|
||
#: src/help/help_topic_generators.cpp:716
|
||
msgid "Resistances"
|
||
msgstr "Motståndskraft mot olika attacker"
|
||
|
||
#: src/help/help_topic_generators.cpp:720
|
||
msgid "Attack Type"
|
||
msgstr "Attacktyp"
|
||
|
||
#: src/help/help_topic_generators.cpp:721
|
||
msgid "Resistance"
|
||
msgstr "Motståndskraft"
|
||
|
||
#: src/help/help_topic_generators.cpp:751
|
||
#, fuzzy
|
||
#| msgid "Terrain Editor"
|
||
msgid "Terrain Modifiers"
|
||
msgstr "Terrängredigerare"
|
||
|
||
#: src/help/help_topic_generators.cpp:755
|
||
msgid "Terrain"
|
||
msgstr "Terräng"
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Defense"
|
||
msgstr "Försvar"
|
||
|
||
#: src/help/help_topic_generators.cpp:757
|
||
msgid "Movement Cost"
|
||
msgstr "Förflyttningskostnad"
|
||
|
||
#: src/help/help_topic_generators.cpp:761
|
||
#, fuzzy
|
||
#| msgid "Defense"
|
||
msgid "Defense Cap"
|
||
msgstr "Försvar"
|
||
|
||
#: src/help/help_topic_generators.cpp:766
|
||
msgid "Vision Cost"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:770
|
||
msgid "Jamming Cost"
|
||
msgstr ""
|
||
|
||
#~ msgid ""
|
||
#~ "A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
#~ "text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
#~ "Plains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "En så gott som ogenomtränglig barriär mellan <ref>dst='arkan_thoria' "
|
||
#~ "text='flodlandet'</ref> och de <ref>dst='far_north' text='norra "
|
||
#~ "vidderna'</ref>."
|
||
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "första slaget"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Dusk"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "Andra skymningsvakten"
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Slätt"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "By"
|
||
|
||
#~ 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 ""
|
||
#~ "Den här truppen leder våra egna närliggande trupper i strid och får dem "
|
||
#~ "att kämpa bättre.\n"
|
||
#~ "\n"
|
||
#~ "Närliggande allierade trupper av lägre nivå kommer att utdela mer skada i "
|
||
#~ "strid. En trupp som är på lägre nivå, på samma sida, och står bredvid en "
|
||
#~ "trupp som har egenskapen ledarskap utdelar 25% mer i skada gånger deras "
|
||
#~ "nivåskillnad."
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "Hjälp om Kampen om Wesnoth"
|
||
|
||
#, fuzzy
|
||
#~| msgid " green if it hasn’t moved this turn,"
|
||
#~ msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
|
||
#~ msgstr "grön om truppen inte har förflyttats detta drag,"
|
||
|
||
#, 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 ""
|
||
#~ "gul om du har flyttat truppen detta drag, men den kan förflyttas "
|
||
#~ "ytterligare och/eller anfalla under innevarande drag, eller"
|
||
|
||
#~ msgid "TODO"
|
||
#~ msgstr "ATT GÖRA"
|
||
|
||
#~ msgid "Item Tool"
|
||
#~ msgstr "Föremålsverktyg"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Named Areas are sets of gamefields which can be addressed during "
|
||
#~| "scenario scripting by a given name.\n"
|
||
#~| "\n"
|
||
#~| "It can be used to abstract between the implementation of an effect and "
|
||
#~| "the map specific setting.\n"
|
||
#~| "This is a very powerful mechanism since it allows generic scenario "
|
||
#~| "codings working with different maps providing the needed named locations."
|
||
#~ msgid ""
|
||
#~ "This tool can create [time_area]s, unlike the name suggests these do not "
|
||
#~ "need to have a specific time zone assigned to them.\n"
|
||
#~ " [time_area]s are sets of tiles which can be addressed during scenario "
|
||
#~ "scripting by their id. [time_area]s can optionally have a custom\n"
|
||
#~ " time zone assigned to them. The simplest way to address a [time_area] "
|
||
#~ "via scenario scripting is the `area=` attribute in standard location "
|
||
#~ "filters.\n"
|
||
#~ "\n"
|
||
#~ "This tool can be used to abstract between the implementation of an effect "
|
||
#~ "and the map specific setting.\n"
|
||
#~ "This is a very powerful mechanism since it allows generic scenario code "
|
||
#~ "to work with different maps providing the needed named locations."
|
||
#~ msgstr ""
|
||
#~ "Namngivna områden är grupper av spelrutor som kan refereras till med ett "
|
||
#~ "givet namn i script för ett scenario.\n"
|
||
#~ "\n"
|
||
#~ "Detta kan användas för att abstrahera mellan implementationen av en "
|
||
#~ "effekt och kartspecifika inställningar.\n"
|
||
#~ "Detta är en mycket kraftfull mekanism efter som det tillåter mer "
|
||
#~ "generella scenario skript som kan fungera med olika kartor så länge som "
|
||
#~ "dessa har de namngivna platserna som behövs."
|
||
|
||
#~ msgid ""
|
||
#~ "Saves a list of music tracks defining a random playlist to the scenario.\n"
|
||
#~ "\n"
|
||
#~ "Have a look at the addon server for easy to use additional music tracks."
|
||
#~ msgstr ""
|
||
#~ "Sparar en lista av musikstycken som blir en slumpad spellista för "
|
||
#~ "scenariot.\n"
|
||
#~ "\n"
|
||
#~ "Det finns musik som du kan använda att hämta från extramaterialservern."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
#~| "• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
#~| "• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
#~| "• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if "
|
||
#~| "it needs a topic on its own\n"
|
||
#~| "• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
||
#~ msgid ""
|
||
#~ "<header>text='Basic Concepts'</header>\n"
|
||
#~ "• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
#~ "• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
#~ "• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
#~ "• The clipboard is described in the <ref>dst='editor_tool_paste' "
|
||
#~ "text='Paste Tool'</ref>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_modes' text='Redigeringsläge'</ref>\n"
|
||
#~ "• <ref>dst='editor_toolkit' text='Verktygslåda'</ref>\n"
|
||
#~ "• <ref>dst='editor_palette' text=Palett'</ref>\n"
|
||
#~ "• <ref>dst='editor_brush' text='Penslar'</ref>\n"
|
||
#~ "• <ref>dst='editor_clipboard' text='Urklipp'</ref>"
|
||
|
||
#~ msgid "Editing Modes"
|
||
#~ msgstr "Redigeringslägen"
|
||
|
||
#~ msgid "Editor Tools"
|
||
#~ msgstr "Redigeringsverktyg"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "The editor provides several tools for editing your maps and scenarios. "
|
||
#~| "At all times, one of the editor tools is active. The active tool's "
|
||
#~| "context determines the content of the editor palette and context menu.\n"
|
||
#~| "\n"
|
||
#~| "These following tools are provided:\n"
|
||
#~| "\n"
|
||
#~| "• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
|
||
#~| "\n"
|
||
#~ msgid ""
|
||
#~ "The editor provides several tools for editing your maps and scenarios. At "
|
||
#~ "all times, one of the editor tools is active. The active tool’s context "
|
||
#~ "determines the content of the editor palette and context menu.\n"
|
||
#~ "\n"
|
||
#~ "These tools are available in both terrain-only mode and scenario mode:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_starting' text='Starting Locations Tool'</ref>\n"
|
||
#~ "\n"
|
||
#~ "These tools are only available in scenario mode:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>"
|
||
#~ msgstr ""
|
||
#~ "The editor provides several tools for editing your maps and scenarios. At "
|
||
#~ "all times, one of the editor tools is active. The active tool's context "
|
||
#~ "determines the content of the editor palette and context menu.\n"
|
||
#~ "\n"
|
||
#~ "Följande verktyg finns:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_paint' text='Ritverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_fill' text='Fyllverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_select' text='Markeringsverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_paste' text='Inklistringsverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_starting' text='Startverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_label' text='Etikettverktygl'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_item' text='Föremålsverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_soundsource' text='Ljudkälleverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_village' text='Byverktyg'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_unit' text='Truppverktyg'</ref>\n"
|
||
#~ "\n"
|
||
#~ " \n"
|
||
|
||
#~ msgid "Soundsource Tool"
|
||
#~ msgstr "Ljudkälleverktyg"
|
||
|
||
#~ msgid ""
|
||
#~ "Places Soundsources on your maps!\n"
|
||
#~ "\n"
|
||
#~ "This tool has not been implemented yet."
|
||
#~ msgstr ""
|
||
#~ "Placera ut ljudkällor på dina kartor! Detta verktyg har ännu inte "
|
||
#~ "implementerats."
|
||
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "Sfärer"
|
||
|
||
#~ 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 ""
|
||
#~ "Ovanför energimätaren som visas bredvid alla dina trupper finns en sfär. "
|
||
#~ "För de trupper du kontrollerar är sfären:"
|
||
|
||
#~ msgid ""
|
||
#~ " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~ "turn."
|
||
#~ msgstr ""
|
||
#~ "röd ifall den inte längre kan flytta eller anfalla, eller ifall spelaren "
|
||
#~ "avslutade truppens drag."
|
||
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr "blå om truppen är en allierad som du inte kontrollerar."
|
||
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr "Fiendetrupper har ingen sfär ovanför sina energimätare."
|
||
|
||
#, 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"
|
||
#~ "Välj eller växla till/från att sidan spelas av AI:n. Endast spelaren/"
|
||
#~ "klienten som kontrollerar den sidan kan välja detta. Om ingen andra "
|
||
#~ "parameter anges så växlar den mellan människa och AI. Om den är satt till "
|
||
#~ "'on' så tar AI:n över. Om den är satt till 'off' tar en människa över. Om "
|
||
#~ "ingen sida anges, antas nuvarande sida.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "Compared to humans, elves are somewhat taller, more agile but less "
|
||
#~ "sturdy. They have slightly pointy ears, pale skin and usually blond hair. "
|
||
#~ "Few differences between humans and elves are more pronounced than the "
|
||
#~ "Elves’ unusually long life — most, unless claimed by illness, accident or "
|
||
#~ "war, live a full two and a half centuries. While some elves possessing a "
|
||
#~ "high magical aptitude have been known to live an additional full century, "
|
||
#~ "most elves begin to grow physically frail at some point between 250 and "
|
||
#~ "300 years of age and pass away rapidly (generally within a year or two) "
|
||
#~ "thereafter.\n"
|
||
#~ "\n"
|
||
#~ "Elves are naturally imbued with magic to a small degree. Though most are "
|
||
#~ "unable to channel it directly, its latent presence gives them their keen "
|
||
#~ "senses and long life. Many elves have magic-driven talents such as "
|
||
#~ "marksmanship or stealth, allowing them to achieve tasks that most normal "
|
||
#~ "beings would find astonishing. Those elves that learn to wield this power "
|
||
#~ "in more general ways can become truly formidable in its use. Many choose "
|
||
#~ "to use their gift to heal others.\n"
|
||
#~ "\n"
|
||
#~ "A few elves, venturing far down the paths of magic and mysticism, become "
|
||
#~ "sensitive to the presence of cold iron and can even be burned by it. "
|
||
#~ "Elvish legend hints that this was more common in the far past.\n"
|
||
#~ "\n"
|
||
#~ "Elves spend much of their time honing their talents and skills. Those not "
|
||
#~ "adept at the magical arts typically devote their time honing their "
|
||
#~ "physical skills. As a result, elves excel at archery, which is perhaps "
|
||
#~ "their most important method of warfare. Most elvish troops carry a bow "
|
||
#~ "and no other race can rival their archers in speed and accuracy. All "
|
||
#~ "elves also share an intense affection for unspoiled nature. They often "
|
||
#~ "feel uncomfortable in open, unvegetated spaces. They live primarily in "
|
||
#~ "the forests of the Great Continent; the Aethenwood in the southwest, "
|
||
#~ "Wesmere in the northwest, and the great northern woods of which the "
|
||
#~ "Lintanir Forest is the southernmost edge.\n"
|
||
#~ "\n"
|
||
#~ "Elves are the eldest race of the continent, with the possible exception "
|
||
#~ "of trolls. Many of their settlements cannot be reliably dated, "
|
||
#~ "undoubtedly having existed for over a millennium."
|
||
#~ msgstr ""
|
||
#~ "Jämfört med människor är alver något längre och smidigare, men inte lika "
|
||
#~ "robusta. De har svagt spetsiga öron, blek hy och vanligtvis blont hår. Få "
|
||
#~ "skillnader mellan människor och alver är lika påtagliga som alvernas "
|
||
#~ "långa liv. De flesta alver, såvida de inte faller i krig eller drabbas av "
|
||
#~ "en sjukdom eller olycka, lever i hela två och ett halvt århundrade. Medan "
|
||
#~ "några få alver med starka magiska gåvor kan leva ytterligare ett "
|
||
#~ "århundrade, börjar de flesta alver bli skröpliga någonstans mellan 250 "
|
||
#~ "och 300 års ålder och gå bort strax därefter (vanligtvis inom ett år "
|
||
#~ "eller två).\n"
|
||
#~ "\n"
|
||
#~ "Alver har en mindre mängd inneboende magi. Även om de flesta inte kan "
|
||
#~ "använda den direkt, ger dess närvaro dem skarpare sinnen och deras långa "
|
||
#~ "liv. Många alver har magiskt förstärkta talanger som t ex prickskytte "
|
||
#~ "eller förmågan att förbli osedda, vilket låter dem utföra dåd som många "
|
||
#~ "andra varelser finner förunderliga. De alver som lär sig att hantera sin "
|
||
#~ "kraft mer påtagligt kan uppnå rent formidabla nivåer. Många väljer att "
|
||
#~ "använda sina förmågor till att hela andra.\n"
|
||
#~ "\n"
|
||
#~ "Några få alver, som kommit långt på magins och mystikens vägar, blir "
|
||
#~ "känsliga för närvaron av kallt järn och kan till och med bli brända av "
|
||
#~ "det. Alvernas legender antyder att detta var något som var vanligare "
|
||
#~ "förr.\n"
|
||
#~ "\n"
|
||
#~ "Alverna spenderar mycket av sin tid med att förbättra sina talanger och "
|
||
#~ "färdigheter. De utan direkt magisk förmåga ägnar istället sin tid till "
|
||
#~ "fysiska färdigheter. Som ett resultat är alverna oöverträffbara i "
|
||
#~ "bågskytte, som kanske är deras viktigaste tillgång i krigstider. De "
|
||
#~ "flesta alvtrupper bär med sig en båge och inga andra raser kan mäta sig "
|
||
#~ "med deras bågskyttar i hastighet och träffsäkerhet. Alla alver har även "
|
||
#~ "en stark kärlek till den orörda naturen. De känner sig ofta obekväma i "
|
||
#~ "öppna obeväxta miljöer. De bor mestadels i skogarna på Stora kontinenten; "
|
||
#~ "Aethenwood i sydväst, Wesmere i nordväst and de stora nordliga skogarna "
|
||
#~ "av vilka Lintanirskogen utgör den södra utkanten.\n"
|
||
#~ "\n"
|
||
#~ "Alverna är den äldsta rasen på kontinenten, med det eventuella undantaget "
|
||
#~ "av trollen. Många av deras bosättningar kan inte längre dateras med "
|
||
#~ "säkerhet, men har utan tvekan existerat i över ett årtusende."
|
||
|
||
#~ msgid "Editor Brush"
|
||
#~ msgstr "Redigeringspensel"
|
||
|
||
#~ msgid "Terrain Clipboard"
|
||
#~ msgstr "Terrängurklipp"
|
||
|
||
#~ msgid ""
|
||
#~ "Paint terrain tiles on the map.\n"
|
||
#~ "\n"
|
||
#~ "The paint tool utilizes the brushes and the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Rita terrängrutor på kartan.\n"
|
||
#~ "\n"
|
||
#~ "Ritverktyget använder sig av paletterna för penslar och terräng."
|
||
|
||
#~ msgid ""
|
||
#~ "Fill continuous regions of terrain with a different one!\n"
|
||
#~ "\n"
|
||
#~ "The fill tool utilizes the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Fyll sammanhängande områden av en viss terrängtyp med en annan "
|
||
#~ "terrängtyp!\n"
|
||
#~ "\n"
|
||
#~ "Fyllverktyget använder sig av terrängpaletten"
|
||
|
||
#~ msgid ""
|
||
#~ "Selects a set of hex fields. The best tool ever!\n"
|
||
#~ "\n"
|
||
#~ "This tool utilizes the brushes."
|
||
#~ msgstr ""
|
||
#~ "Väljer en grupp av rutor. Bästa verktyget någonsin!\n"
|
||
#~ "\n"
|
||
#~ "Detta verktyg använder penslarna."
|
||
|
||
#~ msgid "Paste Tool"
|
||
#~ msgstr "Inklistringsverktyg"
|
||
|
||
#~ msgid "Paste the terrain in the clipboard"
|
||
#~ msgstr "Klistra in terräng från urklipp"
|
||
|
||
#~ msgid ""
|
||
#~ "Defines the side leader starting position\n"
|
||
#~ "\n"
|
||
#~ "This tool sets the side leaders' default starting locations, and named "
|
||
#~ "special locations."
|
||
#~ msgstr ""
|
||
#~ "Ange startposition för sidans ledare.\n"
|
||
#~ "\n"
|
||
#~ "Detta verktyg anger förvald startposition för sidans ledare och namngivna "
|
||
#~ "speciella platser."
|
||
|
||
#~ msgid ""
|
||
#~ "Wesnoth's Map and Scenario Editor allows users to create and edit the "
|
||
#~ "maps on which every Wesnoth scenario takes place. It also provides a "
|
||
#~ "limited set of features for setting up a basic scenario.\n"
|
||
#~ "\n"
|
||
#~ "The editor can be launched from the <italic>text='Map Editor'</italic>"
|
||
#~ msgstr ""
|
||
#~ "Wesnoths kart- och scenarioredigerare låter användare skapa och redigera "
|
||
#~ "de kartor som används i varje Wesnoth-scenario. Den tillhandahåller också "
|
||
#~ "en begränsad uppsättning funktioner för att skapa ett enkelt scenario.\n"
|
||
#~ "\n"
|
||
#~ "Redigeraren kan startas från <italic>text='Kartredigeraren'</italic>"
|
||
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Vad du får'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
|
||
#~ "An easy to use map editor, similar to simple paint applications.\n"
|
||
#~ "\n"
|
||
#~ "• Scenario Editor\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_terrain' text='Terrängredigerare'</ref>\n"
|
||
#~ "En enkel redigerare för kartor som påminner om enkla ritprogram.\n"
|
||
#~ "\n"
|
||
#~ "• Scenarioredigerare\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_playlist' text='Spellistehanterare'</ref>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "Predefine the scenario's music track playlist.\n"
|
||
#~ "\n"
|
||
#~ "• Time Schedule Editor\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Bestäm vilken musik som ska spelas i scenariot.\n"
|
||
#~ "\n"
|
||
#~ "• Redigerare för dygnsindelning\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Rent kartläge'</header>"
|
||
|
||
#~ msgid "The editor features two separate modes of operation:"
|
||
#~ msgstr "Redigeraren är har två olika grundfunktioner:"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Allows only the composing of the terrain map itself and the definition of "
|
||
#~ "leader starting positions."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Tillåter endast att man bygger upp kartan och anger var de olika sidornas "
|
||
#~ "ledare ska finnas när spelet startar."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "How the information is saved depends on the loaded file:\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Native'</bold>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Hur informationen sparas beror på inläst fil:\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Inbyggt'</bold>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "A new map or file containing only the arguments to the map_data "
|
||
#~ "attribute.\n"
|
||
#~ "\n"
|
||
#~ "The produced map can be played in the “User Maps” game type at the create "
|
||
#~ "multiplayer game dialog if saved to the default directory.\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Embedded'</bold>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "En ny karta eller fil som endast innehåller map_data-attributets "
|
||
#~ "argument.\n"
|
||
#~ "\n"
|
||
#~ "Den skapade kartan kan spelas i spelläge \"Användarkartor\" från "
|
||
#~ "gruppspelsdialogen om den sparas i förvald mapp.\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Inbäddad'</bold>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "Scenario files containing a valid map_data attribute (not a file include) "
|
||
#~ "will be opened in this submode. The editor replaces only the content of "
|
||
#~ "map_data and leaves everything else in the scenario untouched. Maps "
|
||
#~ "opened this way are marked [e] in the Maps menu."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Scenariofiler som innehåller ett giltigt map_data-attribut (inte en fil-"
|
||
#~ "inkludering) kommer att öppnas i detta läge. Redigeraren ersätter endast "
|
||
#~ "innehållet från map_data och lämnar allt annat i scenariot oförändrat. "
|
||
#~ "Kartor som öppnas på detta sätt markeras med [e] på kartmenyn."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenarioläge'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "The Scenario mode allows several extra tools to be used, such as the Unit "
|
||
#~ "tool. At least one side must be defined in order to use these tools, "
|
||
#~ "however.\n"
|
||
#~ "\n"
|
||
#~ "In this mode, terrain data is stored in the map_data attribute and saved "
|
||
#~ "into a file with any applicable WML."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Scenarioläge tillåter flera extra verktyg, som t ex truppverktyget. "
|
||
#~ "Åtminstone en sida måste ha definierats för att kunna använda dessa "
|
||
#~ "verktyg.\n"
|
||
#~ "\n"
|
||
#~ "I detta läge lagras terrängdata i map_data-attributet och sparas i en fil "
|
||
#~ "tillsammans med tillämplig WML."
|
||
|
||
#~ msgid "Scenario Format"
|
||
#~ msgstr "Scenarioformat"
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "Den här rasen har ingen beskrivning än."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Berserk:\n"
|
||
#~| "Whether used offensively or defensively, this attack presses the "
|
||
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~| "have occurred."
|
||
#~ msgid ""
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
#~ msgstr ""
|
||
#~ "Bärsärkagång:\n"
|
||
#~ "Vare sig det gäller anfall eller försvar fortsätter striden tills en av "
|
||
#~ "parterna ligger död på marken eller tills striden pågått i 30 utfall."
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "första slaget"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Magical:\n"
|
||
#~| "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~| "ability of the unit being attacked."
|
||
#~ msgid ""
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the champion being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisk:\n"
|
||
#~ "Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar."
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "Sjöfolket"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Medarbetare"
|
||
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Kalifat"
|
||
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Kalifat"
|
||
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Kalifater"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "skuggsteg"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Plague:\n"
|
||
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~| "unit identical to and on the same side as the unit with the Plague "
|
||
#~| "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgid ""
|
||
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~ "unit identical to and on the same side as the unit with the Plague "
|
||
#~ "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgstr ""
|
||
#~ "Pest:\n"
|
||
#~ "När en trupp dödas av pestsmitta, ersätts truppen av en likadan, men som "
|
||
#~ "tillhör sidan som pestsmittade truppen. (Detta fungerar inte mot vandöda "
|
||
#~ "eller trupper i byar.)"
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Snabb"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Tålig"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Stark"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Orädd"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Vild"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Lojal"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Vandöd"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Konstruktion"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Elementarande"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Träffsäker"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Livskraftig"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Enfaldig"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Långsam"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Svag"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Åldrad"
|
||
|
||
#, 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 ""
|
||
#~ "I strid kommer dina trupper oundvikligen att skadas. När en trupp "
|
||
#~ "<ref>dst='experience_and_advancement' text='befordras'</ref> så återfår "
|
||
#~ "den samtidigt sin fulla styrka. Befordran sker när striden mellan din "
|
||
#~ "trupp och motståndartruppen är slut för innevarande drag, oavsett om det "
|
||
#~ "är ditt drag eller inte. I Wesnoth kan dina trupper helas på många olika "
|
||
#~ "sätt. Det gemensamma för dessa olika sätt är att de äger rum i början av "
|
||
#~ "ditt drag, innan några order ges."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Fraktioner"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Översikt"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Grundläggande spelteknik"
|
||
|
||
#~ 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"
|
||
#~ "Till att börja med är det bäst att klicka på <bold>text='Träningsspel'</"
|
||
#~ "bold> på huvudmenyn. Här lär du lär dig grunderna i spelet. När du tränat "
|
||
#~ "klart, rekommenderas att du spelar kampanjen Tronarvingen först - klicka "
|
||
#~ "på <bold>text='Kampanj'</bold> och därefter <italic>text='Tronarvingen'</"
|
||
#~ "italic>. Då <italic>text='Kampen om Wesnoth'</italic> kan vara riktigt "
|
||
#~ "utmanande, bör du kanske börja med en lätt kampanj."
|
||
|
||
#~ 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 ""
|
||
#~ "Dessa sidor ger en översikt över allt du behöver veta för att spela "
|
||
#~ "<italic>text='Kampen om Wesnoth'</italic>. De tar upp hur man spelar och "
|
||
#~ "de grundläggande mekanismer som styr spelet. De här sidorna fylls på med "
|
||
#~ "ytterligare information efter hand som du spelar och stöter på nya "
|
||
#~ "aspekter av spelet. Om du följer länkarna får du mer detaljerad "
|
||
#~ "information angående särskilda situationer och undantag."
|
||
|
||
#~ 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='Kampanjer'</italic> består av flera scenarier som följer "
|
||
#~ "efter varandra och berättar en sammanhängande historia. I en kampanj "
|
||
#~ "måste du ofta spela mer försiktigt och noggrant och hålla dina bästa "
|
||
#~ "trupper vid liv så att de kan användas i senare scenarier i kampanjen."
|
||
|
||
#~ 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 ""
|
||
#~ "Spelet utspelar sig över en serie av slag, eller "
|
||
#~ "<italic>text='scenarier'</italic>. I varje scenario ställs dina trupper "
|
||
#~ "mot en eller flera motståndares trupper. Du kan spela mot datorn eller "
|
||
#~ "mot dina vänner, där ni turas om med att sitta vid datorn och göra era "
|
||
#~ "drag (heta stolen-spel). Om din dator är uppkopplad i ett nätverk så kan "
|
||
#~ "du också spela mot andra som är uppkopplade mot samma nätverk. Om din "
|
||
#~ "dator har tillgång till internet så kan du spela mot andra över internet."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Erfarenhet och befordran"
|
||
|
||
#~ 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='Livskraftiga'</italic> trupper har 1 HP plus 1 HP per nivå "
|
||
#~ "mer än normalt och vid vila återfår truppen de vanliga två hälsopoängen "
|
||
#~ "om den inte har stridit. De lider även en fjärdedels mindre skada från "
|
||
#~ "gift."
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Trupper med den här specialattacken'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Trupper som har den här egenskapen'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Ledare: "
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Rekryter: "
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Era:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Fraktioner:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Fraktioner används enbart i gruppsel"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Tillbaka"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Fram >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Referens till okänt ämne: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "trasig originalfil"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Kast"
|
||
|
||
#~ 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 ""
|
||
#~ "En av formerna hos drakfolket. Var antingen en <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='draksoldat'</ref> eller en <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='drakkämpe'</ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Näste"
|
||
|
||
#~ 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 ""
|
||
#~ "En gigantisk slotts-lik struktur som huserar en <ref>dst='flight' "
|
||
#~ "text='flock'</ref>. I nästet finner man <ref>dst='breeding_pen' "
|
||
#~ "text='avelsfållorna'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "avelsfålla"
|
||
|
||
#~ 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 ""
|
||
#~ "Avdelningen i ett <ref>dst='aerie' text='näste'</ref> där de apatiska "
|
||
#~ "<ref>dst='breeder' text='avelsdrakarna'</ref> lever under "
|
||
#~ "<ref>dst='dominant' text='alfa-hanen'</ref>s vakande öga."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Avelscykel"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "Tiden som passerar mellan två <ref>dst=egg text='ägg'</ref>-läggningar."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Världhavet "
|
||
|
||
#~ 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 ""
|
||
#~ "Världhavet är namnet på de vida vattenmassorna som omger "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>s öar. Drakfolket tror att det "
|
||
#~ "slutar vid <ref>dst='abyss' text='Avgrunden'</ref>, ett mäktigt, enormt "
|
||
#~ "vattenfall."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Nya kontinenten"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "New Continent -- The great continent to the east of <ref>dst='morogor' "
|
||
#~| "text='Morogor'</ref>. Its existence is unknown to the drakes until the "
|
||
#~| "flight of Galun."
|
||
#~ msgid ""
|
||
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
|
||
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
|
||
#~ msgstr ""
|
||
#~ "Nya kontinenten -- Den stora kontinenten öst om <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>. Dess existens är inte känd för drakfolket före "
|
||
#~ "tiden för Galuns flock."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Avgrunden"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "I drakfolkets mytologi, ett mäktigt, enormt vattenfall där havet rinner "
|
||
#~ "över jordens kant."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Spiral-vägen"
|
||
|
||
#~ 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 ""
|
||
#~ "En halvhemlig organisation hos drakfolket, vars syfte är att undvika ett "
|
||
#~ "samhällsförödande krig. Se även <ref>dst='straight_path' text='Raka "
|
||
#~ "vägen'</ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Raka vägen"
|
||
|
||
#~ 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 ""
|
||
#~ "'Drakfolkets tradition av ständig expansion och erövring. Den här termen "
|
||
#~ "används mest av medlemmarna av <ref>dst='spiral_path' text='Spiral-"
|
||
#~ "vägen'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Alfahane"
|
||
|
||
#~ 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='Aspiranten'</ref> som träder fram som en av "
|
||
#~ "drakfolket ledare, den enda i stammen som har får para sig med "
|
||
#~ "<ref>dst='breeder' text='avelshonorna'</ref>. I sällsynta fall kan han ge "
|
||
#~ "andra i stammen samma privilegie."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulkaniad"
|
||
|
||
#~ 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 ""
|
||
#~ "Den (oregelbundna) tidscykeln mellan två utbott hos "
|
||
#~ "<ref>dst='mount_morogor' text='Morogors toppar'</ref>. Den "
|
||
#~ "<ref>dst='long_count' text='långa cykelns'</ref> kalender baseras på den."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Upptecknare"
|
||
|
||
#~ 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 ""
|
||
#~ "En upptecknare är lärd medlem av drakfolket som har bemästrat deras "
|
||
#~ "<ref>dst='drakish_script' text='skriftspråk'</ref>. Upptecknarna är det "
|
||
#~ "enda <ref>dst='caste' text='kast'</ref> hos drakfolket som inte är "
|
||
#~ "biologiskt definierat. De rekryterar istället medlemmar från alla de "
|
||
#~ "andra kasten."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Ruvning"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr "En del av <ref>dst='breeding_cycle' text='avelscykeln'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Kläckning"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Nyckläckt"
|
||
|
||
#~ 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 ""
|
||
#~ "En av drakfolkets ynglingar som ännu inte sett en ny generation kläckas. "
|
||
#~ "De allra yngsta bland de nykläckta är bland de mest aggressiva i "
|
||
#~ "<ref>dst='flight' text='flocken'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Duvunge"
|
||
|
||
#~ 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 ""
|
||
#~ "En av drakfolkets ynglingar som har sett en ny generation kläckas. Om "
|
||
#~ "<ref>dst='flight' text='flocken'</ref> har klarar att förlora en "
|
||
#~ "generation, börjar de <ref>dst='swarming' text='svärma'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Avelshona"
|
||
|
||
#~ 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 ""
|
||
#~ "Drakfolkets honor. De är sällsynta eftersom <ref>dst='egg' text='äggen'</"
|
||
#~ "ref> som blir avelshonor måste hanteras extra varsamt. Antalet avelshonor "
|
||
#~ "begränsas också av hur många de övriga bland drakfolket är, eftersom "
|
||
#~ "avelshonorna är oförmögna att ta hand om sig själva medan de ruvar. "
|
||
#~ "Drakfolkets avelshonor blir fertila efter de upplevt nästa "
|
||
#~ "<ref>dst='hatching' text='kläckning'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "ägg från drakfolket"
|
||
|
||
#~ 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='Kastet'</ref> den <ref>dst='nykläckta' "
|
||
#~ "text='Hatchling'</ref> kommer tillhöra bestäms av tiden den ruvas och "
|
||
#~ "till viss del den omgivande temperaturen."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Flock"
|
||
|
||
#~ 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 ""
|
||
#~ "Stam hos drakfolket. Bor i ett <ref>dst='aerie' text='näste'</ref> och "
|
||
#~ "kontrollerar en jaktmark. Varje stam har en <ref>dst='dominant' "
|
||
#~ "text='alfahane'</ref>, som kontrollerar parnings-privilegiet."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Aspirant"
|
||
|
||
#~ msgid ""
|
||
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
|
||
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
|
||
#~ "secretion of the hormone is caused by hunt and combat actions in which "
|
||
#~ "the drake is involved."
|
||
#~ msgstr ""
|
||
#~ "Hane av drakfolket som har genomgått den hormonella förvandling som gör "
|
||
#~ "att han kan para sig med <ref>dst='breeder' text='avelshonorna'</ref>. "
|
||
#~ "Hormonet utsöndras under jakt och krig som hanen deltar i."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Upphöjd"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Drakfolkets namn för en sann <ref>dst='unit_Fire Dragon' text='drake'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Intendent"
|
||
|
||
#~ 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 ""
|
||
#~ "En <ref>dst='aspirant' text='aspirant'</ref> som är en "
|
||
#~ "<ref>dst='dominant' text='alfahanne'</ref>s löjtnant. Traditionellt sett "
|
||
#~ "har alfahanen en från varje <ref>dst=caste text='kast'</ref> utöver hans "
|
||
#~ "eget. Ytterligare 'intendenter' utses ibland för specifika "
|
||
#~ "ansvarsområden. Intendenter är de som troligast får tillstånd att para "
|
||
#~ "sig, särskilt efter väl utförda tjänster."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "svärm"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst='swarmlings' text='Svärmare'</ref> som lämnat <ref>dst='aerie' "
|
||
#~ "text='nästet'</ref> för att grunda ett nytt."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~| "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~| "<ref>dst='breeding_cycle' text='breeding cycle</ref>. See "
|
||
#~| "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgid ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgstr ""
|
||
#~ "<ref>dst='flight' text='Flocken'</ref>bildningen för ett av drakfolkets "
|
||
#~ "nya <ref>dst='aerie' text='nästen'</ref> som sker varje "
|
||
#~ "<ref>dst='breeding_cycle' text='avelscykel</ref>. Se även "
|
||
#~ "<ref>dst='swarm' text='svarm'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Löpare"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr "Drakfolkets term för förrymda slavar, jagas ofta som sport."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Morogors toppar"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Vulkan på den centrala ön i <ref>dst='morogor' text='Morogors'</ref> "
|
||
#~ "övärld."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Långa cykeln"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Drakfolkets kalender som baseras på <ref>dst='vulcaniad' "
|
||
#~ "text='Vulkaniader'</ref> och <ref>dst=breeding_cycle text='Avelscyklar'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Lång-gris"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Pidgin-ord från de södra haven, används för att översätta ett av "
|
||
#~ "drakfolkets ord med samma betydelse."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Keramik"
|
||
|
||
#~ 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 ""
|
||
#~ "Drakfolket utför metallarbeten, men är mästare över keramikhantverket. "
|
||
#~ "Det är bara <ref>dst='unit_Drake Burner' text='sotbrännarna'</ref> som "
|
||
#~ "kan generera hettan som krävs för att härda verken ordentligt."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Drakiska, skrift"
|
||
|
||
#~ 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 ""
|
||
#~ "Drakfolkets skrivna språk. Bevarat på <ref>dst='ceramic' text='keramik'</"
|
||
#~ "ref>plattor av <ref>dst='recorder' text='uppskrivare'</ref>."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Drakiska, språk"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "Drakfolkets språk."
|
||
|
||
#~ 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='Slätter'</italic> representerar öppna grästäckta vidder, "
|
||
#~ "både betesmarker, odlad mark samt vildmark. Eftersom terrängen är öppen, "
|
||
#~ "så är slätterna mycket lätta att förflytta sig över, men de är samtidigt "
|
||
#~ "svåra att sätta upp bra försvar i. De truppslag som klarar sig bäst i "
|
||
#~ "denna terräng är kavalleri eller andra snabba truppslag som kan dra nytta "
|
||
#~ "av utrymmet.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 30-40% försvar på slätter."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Väg"
|
||
|
||
#~ 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='Vägar'</italic> består av jord som blivit hårt packad av de "
|
||
#~ "många resenärer som färdats på dem. I spelet fungerar vägar på samma sätt "
|
||
#~ "som <ref>dst='terrain_flat' text='slätt'</ref>-terräng.\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='Skogar'</italic> representerar skogslandskap med "
|
||
#~ "tillräckligt med markväxtlighet för att bromsa framfart. Skogarna sinkar "
|
||
#~ "de flesta, men de ger ofta bättre försvar än öppen mark. Kavalleri har "
|
||
#~ "dock så stora svårigheter i skog att alla fördelar med att inte synas på "
|
||
#~ "håll upphävs. Alver utgör ett undantag; de har full rörlighet i skog och "
|
||
#~ "de får också en betydande fördel i försvar. Dvärgar utgör ett annat "
|
||
#~ "undantag; de kan ta sig igenom skogar utan större hinder, men deras ovana "
|
||
#~ "i terrängen ger dem inte någon försvarsfördel.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 50% försvar i skog, men kavalleri har 30%. Alver "
|
||
#~ "har däremot 60-70% försvar, även till häst. Dvärgar har vanligtvis bara "
|
||
#~ "30% försvar i skog.\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='Kullar'</italic> representerar relativt oländig terräng, "
|
||
#~ "med tillräckligt med höjdskillnader för att ge skydd. Kullar är svåra att "
|
||
#~ "förflytta sig i för de flesta trupper. Dvärgar, troll och orcher är dock "
|
||
#~ "så bekanta med terrängen att de kan ta sig fram utan problem. Kavalleri "
|
||
#~ "har sådana svårigheter att terrängens skyddsfördelar upphävs. \n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har omkring 50% försvar i kullar, medan kavalleri har "
|
||
#~ "40% som bäst. Dvärgar har 60% försvar i kullar.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Berg"
|
||
|
||
#~ 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='Berg'</italic> är terräng som är så pass brant att trupper "
|
||
#~ "ofta måste klättra över hinder för att förflytta sig. Detta ger en "
|
||
#~ "avsevärd försvarsfördel för de flesta truppslag, men det skapar också "
|
||
#~ "stora svårigheter vid färd. Merparten av de hästburna trupperna kan inte "
|
||
#~ "ta sig upp i bergig terräng; dock är alvernas kavalleri och vättarnas "
|
||
#~ "vargryttare undantag till detta. Då bergen är hemvisten för både dvärgar "
|
||
#~ "och troll så kan de ta sig fram utan problem.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 60% försvar i berg; dvärgar har 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='Träsk'</italic> representerar våtmarker av olika slag. De "
|
||
#~ "sinkar nästan alla och försvårar för effektivt försvar. Undantag till "
|
||
#~ "detta är raser som rör sig fritt i vatten; dessa får goda förflyttnings- "
|
||
#~ "och försvarsfördelar. De som bor och arbetar i våtmarker har lärt sig att "
|
||
#~ "hantera denna terräng.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 30% försvar i träsk. Sjöfolket, nagafolket och "
|
||
#~ "ödlefolket har oftast 60% försvar."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Grunt vatten"
|
||
|
||
#~ 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='Grunt vatten'</italic> representerar alla sorters "
|
||
#~ "vattensamlingar där vattnet är djupt nog att räcka ungefär upp till "
|
||
#~ "midjan på en människa. Detta sinkar de flesta och gör dem helt öppna för "
|
||
#~ "anfall. Dvärgar har stora svårigheter i grunt vatten, eftersom vattnet "
|
||
#~ "når dem nästan över huvudet. Undantaget är raser som naturligt tar sig "
|
||
#~ "fram i vatten, vilket ger dem avsevärda försvars- och "
|
||
#~ "förflyttningsfördelar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag får nöja sig med 20-30% försvar i grunt vatten, medan "
|
||
#~ "både sjöfolket och nagafolket har 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Djupt vatten"
|
||
|
||
#~ 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='Djupt vatten'</italic> representerar alla sorters "
|
||
#~ "vattensamlingar där vattnet är djupt nog att nå över en människas huvud. "
|
||
#~ "De flesta truppslag kan inte ta sig ut på djupt vatten, förutom de som "
|
||
#~ "kan flyga eller som är utomordentliga simmare.\n"
|
||
#~ "\n"
|
||
#~ "Både sjöfolket och nagafolket rör sig fritt på djupt vatten och har 50% "
|
||
#~ "försvar."
|
||
|
||
#~ 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='Frusen'</italic> terräng representerar alla slättytor "
|
||
#~ "täckta av snö eller is. De flesta truppslag sinkas av snö och har svårare "
|
||
#~ "att försvara sig. Notera att simmade trupper, även dom som kan andas "
|
||
#~ "under vattnen, inte kan simma under is.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 20-40% försvar i frusen terräng."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~| "Nearly all units receive a considerable bonus to their defense by being "
|
||
#~| "stationed in a castle, and all 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"
|
||
#~ 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 ""
|
||
#~ "En <italic>text='borg'</italic> är någon typ av permanent befästning. "
|
||
#~ "Nästan alla trupper får en avsevärd försvarsfördel när de befinner sig i "
|
||
#~ "en borg, och alla trupper rör sig utan hinder. Genom att placera trupper "
|
||
#~ "i en borg manifesterar man dess försvarskapacitet. Utan en trupp i varje "
|
||
#~ "borgruta kan en fiendetrupp smita in i borgen utan problem och dra nytta "
|
||
#~ "av borgens alla fördelar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta trupper har omkring 60% försvar i borgar.\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 ""
|
||
#~ " <italic>text='Sandens'</italic> instabilitet utgör ett stort hinder för "
|
||
#~ "de flesta truppslag och gör dem utsatta för attacker. Ödleliknande raser "
|
||
#~ "har fördelar i denna terräng tack vare deras breda fötter och ormlika "
|
||
#~ "kroppar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta trupper har 20-40% försvar i denna terräng."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Öken"
|
||
|
||
#~ 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='Öknar'</italic> har en något annorlunda sammansättning än "
|
||
#~ "små sandgropar eller stränder. I spelet behandlas dock sand och öken som "
|
||
#~ "samma terräng. Se <ref>dst='terrain_sand' text='sand'</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='Grottor'</italic> representerar alla sorters underjordiska "
|
||
#~ "håligheter som är stora nog att röra sig i. De flesta truppslag är helt "
|
||
#~ "obekanta med denna terräng och har således svårigheter både ur "
|
||
#~ "förflyttnings- och försvarssynpunkt. Dvärgar och troll, som bor i "
|
||
#~ "grottor, har båda fördelar i denna terräng. Detta gäller särskilt dvärgar "
|
||
#~ "som genom sin ringa storlek kan ta sig förbi många hinder som andra raser "
|
||
#~ "inte kan forcera. Somliga grottor är <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='upplysta'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "De flesta trupper har 20-40% försvar i denna terräng, medan dvärgar har "
|
||
#~ "50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Klippgrotta"
|
||
|
||
#~ 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 ""
|
||
#~ "En <italic>text='klippgrotta'</italic> har formats av vatten och vind, "
|
||
#~ "som eroderat grottan till den form den har idag. Den liknar en skrovlig "
|
||
#~ "underjordisk grotta, vilket minskar de flesta truppslags effektivitet, "
|
||
#~ "men skapar goda försvarsmöjligheter. Dvärgar och troll, som är grottornas "
|
||
#~ "naturliga innevånare, har inga större svårigheter med denna sorts "
|
||
#~ "terräng. Dvärgar kan dra fördel av sin ringa storlek och manövrerar med "
|
||
#~ "lätthet denna terräng. Somliga grottor är "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='upplysta'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har omkring 50% försvar i klippgrottor, medan "
|
||
#~ "kavalleri är begränsat till 40%. Dvärgar har 60% försvar i klippgrottor."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Upplyst grotta"
|
||
|
||
#~ 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 ""
|
||
#~ "Sällsynta områden i den underjordiska världen är upplysta av ljus från "
|
||
#~ "ytan som skiner ner i mörkret. Detta ger redbara trupper en bonus och "
|
||
#~ "ljusskygga trupper ett avdrag på attacker. I alla andra avseenden är "
|
||
#~ "denna terräng ekvivalent med en normal <ref>dst='terrain_cave' "
|
||
#~ "text='grotta'</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 ""
|
||
#~ "En <italic>text='svampdunge'</italic> är en vidsträckt underjordisk skog "
|
||
#~ "av jättesvampar, som trivs utmärkt i det fuktiga mörkret. De flesta "
|
||
#~ "trupper har svårigheter med att navigera över det svampiga täcket av de "
|
||
#~ "mindre arterna, medan de kan dra stor försvarsfördel av de större. "
|
||
#~ "Beridna trupper har dock stora svårigheter och ser sin rörlighet kraftig "
|
||
#~ "begränsad. Vandöda trupper med sin naturliga dragning till förfall finner "
|
||
#~ "sig väl i svampskogar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har mellan 50% och 60% försvar i svampdungor, medan "
|
||
#~ "kavalleri endast har 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='Byar'</italic> representerar alla sorters grupperingar av "
|
||
#~ "hus och andra byggnader, vare sig de är uppförda av människor eller inte. "
|
||
#~ "Nästan alla truppslag, även kavalleri, manövrerar utan svårighet i byar, "
|
||
#~ "och de flesta trupper har försvarsfördelar i dem. Byar ger trupper "
|
||
#~ "möjlighet att rengöra och läka sina sår, vilket betyder att trupper som "
|
||
#~ "är placerade i byar antingen läker åtta hälsopoäng varje drag eller blir "
|
||
#~ "botade från gift.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 50-60% försvar i byar; kavalleri har 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Undervattensby"
|
||
|
||
#~ 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='Undervattensbyar'</italic> utgör hemmen för sjöfolket och "
|
||
#~ "nagafolket. Även om vattenlevande varelser känner sig hemma här, finner "
|
||
#~ "landborna det svårt att ta sig fram i och försvara sig i dessa byar. Dock "
|
||
#~ "bistår även dessa byar med vård för skadade. Alla trupper som befinner "
|
||
#~ "sig i en by kan läka åtta hälsopoäng per drag, eller botas från "
|
||
#~ "förgiftning.\n"
|
||
#~ "\n"
|
||
#~ "Sjöfolket och nagafolket har 60% försvar i undervattensbyar, medan "
|
||
#~ "landvarelser ofta har ett dåligt försvar här."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Ej farbar"
|
||
|
||
#~ 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='Ej farbar'</italic> terräng inkluderar avgrunder och "
|
||
#~ "raviner, och som namnet antyder kan de inte korsas genom att bara gå över "
|
||
#~ "dem. Avgrunder känns igen på sina lodräta väggar som skulle ta dagar att "
|
||
#~ "ta sig ned och upp för. I spelet är det bara flygande truppslag som kan "
|
||
#~ "ta sig över denna typ av terräng."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lava"
|
||
|
||
#~ 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 ""
|
||
#~ "Farorna med att försöka vada genom <italic>text='lava'</italic> är "
|
||
#~ "uppenbara. När det gäller förflyttning så räknas denna terräng som "
|
||
#~ "<ref>dst='terrain_unwalkable' text='ej farbar'</ref> terräng och kan bara "
|
||
#~ "korsars av de trupper som har tillräcklig flyghöjd. Den flytande magman "
|
||
#~ "ger också ifrån sig ett sken som lyser upp det närliggande området. Detta "
|
||
#~ "ger redbara trupper en bonus och ljusskygga trupper ett avdrag på "
|
||
#~ "attacker."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Vadställe"
|
||
|
||
#~ 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 ""
|
||
#~ "Där en flod råkar vara mycket grund kan den med lätthet passeras även av "
|
||
#~ "landlevande truppslag. Varelser som kan simma rör sig fritt även över "
|
||
#~ "sådana grunda platser i floden. I spelet behandlas vadställen som "
|
||
#~ "antingen slätt eller grunt vatten beroende på vad som är bäst för "
|
||
#~ "truppslaget som befinner sig där."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Kustrev"
|
||
|
||
#~ 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='Kustrev'</italic> är grunda ställen formade av sten, korall "
|
||
#~ "och sand. De ger de flesta landtrupper ett bättre fotfäste och en bättre "
|
||
#~ "försvarsposition än vad vanligt grunt vatten oftast ger. Dessutom ger "
|
||
#~ "kustreven de flesta vattenlevande raser ett exceptionellt starkt "
|
||
#~ "försvar.\n"
|
||
#~ "\n"
|
||
#~ "Både sjöfolket och nagafolket får 70% försvar på kustrev."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Bro"
|
||
|
||
#~ 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 ""
|
||
#~ "Kunskapen och kapaciteten att bygga <italic>text='broar'</italic> ger "
|
||
#~ "möjligheten att slippa ägna någon tankemöda åt var bästa vadställe finns, "
|
||
#~ "och när det är tillgängligt. För att inte tala om lyxen att torrskodd "
|
||
#~ "korsa ett vattendrag, vilket inte är att förakta under årets kalla "
|
||
#~ "månader.\n"
|
||
#~ "\n"
|
||
#~ "För de som färdas på land eller vatten är en bro det bästa av båda "
|
||
#~ "världar. I spelet fungerar de som antingen slätt eller vatten, beroende "
|
||
#~ "på vad som ger de bästa fördelarna för truppen som passerar bron. "
|
||
#~ "Observera att en simmande trupp och en landtrupp inte kan ställa sig på "
|
||
#~ "en broruta samtidigt."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Oframkomlig"
|
||
|
||
#~ 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 ""
|
||
#~ "Berg så höga och branta att moln alltid bekransar dess toppar och solida "
|
||
#~ "väggar av sten är hinder som inte ens den mest beslutsamma resenär kan ta "
|
||
#~ "sig an. Inte ens flygande varelser kan ta sig över dessa svindlande höga "
|
||
#~ "och kantiga toppar, och inte ens de våldsammaste troll kan slå genom de "
|
||
#~ "tjocka väggarna av sten."
|
||
|
||
#~ 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 ""
|
||
#~ "Bärsärkagång:\n"
|
||
#~ "Vare sig det gäller anfall eller försvar fortsätter striden tills en av "
|
||
#~ "parterna ligger död på marken eller tills striden pågått i 30 utfall."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisk:\n"
|
||
#~ "Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar."
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Första slaget:\n"
|
||
#~ "Denna trupp slår alltid först, även om den försvarar sig."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Förtäring:\n"
|
||
#~ "Den här truppen får 1 hälsa när den dödar en levande trupp."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Vissa vapen har speciella egenskaper som ökar dess effektivitet när man "
|
||
#~ "attackerar med dem.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Chans för träff'</header>"
|