wesnoth/po/wesnoth-ai/cs.po
2019-09-22 01:13:15 +02:00

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# translation of wesnoth-ai.pot to Czech
# Czech translations for Battle for Wesnoth package.
# Český překlad hry Battle for Wesnoth (Bitva o Wesnoth).
# Copyright (C) 2013 - 2019 Wesnoth development team
# This file is distributed under the same license as the the Battle for Wesnoth package.
#
# Czech Wesnoth translation team <hrubymar10@gmail.com>,
#
#
# Martin Hrubý <hrubymar10@gmail.com>, 2017 - 2019.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"PO-Revision-Date: 2019-09-17 14:11+0200\n"
"Last-Translator: Martin Hrubý (hrubymar10) <hrubymar10@gmail.com>\n"
"Language-Team: Český <hrubymar10@gmail.com>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Poedit 2.2.3\n"
#. [ai]: id=ai_default_rca
#: data/ai/ais/ai_default_rca.cfg:9
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr "Výchozí UI (RCA)"
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
msgstr "Pokusná UI"
#. [ai]: id=idle_ai
#: data/ai/ais/idle_ai.cfg:4
msgid "Multiplayer_AI^Dev AI: Idle AI"
msgstr "Vývojová UI: Nečinná UI"
#. [ai]: id=ai_default_rca_alternate_recruiting
#: data/ai/dev/ai_default_rca_alternate_recruiting.cfg:10
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr "Vývojová UI: Výchozí UI (RCA) s alternativním způsobem verbování"
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
msgstr "Vývojová UI: Výchozí + Pokusné verbování (Formula UI)"
#. [ai]: id=formula_ai_poisoning
#: data/ai/dev/formula_ai_poisoning.cfg:9
msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)"
msgstr "Vývojová UI: Výchozí + Používání otravy (Formula UI)"
#. [test]: id=The_Elves_Besieged
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5
msgid "The Elves Besieged"
msgstr "Elfové v Obležení"
#. [unit]: type=Spearman, id=Konrad
#. [side]: type=Spearman, id=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:34
#: data/ai/micro_ais/scenarios/patrols.cfg:92
msgid "Konrad"
msgstr "Konrád"
#. [side]: type=Spearman, id=Konrad
#. [side]: type=Elvish Champion, id=Galdrad
#. [side]: type=Elvish Shyde, id=Chantal
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:151
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:171
msgid "Rebels"
msgstr "Odbojní"
#. [unit]: id=Delfador, type=Elder Mage
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49
msgid "Delfador"
msgstr "Delfador"
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:85
msgid "Urug-Telfar"
msgstr "Urug-Telfar"
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:24
msgid "Orcs"
msgstr "Skřeti"
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:104
msgid "Knafa-Tan"
msgstr "Knafa-Tan"
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:122
msgid "Maga-Knafa"
msgstr "Maga-Knafa"
#. [side]: type=Elvish Champion, id=Galdrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:141
msgid "Galdrad"
msgstr "Galdrad"
#. [side]: type=Elvish Shyde, id=Chantal
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:158
msgid "Chantal"
msgstr "Chantal"
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:208
msgid ""
"Master Delfador! Look, there are orcs coming from all directions! What shall "
"we do?"
msgstr ""
"Mistře Delfadore! Podívejte se, skřeti přicházejí ze všech směrů! Co jen "
"budeme dělat?"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:212
msgid "There are too many to fight, far too many. We must escape!"
msgstr "Je jich tu opravdu mnoho. Příliš mnoho pro boj. Musíme prchnout!"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:218
#, fuzzy
#| msgid ""
#| "In this scenario, the AI playing the humans in the east (Langzhar) is "
#| "instructed to protect the wizard Rossauba, while moving him safely to the "
#| "signpost. On the other side, Koorzhar's units (in the west) will "
#| "primarily attack Rossauba, even if a better target is available. Do you "
#| "want to play either of the sides or let the AIs battle it out among "
#| "themselves?\n"
#| "\n"
#| "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added "
#| "and adapted to the need of a scenario easily using only WML and the "
#| "[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
#| "span> at http://wiki.wesnoth.org/Micro_AIs for more information."
msgid ""
"This is a reenactment of scenario The Elves Besieged of the mainline "
"campaign Heir to the Throne, just that the AI is playing Konrad's side here. "
"The goal is to move Konrad to the signpost in the northwest, while keeping "
"both Konrad and Delfador alive. The same AI as in scenario Protect Unit is "
"used.\n"
"\n"
"Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added "
"and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"V tomto tažení má UI lidi na východě (Langzhar) za úkol chránit čaroděje "
"Rossaubu a bezpečně ho přesunout k rozcestníku. Koorzharovy jednotky (na "
"západě) útočí přednostně na Rossaubu a to i v případě, že mohou napadnout "
"lepší cíl. Chcete se chopit některé ze stran nebo necháte UI bojovat mezi "
"sebou?\n"
"\n"
"Také si všimněte, že UI Ochrana jednotky jsou naprogramovaná jako Mikro UI. "
"Mikro UI může být jednoduše přidáno a adaptováno podle potřeb tažení za "
"použití WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [event]
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:225
msgid "Move Konrad here"
msgstr "Přesuň Konráda sem"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:241
msgid "Very well, we have made it this far! But where do we go next?"
msgstr "Dobrá tedy, dostali jsme se až sem, ale co teď? Kam půjdeme dál?"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:246
msgid ""
"In HttT, we would travel north now, and try to make it to the Isle of "
"Alduin. But for this demo campaign, we'll call it good here."
msgstr ""
"V DT bychom se nyní vydali na sever a pokusili se dosáhnout ostrova Alduin. "
"Ale pro účely tohoto demotažení prohlásíme tento stav za vyhovující."
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:271
msgid "I... I dont think I can make it anymore."
msgstr "Já... já nemyslím, že to dokážu."
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:275
msgid "Prince... you must keep fighting! Nooooooo!"
msgstr "Princi... nesmíš přestat bojovat! Néééé!"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:279
msgid "It is over. I am doomed..."
msgstr "Je konec. Jsem zničen..."
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:293
msgid "I have... have failed in my duty to protect the prince! I am defeated."
msgstr "Já... pochybil jsem ve své úloze ochránit prince! Jsem zničen."
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:297
msgid "Dont die, Delfador! Please, you have to stay alive!"
msgstr "Neumírej, Delfadore! Prosím, zůstaň!"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:301
msgid "Ugh!"
msgstr "Ach!"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:312
msgid ""
"Oh, no! We have run out of time, they have arrived with reinforcements..."
msgstr "Ó, ne! Trvalo nám to příliš dlouho. Přivolali si posily..."
#: data/ai/micro_ais/scenarios/animals.cfg:4
msgid ""
"<u>General</u>: These AIs are set up to simulate (to some extent) how these "
"animals behave in real life. This includes that they are animals, meaning "
"that they are not super smart. As an example, the wolves generally hunt in a "
"pack, but are easily distracted by prey coming into range. They are also "
"decent, but not great at cornering deer. For the most part, this is "
"intentional.\n"
"\n"
"<u>Bears (replaced by Ghasts), Spiders and Yetis</u> mostly just wander in "
"their respective parts of the map. They stay out of each other's way (and "
"out of the way of the dogs), but do attack each other if cornered. They "
"attack the other, weaker animals (deer etc.) if those are within range.\n"
"\n"
"<u>Wolves</u> hunt in a pack. They actively go after the closest deer (as "
"long as it stays in the forest) and try to corner it (not always super "
"successfully), but are easily distracted by other prey coming into range. "
"The wolves try to avoid getting into the range of bears, spiders, dogs and "
"the yeti, except when they are going in for an attack. If you let them move "
"for long enough, they will also learn that it is not healthy to attack the "
"tusklets. When no deer is left, they wander randomly. Note that, unlike the "
"Wolves Multipack AI (used in a different scenario), this Wolves AI combines "
"all wolves of the side in the same pack."
msgstr ""
"<u>Obecně</u>: Tato umělá inteligence je nastavená, aby simulovala (do "
"určité míry) jak se tato zvířata chovají ve skutečnosti. To znamená, že "
"jakožto zvířata nejsou moc chytrá. Například, vlci obvykle loví ve smečce, "
"ale snadno se roptýlí, když se přiblíží ke kořisti. Jsou také docela dobří, "
"nikoliv bezchybní, při lovu jelenů. Ve většině případů je toto naschvál.\n"
"\n"
"<u>Medvědi (nahrazení Ghasty), Pavouci a Sněžní muži</u> se většinou "
"poflakují ve svých částech mapy. Vyhýbají se jeden druhému (a taky psům), "
"ale pokud jsou zatlačení do kouta, zaútočí. Také útočí na jiná, slabší "
"zvířata (jeleny ap.) pokud jsou tato v dosahu.\n"
"\n"
"<u>Vlci</u> loví ve smečce. Snaží se ulovit nejbližšího jelena (dokud je v "
"lese) a snaží se ho zahnat do kouta (ne vždycky úspěšně), ale pokud se "
"objeví nějaká jiná kořist, dají se snadno rozptýlit. Vlci se snaží vyhnout "
"medvědům, pavoukům a sněžným mužům, kromě případů, kdy na ně tato stvoření "
"útočí. Pokud je necháte pohybovat se dostatečně dlouho, přijdou také na to, "
"že není dobrý nápad útočit tusklety. Když už nezbývá žádný jelen, potulují "
"se náhodně. Berte v potaz, že narozdíl od UI Smečka Vlků (použitá v jiném "
"scénáři), tato UI spojuje všechny vlky jedné strany v jednu smečku."
#: data/ai/micro_ais/scenarios/animals.cfg:12
msgid ""
"Each <u>Deer (replaced by Vampire Bats)</u> wanders randomly on forest "
"tiles, except when enemies get in its (the deer's) range, in which case it "
"flees to the farthest point it can reach.\n"
"\n"
"<u>Tuskers (replaced by Ogres)</u> exhibit the same behavior as deer, except "
"when an enemy is next to one of the tusklets. This enemy will then "
"experience the full wrath of an irate boar.\n"
"\n"
"<u>Tusklets (replaced by Young Ogres)</u> blindly follow the closest adult "
"tusker, except when there is no tusker left, in which case they behave the "
"same as deer.\n"
"\n"
"<u>Rabbits (replaced by Rats)</u> also wander randomly, but in addition "
"disappear into their holes (replaced by straw bales; if any are within "
"reach) when enemies are close. They reappear out of their holes at the "
"beginning of the turn, if it is safe.\n"
"\n"
"<u>Sheep dogs (replaced by Footpads)</u> try to keep their sheep safe. This "
"involves keeping them inside the area outlined by the path the dogs have "
"worn into the meadow, positioning themselves in between the sheep and "
"approaching enemies, and attacking the enemies if those get too close. You "
"might have to let the scenario play for quite some time before you get to "
"see an interesting dog/wolf interaction. If no active herding or protecting "
"move is needed, the dogs go to a random location on the path.\n"
"\n"
"<u>Sheep (replaced by Troll Whelps)</u> wander aimlessly except when a sheep "
"dog is next to them, in which case they run away from the dog. The dogs "
"exploit this by positioning themselves on the outside of the sheep, if "
"possible. Sheep also run away from approaching enemies. The sheep, dogs and "
"forest creatures (deer, tuskers, rabbits) have learned that they are no "
"threat to each other and leave each other alone, demonstrating the enormous "
"self control of a well trained sheep dog."
msgstr ""
"Každý <u>Jelen (nahrazený Vampírem)</u> se náhodně potuluje po políčkách s "
"lesem, kromě případů, kdy se dostane do blízkosti nepřátel. V takovém "
"případě Jelen utíká co nejdál může.\n"
"\n"
"<u>Divočáci (nahrazení Skřety)</u> se projevují stejným chováním jako "
"jeleni, kromě případů, kdy se dostane do blízkosti jiného divočáka. Nepřítel "
"pak pocítí hněv naštvaného kance.\n"
"\n"
"<u>Čuníci (nahrazení Mladými skřety)</u> slepě následují nejbližšího "
"dospělého divočáka, kromě případů, kdy už žádný divočák nezbývá. Pak se "
"chovají jako jeleni.\n"
"\n"
"<u>Králíci (nahrazení krysami)</u> se také toulají náhodně, ale navíc se "
"schovávají do svých děr (symbolizovaných kupami slámy; pokud nějaké v "
"blízkosti jsou) pokud jsou nepřátelé blízko. Pokud je v okolí děr bezpečno, "
"zase z nich na začátku svého kola vylezou.\n"
"<u>Ovčáčtí psi (nahrazení lapky)</u> se snaží udržet své ovce v bezpečí. To "
"znamená snažit se udržet je ve vyznačené oblasti ohraničené cestičkami, "
"které na loukách psi vyšlapali, stavět se mezi ovce a blížící se nepřátele a "
"pokud se dostanou moc blízko, zaútočit na ně. Pokud není žádný z těchto "
"zásahů třeba, psi se náhodně pohybuí po svých cestičkách.\n"
"\n"
"<u>Ovce (nahrazení Trolími mláďaty)</u> se bezcílně toulají s vyjímkou "
"případů, kdy se k nim přiblíží ovčácký pes, pak utíkají směrem od něj. Psi "
"se snaží držet se okolo ovcí, je-li to možné. Ovce utíkají také před "
"blížícími se nepřáteli. Ovce, psi a lesní stvoření (jeleni, divočáci a "
"králíci) se už naučili, že se navzájem nijak neohrožují a tak si jedni "
"druhých nevšímají, což ukazuje na neskutečnou schopnost sebeovládání dobře "
"vycvičeného ovčáckého psa."
#. [test]: id=animals
#. [event]
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
msgstr "Zvířata"
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:41
msgid "Rutburt"
msgstr "Rutburt"
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
#: data/ai/micro_ais/scenarios/goto.cfg:110
#: data/ai/micro_ais/scenarios/wolves.cfg:27
msgid "Humans"
msgstr "Lidé"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:63
msgid "Forest Creatures"
msgstr "Lesní stvoření"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:77
msgid "Ghasts"
msgstr "Ghasti"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:91
msgid "Spiders"
msgstr "Pavouci"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:105
msgid "Yetis"
msgstr "Sněžní muži"
#. [side]
#. [event]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
#: data/ai/micro_ais/scenarios/wolves.cfg:5
msgid "Wolves"
msgstr "Vlci"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:133
msgid "Whelps"
msgstr "Štěňata"
# !!!!
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:382
#: data/ai/micro_ais/scenarios/guardians.cfg:85
#: data/ai/micro_ais/scenarios/lurkers.cfg:382
#: data/ai/micro_ais/scenarios/patrols.cfg:185
#: data/ai/micro_ais/scenarios/swarm.cfg:66
#: data/ai/micro_ais/scenarios/wolves.cfg:95
msgid "End Scenario"
msgstr "Ukončit scénář"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:224
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:200
#: data/ai/micro_ais/scenarios/goto.cfg:397
#: data/ai/micro_ais/scenarios/recruiting.cfg:126
#: data/ai/micro_ais/scenarios/swarm.cfg:75
#: data/ai/micro_ais/scenarios/swarm.cfg:188
#: data/ai/micro_ais/scenarios/wolves.cfg:104
#: data/ai/micro_ais/scenarios/wolves.cfg:273
msgid "Well, that was that."
msgstr "Tak to bychom měli."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:346
msgid ""
"<span color='#A00000'>Important:</span> The animal Micro AIs in this "
"scenario are written for a number of animal unit types that do not exist in "
"Wesnoth mainline, such as bears, sheep and sheep dogs, or deer. In this test "
"scenario, these units have been replaced by mainline units."
msgstr ""
"<span color='#A00000'>Důležité:</span> Zvířecí Mikro UI v tomto tažení jsou "
"napsané pro několik druhů zvířecích jednotek, které nejsou v hlavní linii "
"Wesnothu, jako například medvědi, ovce a ovčáčtí psi nebo jeleni. V tomto "
"tažení jsou tyto jednotky nahrazeny jinými jednotkami, které se ve Wesnothu "
"vyskytují."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:353
msgid ""
"This is a fun little scenario with a bunch of different animal AIs, mostly "
"for watching only. The animal AIs behave as follows:\n"
"\n"
msgstr ""
"Toto je malé nezávazné tažení se spoustou různých zvířecích UI, většinou jen "
"k dívání. Zvířata se chovají takto:\n"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:366
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:108
#: data/ai/micro_ais/scenarios/protect_unit.cfg:147
#: data/ai/micro_ais/scenarios/wolves.cfg:204
msgid "Question for the Player"
msgstr "Otázka pro hráče"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:370
msgid ""
"It is possible to include a human-controlled Side 1, so that the action "
"stops once every turn for looking around (or to mess with things in debug "
"mode).\n"
"\n"
"Note that there is no end to this scenario. For demonstration purposes, any "
"unit that is killed is replaced by another unit of the same type at the "
"beginning of the next turn. In order to end the scenario, there's a right-"
"click option - but that only works in human-controlled mode. In AI-only "
"mode, you have to press 'Esc' or reload a previous savefile.\n"
"\n"
"Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added "
"and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Je možné nastavit, aby strana 1 byla řízená člověkem, takže se všechen pohyb "
"každý tah zastaví a vy ve můžete porozhlédnout (nebo řešit věci v debug "
"módu).\n"
"\n"
"Všimněte si, že tento scénář nemá implementovaný konec. Pro demonstrační "
"účely, jakákoliv zabitá jednotka je na začátku dalšího tahu nahrazena novou "
"jednotkou stejného typu. Pro ukončení tažení je vyhrazena volba v menu po "
"kliknutí pravým myšítkem, ale toto funguje pouze v režimu se zapojeným "
"pozorovatelem. V režimu pouze-UI musíte stisknout 'Esc' nebo načíst "
"předchozí uloženou pozici.\n"
"\n"
"Také si všimněte, že zvířecí UI jsou naprogramovaná jako Mikro UI. Mikro UI "
"může být jednoduše přidáno a adaptováno podle potřeb tažení za použití WML a "
"tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [option]
#: data/ai/micro_ais/scenarios/animals.cfg:378
msgid "<span font='16'>I'll just watch the animals.</span>"
msgstr "<span font='16'>Budu jen pozorovat zvířata.</span>"
#. [option]
#: data/ai/micro_ais/scenarios/animals.cfg:396
#: data/ai/micro_ais/scenarios/wolves.cfg:232
msgid "<span font='16'>I want to have control of Side 1.</span>"
msgstr "<span font='16'>Chopím se strany 1.</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/animals.cfg:402
msgid "Watch the animals do their things"
msgstr "Dívej se na zvířata, jak si dělají to svoje"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/animals.cfg:404
#: data/ai/micro_ais/scenarios/goto.cfg:431
#: data/ai/micro_ais/scenarios/swarm.cfg:160
#: data/ai/micro_ais/scenarios/wolves.cfg:244
msgid "Use right-click option"
msgstr "Použijte pravé myšítko"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/animals.cfg:408
#: data/ai/micro_ais/scenarios/wolves.cfg:248
msgid "Death of Rutburt"
msgstr "Smrt Rutburta"
#. [note]
#: data/ai/micro_ais/scenarios/animals.cfg:412
#: data/ai/micro_ais/scenarios/goto.cfg:439
#: data/ai/micro_ais/scenarios/swarm.cfg:168
#: data/ai/micro_ais/scenarios/wolves.cfg:252
msgid "Check out the right-click menu options for additional actions"
msgstr "Pro zobrazení dalších možností zkontrolujte nabídku z pravého myšítka"
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/animals.cfg:432
msgid ""
"Yowl!\n"
"Translation: Those Ogres are mean! We better stay away from them and their "
"young."
msgstr ""
"Páni!\n"
"Překlad: Ti skřeti jsou ale zlí! Raději se od nich a jejich mladých budeme "
"držet dál."
#. [test]: id=bottleneck_defense
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5
msgid "Bottleneck Defense"
msgstr "Obrana průsmyku"
#. [side]: type=Orcish Leader, id=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38
msgid "Big Bad Orc"
msgstr "Velký zlý skřřet"
#. [message]: speaker=LuaAI
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87
msgid "All right, chaps. Those orcs need to be stopped."
msgstr "Dobře chlapi. Tyhle skřety musíme zastavit."
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
msgid "They there! We them get!"
msgstr "Oni tam! My je dostat!"
#. [message]: speaker=LuaAI
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:99
msgid ""
"We need to hold that pass for as long as we can. Let's put our strongest "
"fighters on the front line and bring injured units to the back for healing. "
"If we're careful enough, we might even win this battle. I'll join you as "
"soon as I'm done recruiting and do my share of the fighting.\n"
"\n"
"Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be "
"added and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Musíme udržet průchod co nejdéle to půjde. Postavme naše nejsilnější "
"bojovníky do přední linie a zraněné jednotky stáhněte dozadu, aby se mohly "
"uzdravit. Když budeme opatrní, můžeme tuto bitvu vyhrát. Připojím se k vám "
"jakmile naverbuji a taky se zapojím do boje.\n"
"\n"
"Poznámka: Obrana úzkého hrdla UI je naprogramovaná jako Mikro UI. Mikro UI "
"se může přidat a přizpůsobit pro potřeby scénáře jen s použitím WML a tagu "
"[micro_ai]. Pro více informací navštivte wiki stránku <span "
"color='#00A000'>Mikro UI</span> na adrese https://wiki.wesnoth.org/Micro_UIs."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:110
msgid ""
"In this scenario, the AI playing the humans in the east is instructed to "
"form a defensive line at the pass and hold off the orcs for as long as "
"possible. Do you want to play the orc side or let the default (RCA) AI do "
"that?"
msgstr ""
"V tomto tažení se UI hrající za lidi na východě snaží vytvořit obrannou "
"linii v úžině a bránit ji před skřety tak dlouho, jak jen to půjde. Chceš "
"hrát za skřety nebo necháš kontrolu nad skřety výchozí (RCA) UI?"
#. [option]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:112
msgid "<span font='16'>I'll watch the two AIs fight it out.</span>"
msgstr "<span font='16'>Budu se dívat, jak si to ty dvě UI vyřídí.</span>"
#. [option]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:115
msgid "<span font='16'>I'll play the orcs.</span>"
msgstr "<span font='16'>Chci ovládat skřety.</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126
msgid "Take the pass"
msgstr "Zabrat průsmyk"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:128
msgid "Defeat all humans"
msgstr "Porazit všechny lidi"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:132
msgid "Death of Big Bad Orc"
msgstr "Poraz Velkého zlého skřeta"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:136
msgid "Only one orc remains"
msgstr "Zbývá jen jeden skřet"
#. [message]: speaker=LuaAI
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:163
msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
"Možná jsem padnul, ale mí vojáci budou bránit průsmyk do posledního muže!"
#. [test]: id=dragon
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
msgstr "Drak"
#. [side]
#: data/ai/micro_ais/scenarios/dragon.cfg:21
msgid "team_name^Rowck"
msgstr "Rowck"
#. [side]: type=Dread Bat, id=Dreadful Bat
#: data/ai/micro_ais/scenarios/dragon.cfg:33
msgid "Dreadful Bat"
msgstr "Strašlivý netopýr"
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:51
msgid "Rowck's Home"
msgstr "Rowckův domov"
#. [unit]: id=Rowck, type=Fire Dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:55
msgid "Rowck"
msgstr "Rowck"
#. [message]: speaker=Dreadful Bat
#: data/ai/micro_ais/scenarios/dragon.cfg:85
msgid "Be careful to stay out of the way of that dragon. He's a mean one."
msgstr "Buď opatrný a vyhýbej se drakovi. Je velmi naštvaný."
#. [message]: speaker=Rowck
#: data/ai/micro_ais/scenarios/dragon.cfg:91
#, fuzzy
#| msgid ""
#| "Hi there. I am Rowck and here is what I do:\n"
#| "When hungry, I move around part of the map in a random wander until I get "
#| "into range of an enemy. If enemies are within range, I attack and devour "
#| "the weakest of them. After that, I retreat to my rest location, where I "
#| "stay for a certain number of turns or until fully healed.\n"
#| "A few details (features, not bugs, but can be changed if desired):\n"
#| "- If my way home is blocked on the return, the normal RCA AI takes over "
#| "my behavior.\n"
#| "- I will, however, attack any enemy occupying my rest hex, if I can get "
#| "there.\n"
#| "- A kill only makes me go home when I am the attacker, not as defender.\n"
#| "- Occasionally I will not move at all while wandering (a dragon has to "
#| "rest sometimes!)\n"
#| "\n"
#| "Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and "
#| "adapted to the need of a scenario easily using only WML and the "
#| "[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
#| "span> at http://wiki.wesnoth.org/Micro_AIs for more information."
msgid ""
"Hi there. I am Rowck and here is what I do:\n"
"When hungry, I move around part of the map in a random wander until I get "
"into range of an enemy. If enemies are within range, I attack and devour the "
"weakest of them. After that, I retreat to my rest location, where I stay for "
"a certain number of turns or until fully healed.\n"
"A few details (features, not bugs, but can be changed if desired):\n"
"- If my way home is blocked on the return, the normal RCA AI takes over my "
"behavior.\n"
"- I will, however, attack any enemy occupying my rest hex, if I can get "
"there.\n"
"- A kill only makes me go home when I am the attacker, not as defender.\n"
"- Occasionally I will not move at all while wandering (a dragon has to rest "
"sometimes!)\n"
"\n"
"Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and "
"adapted to the need of a scenario easily using only WML and the [micro_ai] "
"tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at "
"https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Ahoj, jmenuji se Rowck a umím toto:\n"
"Když mám hlad, náhodně se toulám po mapě do doby, než na někoho narazím. "
"Když jsou nepřátelé v dosahu, Zaútočím a nejslabšího pozřu. Potom se vracím "
"do pelíšku, kde nějakou dobu odpočívám, dokud se zcela neuzdravím.\n"
"Několik detailů (vlastností, nikoliv chyb, ale je možné je změnit, pokud by "
"někdo chtěl):\n"
"- Pokud mi na cestě do pelíšku někdo stojí v cestě, kontrolu nade mnou "
"převezme RCA UI.\n"
"- Pokud mi při návratu někdo zabírá pelíšek, zaútočím na něj.\n"
"- Po zabití se vracím do pelíšku jen pokud jsem já byl útočník.\n"
"- Občas se během kola nikam nepohnu (drak musí taky někdy odpočívat)\n"
"\n"
"Poznámka: UI Lovec je naprogramovaná jako Mikro UI. Mikro UI se může přidat "
"a přizpůsobit pro potřeby scénáře jen s použitím WML a tagu [micro_ai]. Pro "
"více informací navštivte wiki stránku <span color='#00A000'>Mikro UI</span> "
"na adrese https://wiki.wesnoth.org/Micro_UIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/dragon.cfg:104
msgid "Move the bats around to explore how Rowck reacts"
msgstr "Přesunuj netopýry po okolí a pozoruj Rowckovy reakce"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:106
msgid "Defeat Rowck"
msgstr "Poraz Rowcka"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:110
msgid "Move the lead bat to the signpost"
msgstr "Přesuň vedoucího netopýra k ukazateli"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/dragon.cfg:114
msgid "Death of the bat leader"
msgstr "Smrt netopýřího velitele"
#. [message]: speaker=Dreadful Bat
#: data/ai/micro_ais/scenarios/dragon.cfg:149
msgid "I'm out of here."
msgstr "Jdu pryč."
#. [test]: id=fast
#: data/ai/micro_ais/scenarios/fast.cfg:5
msgid "Fast"
msgstr "Rychle"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/fast.cfg:67
msgid ""
"This scenario presents a situation with so many units on the map, that there "
"is a noticeable delay (a few seconds or so) before each move by the default "
"AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate "
"the difference, side 1 is played by the Fast Micro AI and side 2 by the "
"default (RCA) AI.\n"
"\n"
"There is nothing to do here, just watch or use this scenario as a template "
"or for your own tests."
msgstr ""
#. [test]: id=goto
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:84
msgid "Goto"
msgstr "Přejít na"
#. [side]: id=Vaddan, type=Outlaw
#: data/ai/micro_ais/scenarios/goto.cfg:27
msgid "Vaddan"
msgstr "Vaddan"
#. [side]: type=Poacher, id=leader3
#: data/ai/micro_ais/scenarios/goto.cfg:60
msgid "Woodsmen"
msgstr "Lesníci"
#. [side]: type=Saurian Flanker, id=leader4
#: data/ai/micro_ais/scenarios/goto.cfg:76
msgid "Saurians"
msgstr "Ještěráci"
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:125
msgid "team_name^Animals"
msgstr "Zvířata"
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:138
msgid "team_name^Ghosts"
msgstr "Duchové"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:185
msgid "General Minry"
msgstr "Generál Minry"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:186
msgid "Lieutenant Gadoc"
msgstr "Poručík Gadoc"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:187
msgid "Lieutenant Senvan"
msgstr "Poručík Senvan"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:188
msgid "Sergeant Aethubry"
msgstr "Seržant Aethubry"
#. [set_menu_item]: id=m01_new_footpad
#: data/ai/micro_ais/scenarios/goto.cfg:339
msgid "Place Side 1 Footpad"
msgstr ""
#. [set_menu_item]: id=m02_kill_unit
#. [set_menu_item]: id=m05_kill_unit
#: data/ai/micro_ais/scenarios/goto.cfg:350
#: data/ai/micro_ais/scenarios/swarm.cfg:117
#: data/ai/micro_ais/scenarios/wolves.cfg:157
msgid "Kill Unit under Cursor"
msgstr "Zabít jednotku pod kurzorem myši"
#. [set_menu_item]: id=m03_null_control
#: data/ai/micro_ais/scenarios/goto.cfg:363
msgid "Turn off human control of Side 1"
msgstr "Vypnout kontrolu člověka nad stranou 1"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/goto.cfg:419
#, fuzzy
#| msgid ""
#| "In this scenario, the AI playing the humans in the east (Langzhar) is "
#| "instructed to protect the wizard Rossauba, while moving him safely to the "
#| "signpost. On the other side, Koorzhar's units (in the west) will "
#| "primarily attack Rossauba, even if a better target is available. Do you "
#| "want to play either of the sides or let the AIs battle it out among "
#| "themselves?\n"
#| "\n"
#| "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added "
#| "and adapted to the need of a scenario easily using only WML and the "
#| "[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
#| "span> at http://wiki.wesnoth.org/Micro_AIs for more information."
msgid ""
"This scenario demonstrates a variety of different uses of the Goto Micro AI. "
"All AI sides are controlled by this MAI in one way or another (except for "
"the saurians, which are run by the Lurkers Micro AI). Messages will be "
"displayed throughout the scenario to point out what the units are doing.\n"
"\n"
"The player controls Side 1. There are right-click context menu options for "
"adding Side 1 units to the map and for taking them off again. This is useful "
"mostly for testing how the Side 3 guardians react.\n"
"\n"
"Note: The Goto AI is coded as a Micro AI. A Micro AI can be added and "
"adapted to the need of a scenario easily using only WML and the [micro_ai] "
"tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at "
"https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"V tomto tažení má UI lidi na východě (Langzhar) za úkol chránit čaroděje "
"Rossaubu a bezpečně ho přesunout k rozcestníku. Koorzharovy jednotky (na "
"západě) útočí přednostně na Rossaubu a to i v případě, že mohou napadnout "
"lepší cíl. Chcete se chopit některé ze stran nebo necháte UI bojovat mezi "
"sebou?\n"
"\n"
"Také si všimněte, že UI Ochrana jednotky jsou naprogramovaná jako Mikro UI. "
"Mikro UI může být jednoduše přidáno a adaptováno podle potřeb tažení za "
"použití WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/goto.cfg:429
msgid "Watch the AI units do their things"
msgstr "Pozorovat UI jednotky, jak si dělají své věci"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/goto.cfg:435
msgid "Death of Vaddan"
msgstr "Smrt Vaddana"
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:450
msgid "The bridge is out. What do we do now?"
msgstr "Most je pryč. Co budeme dělat?"
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:454
msgid "Looks like we need to take the long way around to get to General Minry."
msgstr ""
#. [message]: speaker=leader3
#: data/ai/micro_ais/scenarios/goto.cfg:463
msgid ""
"Chaps, ignore everybody except for that swindler Vaddan and his men. Stay in "
"place until any of his units gets within 8 hexes of you.\n"
"\n"
"Note: This is a demonstration of how the Goto Micro AI can be used to code "
"guardian units, although one of the dedicated Guardian Micro AIs will often "
"be better suited for that purpose."
msgstr ""
#. [message]: type=Vampire Bat
#: data/ai/micro_ais/scenarios/goto.cfg:474
msgid ""
"Us four bats switch between running off to the corners of the map (each one "
"to a different corner), and getting back in a group right here. Either "
"behavior is set up with a single [micro_ai] tag, one with "
"'unique_goals=yes', the other without."
msgstr ""
#. [message]: speaker=ghost1
#: data/ai/micro_ais/scenarios/goto.cfg:484
msgid "Aaiiieeeeeee !!!"
msgstr "Aaiiieeeeeee !!!"
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:488
msgid "O no, a ghost!"
msgstr "Ach né, duch!"
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:492
msgid ""
"Don't worry, those are really shy ghosts. Nobody knows why, but they always "
"appear in the north this time of year and move through to the south. Also, "
"very unusually for ghosts, they seem to be scared of everybody and avoid "
"other units as much as possible -- except for the bats and saurians, with "
"which they seem to get along just fine for some reason. So as long as we "
"don't corner them, they'll leave us alone."
msgstr ""
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:551
msgid ""
"I'll take the route straight through the mountains. It's much shorter than "
"following the trail all the way around in the south."
msgstr ""
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:555
msgid ""
"You're crazy. It might be shorter as the crow flies, but it will take you "
"forever to get through those mountains.\n"
"\n"
"Note: The messengers are controlled by Goto Micro AI definitions that differ "
"by a single line, 'use_straight_line=yes/no'."
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:591
msgid "I told you so!"
msgstr "Říkal jsem ti to!"
#. [message]: speaker=leader5
#: data/ai/micro_ais/scenarios/goto.cfg:601
msgid ""
"Men, head down to the River Fort and get your orders from Sergeant Aethubry. "
"I want each and every one of you to report to him before going east to fight "
"those saurians."
msgstr ""
#. [message]: speaker=leader6
#: data/ai/micro_ais/scenarios/goto.cfg:610
msgid ""
"Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward "
"the River Fort as well, but it's good enough for one of you to report to "
"Sergeant Aethubry. Once that has happened, the rest of you can head into "
"battle directly."
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:628
msgid ""
"$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting "
"for duty, sir."
msgstr ""
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:644
msgid "Ready to fight those saurians, soldier?"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:648
msgid "Yes, sir."
msgstr "Ano, pane."
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:656
msgid ""
"Very good, $unit.language_name. Now go help your comrade get rid of that "
"saurian infestation in the swamps."
msgstr ""
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:664
msgid "Maybe if I ignore them, they'll just go away?"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:683
msgid "Lieutenant Senvan's men reporting for duty, sir."
msgstr ""
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:687
msgid ""
"Ah, Lieutenant Senvan... Is every single one of you going to bother me "
"individually as well?"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:691
msgid ""
"No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have "
"reported to you."
msgstr ""
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:695
msgid ""
"Well, that's a relief. Somebody knows how to use his ... I mean, very well, "
"off you go then.\n"
"\n"
msgstr ""
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:697
msgid ""
"I wouldn't say anything negative about one of my superior officers now, "
"would I?"
msgstr ""
#. [message]: type=Vampire Bat
#: data/ai/micro_ais/scenarios/goto.cfg:735
msgid "We've all made it to the corners, let's get back together again."
msgstr ""
#. [message]: type=Vampire Bat
#: data/ai/micro_ais/scenarios/goto.cfg:776
msgid "We're back together, let's head out to the corners again."
msgstr ""
#. [test]: id=guardians
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:17
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:57
msgid "Guardians"
msgstr "Strážci"
#. [side]: id=Kraa, type=Gryphon
#: data/ai/micro_ais/scenarios/guardians.cfg:31
#: data/ai/micro_ais/scenarios/swarm.cfg:19
msgid "Kraa"
msgstr "Kraa"
#. [side]: id=Kraa, type=Gryphon
#: data/ai/micro_ais/scenarios/guardians.cfg:37
#: data/ai/micro_ais/scenarios/swarm.cfg:27
msgid "Gryphons"
msgstr "Gryfoni"
#. [side]: type=Orcish Leader, id=Another Bad Orc
#: data/ai/micro_ais/scenarios/guardians.cfg:49
msgid "Another Bad Orc"
msgstr "Další zly skřet"
#. [unit]: type=Dwarvish Guardsman, id=guardian1
#: data/ai/micro_ais/scenarios/guardians.cfg:96
msgid "Guardian 1"
msgstr "Strážce 1"
#. [unit]: type=Dwarvish Guardsman, id=guardian2
#: data/ai/micro_ais/scenarios/guardians.cfg:107
msgid "Guardian 2"
msgstr "Strážce 2"
#. [unit]: type=Giant Rat, id=coward1
#: data/ai/micro_ais/scenarios/guardians.cfg:120
msgid "Coward 1"
msgstr "Zbabělec 1"
#. [unit]: type=Giant Rat, id=coward2
#: data/ai/micro_ais/scenarios/guardians.cfg:144
msgid "Coward 2"
msgstr "Zbabělec 2"
#. [unit]: type=Giant Rat, id=coward3
#: data/ai/micro_ais/scenarios/guardians.cfg:170
msgid "Coward 3"
msgstr "Zbabělec 3"
#. [unit]: type=Giant Rat, id=coward4
#: data/ai/micro_ais/scenarios/guardians.cfg:197
msgid "Coward 4"
msgstr "Zbabělec 4"
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:219
msgid "Move gryphons here to see different coward reactions"
msgstr ""
#. [unit]: type=Troll, id=return1
#: data/ai/micro_ais/scenarios/guardians.cfg:228
msgid "Return Guardian 1"
msgstr ""
#. [unit]: type=Troll Whelp, id=return2
#: data/ai/micro_ais/scenarios/guardians.cfg:249
msgid "Return Guardian 2"
msgstr ""
#. [unit]: type=Troll Whelp, id=home1
#: data/ai/micro_ais/scenarios/guardians.cfg:271
msgid "Home Guard 1"
msgstr ""
#. [unit]: type=Troll, id=home 2
#: data/ai/micro_ais/scenarios/guardians.cfg:283
msgid "Home Guard 2"
msgstr ""
#. [unit]: type=Skeleton Archer, id=stationed1
#: data/ai/micro_ais/scenarios/guardians.cfg:296
msgid "Stationed Guardian 1"
msgstr ""
#. [unit]: type=Skeleton, id=stationed2
#: data/ai/micro_ais/scenarios/guardians.cfg:320
msgid "Stationed Guardian 2"
msgstr ""
#. [unit]: type=Troll, id=zone1
#: data/ai/micro_ais/scenarios/guardians.cfg:345
msgid "Gate Keeper"
msgstr "Strážce brány"
#. [unit]: type=Dwarvish Guardsman, id=zone2
#: data/ai/micro_ais/scenarios/guardians.cfg:372
msgid "Home Keeper"
msgstr "Domovník"
#. [unit]: type=Naga Fighter, id=zone3
#: data/ai/micro_ais/scenarios/guardians.cfg:403
msgid "Water Guardian"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:424
msgid "Guarded Location"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:425
msgid "Station 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:426
msgid "Station 2"
msgstr ""
#. [message]: speaker=narrator
#. [set_menu_item]: id=m01_guardian
#: data/ai/micro_ais/scenarios/guardians.cfg:447
#: data/ai/micro_ais/scenarios/guardians.cfg:456
msgid "Standard WML Guardian"
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/guardians.cfg:457
msgid ""
"This is the built-in WML guardian coded using 'ai_special=guardian'. These "
"guardians attack if there is an enemy within their movement range, otherwise "
"they do nothing (except maybe retreating to a village for healing)."
msgstr ""
#. [message]: speaker=narrator
#. [set_menu_item]: id=m02_return
#: data/ai/micro_ais/scenarios/guardians.cfg:463
#: data/ai/micro_ais/scenarios/guardians.cfg:472
msgid "Return Guardian"
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/guardians.cfg:473
msgid ""
"A 'return guardian' is a variation of the standard Wesnoth guardian. It has "
"an assigned guard position (GP) to which it returns after attacks on "
"approaching enemies:\n"
"- If at GP with no enemy in reach, do nothing.\n"
"- If at GP with enemy in reach, leave attack to default AI (note that this "
"may include not attacking if the enemy is deemed too strong).\n"
"- If not at GP, return there, no matter whether an enemy is in reach or "
"not.\n"
"- If enemies are blocking your way back, do your best to get there anyway.\n"
"- If you end up next to an enemy on the way back, attack after the move."
msgstr ""
#. [message]: speaker=narrator
#. [set_menu_item]: id=m03_home
#: data/ai/micro_ais/scenarios/guardians.cfg:484
#: data/ai/micro_ais/scenarios/guardians.cfg:493
msgid "Home Guard"
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/guardians.cfg:494
msgid ""
"A 'home guard' is a variant on the 'guardian' AI special. With this variant, "
"the unit has an assigned 'home' location, and will return there if not "
"involved in combat and if not going to a village, whether for healing or to "
"capture it this turn. (By contrast, the standard guardian AI will cause the "
"unit to stay where it last attacked.) This differs from 'return guardian' in "
"that a home guard will press the attack, possibly getting drawn quite far "
"from 'home', rather than returning after each attack. (It can also be lured "
"away by a string of closely-placed villages, but that is something a map "
"builder can control.)\n"
"This also demonstrates how to combine candidate actions from Formula AI and "
"Lua AI in one side. The home guard is written in Formula AI, while the "
"return and stationed guardians and the cowards are written in Lua AI. In "
"addition the non-guardian units of the side follow the default AI behavior."
msgstr ""
#. [message]: speaker=narrator
#. [set_menu_item]: id=m04_stationed
#: data/ai/micro_ais/scenarios/guardians.cfg:501
#: data/ai/micro_ais/scenarios/guardians.cfg:510
msgid "Stationed Guardian"
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/guardians.cfg:511
msgid ""
"A 'stationed guardian' is another variation of the standard Wesnoth guardian "
"with a somewhat more complex behavior than that of the 'return guardian'. "
"Two positions are defined for it, a 'station' and a 'guarded location', as "
"well as a 'distance'. The behavior is as follows:\n"
"- If no enemy is within 'distance' of the guard's current position, do "
"nothing.\n"
"- Otherwise: If an enemy is within 'distance' of the guard, but not also "
"within the same distance of the guarded location and the station (all of "
"this simultaneously), move the guard in the direction of the station.\n"
"- Otherwise:\n"
" - Pick the enemy unit that is closest to the guarded location.\n"
" - If we can reach it, pick the adjacent hex with the highest defense "
"rating and attack from there.\n"
" - If not in reach, move toward this unit."
msgstr ""
#. [message]: speaker=narrator
#. [set_menu_item]: id=m05_coward
#: data/ai/micro_ais/scenarios/guardians.cfg:523
#: data/ai/micro_ais/scenarios/guardians.cfg:532
msgid "Coward"
msgstr "Zbabělec"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/guardians.cfg:533
msgid ""
"Cowards are units that, like guardians, sit around doing nothing until an "
"enemy comes into range. Unlike guardians, however, they run away once "
"enemies approach. Applications might be wild animals, unarmed civilians "
"getting in the way of a battle, etc. The coward macro can be called with two "
"optional locations, 'seek' and 'avoid':\n"
"- If neither is given, the coward retreats to the position farthest away "
"from the approaching enemies.\n"
"- If 'seek' is given, it preferentially goes toward that location (but "
"getting away from enemies takes priority).\n"
"- If 'avoid' is given, it in addition tries to avoid that location (with "
"both maximizing distance from enemies and going toward 'seek' taking "
"priority).\n"
"- Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), "
"in which case not a single hex, but a line of hexes is sought or avoided."
msgstr ""
#. [message]: speaker=narrator
#. [set_menu_item]: id=m06_zone
#: data/ai/micro_ais/scenarios/guardians.cfg:543
#: data/ai/micro_ais/scenarios/guardians.cfg:552
msgid "Zone Guardian"
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/guardians.cfg:553
msgid ""
"A zone guardian is a unit that, as the name says, guards a zone. It moves "
"randomly inside this zone until an enemy enters it (or a separately defined "
"enemy zone, see below). Applications might be the defense of a castle or a "
"nesting area. The zone macro can be called with an optional enemy zone:\n"
"- If not specified, the zone guard attacks any enemy coming inside its guard "
"zone.\n"
"- Otherwise, it attacks any enemy entering the enemy zone and once there are "
"no more enemies, it goes back to patrol in its basic zone."
msgstr ""
#. [message]: speaker=Kraa
#: data/ai/micro_ais/scenarios/guardians.cfg:568
msgid "Kraahhh!!!!"
msgstr "Krááhhh!!!!"
#. [message]: speaker=Kraa
#: data/ai/micro_ais/scenarios/guardians.cfg:578
msgid ""
"Gryphons of the High Plains, look at all these enemies. They don't behave "
"normally. Most of them don't move at all unless we get close. Let's check "
"out how they react to us.\n"
"\n"
"Note to the player: the right-click context menu provides information about "
"each of the units' behavior.\n"
"\n"
"Another note: Most of the Guardian AIs are coded as Micro AIs. A Micro AI "
"can be added and adapted to the need of a scenario easily using only WML and "
"the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/guardians.cfg:588
msgid "Move the Gryphons around to explore how the guardians react"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/guardians.cfg:590
#: data/ai/micro_ais/scenarios/patrols.cfg:256
msgid "Defeat all enemy units"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/guardians.cfg:594
msgid "Move Kraa to the signpost"
msgstr "Přesuň Kraa na ukazatel"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/guardians.cfg:598
msgid "Death of Kraa"
msgstr "Smrt Kraa"
#. [note]
#: data/ai/micro_ais/scenarios/guardians.cfg:602
msgid ""
"Check out the right-click menu options for information on each guardian type"
msgstr ""
#. [message]: speaker=Kraa
#: data/ai/micro_ais/scenarios/guardians.cfg:659
msgid ""
"Gryphons of the High Plains, it is time to return to said plains. Follow me."
msgstr ""
#. [test]: id=hang_out
#: data/ai/micro_ais/scenarios/hang_out.cfg:5
msgid "Hang Out"
msgstr ""
#. [side]: id=Bad Outlaw, type=Outlaw
#: data/ai/micro_ais/scenarios/hang_out.cfg:23
msgid "team_name^Bad Outlaw"
msgstr ""
#. [side]: id=Good Bandit, type=Bandit
#: data/ai/micro_ais/scenarios/hang_out.cfg:39
msgid "team_name^Good Bandit"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/hang_out.cfg:61
msgid "Outlaw moves here"
msgstr ""
#. [message]: speaker=Good Bandit
#: data/ai/micro_ais/scenarios/hang_out.cfg:120
#, fuzzy
#| msgid ""
#| "If you have not changed anything in the scenario code, Side 1 uses the "
#| "Random Recruitment Micro AI, with swordsmen and peasants having been "
#| "given higher probability than the other units. This is not meant as a "
#| "good recruitment pattern, it simply serves as a demonstration how to use "
#| "the AI.\n"
#| "\n"
#| "Side 2 uses the Rush Recruitment Micro AI (which is also used in the "
#| "Experimental AI).\n"
#| "\n"
#| "A Micro AI can be added and adapted to the need of a scenario easily "
#| "using only WML and the [micro_ai] tag. Check out the <span "
#| "color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/"
#| "Micro_AIs for more information."
msgid ""
"That outlaw over there is going to run for the keep in the southeast. He's "
"only going to recruit for three rounds before he'll start moving and he and "
"his footpads are much faster than we are. Let's make haste or we'll never "
"catch him.\n"
"\n"
"Note: This scenario uses a combination of two Micro AIs, the Hang Out Micro "
"AI which makes the Side 2 units remain around the keep for two turns (while "
"moving off castle tiles to allow for recruiting) and the Messenger Escort AI "
"which takes over after that. A Micro AI can be added and adapted to the "
"need of a scenario easily using only WML and the [micro_ai] tag. Check out "
"the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth."
"org/Micro_AIs for more information."
msgstr ""
"Pokud jste ve zdrojovém kódu tohoto tažení nic nezměnili, tak strana 1 "
"používá Mikro UI Náhodné verbování, přičemž šermíři a sedláci mají nastavenu "
"vyšší pravděpodobnost než ostatní jednotky. Toto se nepovažuje za dobrý "
"způsob verbování, slouží to zkrátka jako ukátka použití UI.\n"
"\n"
"Strana 2 používá Mikro UI Spěšné verbování (které je také použito v "
"Experimentální UI).\n"
"\n"
"Mikro UI můžete velmi jednoduše přidat a upravit podle potřeb tažení pomocí "
"WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_UIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/hang_out.cfg:127
msgid ""
"Get into the outlaw's way before he can make it to the south-eastern keep"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/hang_out.cfg:129
msgid "Death of Bad Outlaw"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/hang_out.cfg:133
msgid "Death of Good Bandit"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/hang_out.cfg:137
msgid "Bad Outlaw makes it to the signpost"
msgstr ""
#. [message]: speaker=Good Bandit
#: data/ai/micro_ais/scenarios/hang_out.cfg:151
msgid "We got him! Now whatever it is we are fighting for is safe."
msgstr ""
#. [message]: speaker=Bad Outlaw
#: data/ai/micro_ais/scenarios/hang_out.cfg:178
msgid ""
"I made it! Now we can keep fighting for whatever it is that we are fighting "
"for."
msgstr ""
#. [test]: id=healer_support
#: data/ai/micro_ais/scenarios/healer_support.cfg:5
msgid "Healer Support"
msgstr ""
#. [side]: id=Rebels1, type=Elvish Ranger
#: data/ai/micro_ais/scenarios/healer_support.cfg:21
msgid "Rebels 1"
msgstr "Rebelové 1"
#. [side]: id=Rebels2, type=Elvish Marksman
#: data/ai/micro_ais/scenarios/healer_support.cfg:35
msgid "Rebels 2"
msgstr "Rebelové 2"
#. [message]: speaker=Rebels1
#: data/ai/micro_ais/scenarios/healer_support.cfg:81
msgid ""
"In this scenario, we demonstrate the use of the Healer Support Micro AI. "
"This AI configures the healers of a side to stay behind the battle lines and "
"heal injured and/or threatened units rather than participate in the attacks "
"under all circumstances. It includes several configurable options (which are "
"set differently for the two sides in this scenario) that determine how "
"aggressive/careful the healers are, whether they also attack, how much risk "
"they are willing to take, etc.\n"
"\n"
"For clarity, each healer announces her upcoming support move. If you don't "
"want to see that each time, just hit 'esc' when it happens the first time.\n"
"\n"
"Note: The Healer Support AI is coded as a Micro AI. A Micro AI can be added "
"and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
#. [message]: speaker=$unit.id
#: data/ai/micro_ais/scenarios/healer_support.cfg:100
msgid "Argh! They got us..."
msgstr ""
#. [test]: id=lurkers
#: data/ai/micro_ais/scenarios/lurkers.cfg:184
msgid "Lurkers of the Swamp"
msgstr ""
#. [side]: id=Pekzs, type=Saurian Soothsayer
#: data/ai/micro_ais/scenarios/lurkers.cfg:198
msgid "Pekzs"
msgstr "Pekzs"
#. [side]: id=Pekzs, type=Saurian Soothsayer
#: data/ai/micro_ais/scenarios/lurkers.cfg:204
msgid "team_name^Pekzs"
msgstr "Pekzs"
#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:220
msgid "Micro AI Lurkers (saurians, stationary)"
msgstr ""
#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:236
msgid "Micro AI Lurkers (saurians, wanderers)"
msgstr ""
#. [side]: type=Naga Warrior
#: data/ai/micro_ais/scenarios/lurkers.cfg:252
msgid "Micro AI Lurkers (nagas)"
msgstr ""
#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:268
msgid "WML Lurkers (saurians)"
msgstr ""
#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:284
msgid "Formula AI Lurkers (saurians)"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker2
#: data/ai/micro_ais/scenarios/lurkers.cfg:387
msgid "Place a Side 2 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker3
#: data/ai/micro_ais/scenarios/lurkers.cfg:399
msgid "Place a Side 3 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker4
#: data/ai/micro_ais/scenarios/lurkers.cfg:411
msgid "Place a Side 4 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker5
#: data/ai/micro_ais/scenarios/lurkers.cfg:423
msgid "Place a Side 5 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker6
#: data/ai/micro_ais/scenarios/lurkers.cfg:435
msgid "Place a Side 6 lurker"
msgstr ""
#. [message]: speaker=Pekzs
#: data/ai/micro_ais/scenarios/lurkers.cfg:452
msgid ""
"In this scenario we demonstrate the Lurker Micro AI. A lurker is a unit that "
"is capable of moving across most terrains, but that only stops on and "
"attacks from specific terrain. It might also have the ability to hide on "
"this terrain (which is the reason why this is called the Lurker AI).\n"
"\n"
"Lurkers move individually without any strategy and always attack the weakest "
"enemy within their reach. If no enemy is in reach, the lurker does a random "
"move instead - or it just sits and waits (lurks)."
msgstr ""
#. [message]: speaker=Pekzs
#: data/ai/micro_ais/scenarios/lurkers.cfg:460
msgid ""
"Three different lurker behaviors are set up here using the [micro_ai] tag "
"with different parameters:\n"
"\n"
"Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, "
"they do not move.\n"
"\n"
"Side 3 (green): saurians attacking only from swamp. If no enemy is in range, "
"they wander randomly (on swamp only).\n"
"\n"
"Side 4 (purple): nagas wandering only on water terrain, but attacking from "
"both water and swamp.\n"
"\n"
"We also added two other sides, which demonstrate lurker behavior coded in "
"WML (Side 5, gray) and Formula AI (Side 6, brown)."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
msgstr "Poznámky"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:475
#, fuzzy
#| msgid ""
#| "We need to hold that pass for as long as we can. Let's put our strongest "
#| "fighters on the front line and bring injured units to the back for "
#| "healing. If we're careful enough, we might even win this battle. I'll "
#| "join you as soon as I'm done recruiting and do my share of the fighting.\n"
#| "\n"
#| "Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be "
#| "added and adapted to the need of a scenario easily using only WML and the "
#| "[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
#| "span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgid ""
"You can use the right-click context menu to add additional lurkers.\n"
"\n"
"Any unit not adjacent to swamp (and water, for the nagas) is safe from the "
"lurkers, thus it is easy to keep Pekzs from being attacked.\n"
"\n"
"The Lua Lurker AI is coded as a Micro AI. A Micro AI can be added and "
"adapted to the need of a scenario easily using only WML and the [micro_ai] "
"tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at "
"https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Musíme udržet průchod co nejdéle to půjde. Postavme naše nejsilnější "
"bojovníky do přední linie a zraněné jednotky stáhněte dozadu, aby se mohly "
"uzdravit. Když budeme opatrní, můžeme tuto bitvu vyhrát. Připojím se k vám "
"jakmile naverbuji a taky se zapojím do boje.\n"
"\n"
"Poznámka: Obrana úzkého hrdla UI je naprogramovaná jako Mikro UI. Mikro UI "
"se může přidat a přizpůsobit pro potřeby scénáře jen s použitím WML a tagu "
"[micro_ai]. Pro více informací navštivte wiki stránku <span "
"color='#00A000'>Mikro UI</span> na adrese https://wiki.wesnoth.org/Micro_UIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/lurkers.cfg:485
msgid "Watch the lurkers move around and fight them if you want"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/lurkers.cfg:487
msgid "Defeat all lurkers"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/lurkers.cfg:491
msgid "Move Pekzs to the signpost"
msgstr "Přesuň Pekzse na ukazatel"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/lurkers.cfg:495
msgid "Death of Pekzs"
msgstr "Smrt Pekzse"
#. [note]
#: data/ai/micro_ais/scenarios/lurkers.cfg:499
msgid "Right-click on unoccupied swamp hexes to add more lurkers"
msgstr ""
#. [message]: speaker=Pekzs
#: data/ai/micro_ais/scenarios/lurkers.cfg:546
msgid ""
"Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again "
"ssometime."
msgstr ""
#. [test]: id=messenger_escort
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:5
msgid "Messenger Escort"
msgstr "Poslova eskorta"
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:18
msgid "Vanak"
msgstr "Vanak"
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
msgid "Messenger"
msgstr "Posel"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
msgid "Messenger Waypoint 1"
msgstr "Poslova zastávka 1"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
msgid "Messenger Waypoint 2"
msgstr "Poslova zastávka 2"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
msgid "Messenger Waypoint 3"
msgstr "Poslova zastávka 3"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#, fuzzy
#| msgid ""
#| "In this scenario, the AI playing the humans in the east (Langzhar) is "
#| "instructed to protect the wizard Rossauba, while moving him safely to the "
#| "signpost. On the other side, Koorzhar's units (in the west) will "
#| "primarily attack Rossauba, even if a better target is available. Do you "
#| "want to play either of the sides or let the AIs battle it out among "
#| "themselves?\n"
#| "\n"
#| "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added "
#| "and adapted to the need of a scenario easily using only WML and the "
#| "[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
#| "span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
"other units. Vanak's orcs need to stop him.\n"
"\n"
"Note that the messenger route is set up through a series of waypoints here "
"simply to demonstrate how to use waypoints. On this map, using only a single "
"waypoint at the end of the route would work just as well (or probably even "
"better).\n"
"\n"
"Also note that the messenger does not have to get exactly to each signpost "
"(except for the last one), getting close is good enough.\n"
"\n"
"The Messenger Escort AI is coded as a Micro AI. A Micro AI can be added and "
"adapted to the need of a scenario easily using only WML and the [micro_ai] "
"tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at "
"https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"V tomto tažení má UI lidi na východě (Langzhar) za úkol chránit čaroděje "
"Rossaubu a bezpečně ho přesunout k rozcestníku. Koorzharovy jednotky (na "
"západě) útočí přednostně na Rossaubu a to i v případě, že mohou napadnout "
"lepší cíl. Chcete se chopit některé ze stran nebo necháte UI bojovat mezi "
"sebou?\n"
"\n"
"Také si všimněte, že UI Ochrana jednotky jsou naprogramovaná jako Mikro UI. "
"Mikro UI může být jednoduše přidáno a adaptováno podle potřeb tažení za "
"použití WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
msgid "Defeat the messenger"
msgstr "Poraz posla"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
msgid "Messenger gets to the signpost"
msgstr "Posel se dostane k rozcestníku"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
msgid "Death of Vanak"
msgstr "Vanak zemře"
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
msgid "I made it! Now our people will be safe."
msgstr "Zvládl jsem to! Teď už budou naši lidé v bezpečí."
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr "Neee ! Vše je ztraceno. Teď už skřety nikdy nezastavíme!"
#. [test]: id=patrols
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
msgstr "Patroly"
#. [side]: id=Gertburt, type=Outlaw
#: data/ai/micro_ais/scenarios/patrols.cfg:19
msgid "Gertburt"
msgstr "Gertburt"
#. [side]: id=Gertburt, type=Outlaw
#: data/ai/micro_ais/scenarios/patrols.cfg:27
msgid "Bandits"
msgstr "Bandité"
#. [side]
#: data/ai/micro_ais/scenarios/patrols.cfg:41
msgid "team_name^Konrad"
msgstr "Konrád"
#. [side]
#: data/ai/micro_ais/scenarios/patrols.cfg:56
msgid "team_name^Urudin"
msgstr "Urudin"
#. [unit]: type=Orcish Slayer, id=Urudin
#: data/ai/micro_ais/scenarios/patrols.cfg:114
msgid "Urudin"
msgstr "Urudin"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:188
msgid "Konrad Waypoint 1"
msgstr "Konrádova zastávka 1"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:190
msgid "Konrad Waypoint 2"
msgstr "Konrádova zastávka 2"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:192
msgid "Konrad Final Waypoint"
msgstr "Konrádův cíl"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:195
msgid "Patrol Waypoint 1"
msgstr "Zastávka patroly 1"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:197
msgid "Patrol Waypoint 2"
msgstr "Zastávka patroly 2"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:199
msgid "Patrol Waypoint 3"
msgstr "Zastávka patroly 3"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:201
msgid "Patrol Waypoint 4"
msgstr "Zastávka patroly 4"
#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:204
msgid "Urudin retreats here"
msgstr "Urudin se stáhne sem"
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/patrols.cfg:215
msgid ""
"Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to "
"you in this scenario.\n"
"\n"
"I am heading for the keep east of the central mountain via a couple "
"waypoints in the south. I will stay there once I get there. By contrast, "
"those two fellas in the center are perpetually circling the mountain, one of "
"them always in the same direction, the other changing directions after every "
"lap.\n"
"\n"
"All of this is implemented by use of the Patrol [micro_ai] tag."
msgstr ""
"Ahoj! Já jsem podvodník, který se vydává za Konráda. V tomto scénáři se "
"chystáme se ti předvést UI Patroly.\n"
"\n"
"Mířím k pevnosti východně od středohoří se dvěma zastávkami na jihu. Jakmile "
"se tam dostanu, zůstanu tam. Naproti tomu, ti dva v prostředku stále krouží "
"okolo hory, jeden ve stále stejném směru, druhý z nich mění směr po každém "
"kole.\n"
"\n"
"Všechny prvky tohoto scénáře jsou implementovány pomocí tagu Patrol "
"[micro_ai]."
#. [message]: speaker=guard1
#: data/ai/micro_ais/scenarios/patrols.cfg:225
msgid ""
"By contrast, I am a zone guardian patrolling, in a way, the southernmost "
"part of the map. This AI is implemented via the Guardian [micro_ai] tag. "
"It is here mostly to demonstrate how to set up different Micro AIs for the "
"same side. For more details on different types of guardian AIs, there is a "
"separate test scenario specializing on those."
msgstr ""
"Já jsem naopak strážce na obchůzce, hlídám nejjižnější část mapy. Tato UI je "
"implementovaná přes tag Obránce [micro_ai]. Je tu spíš proto, aby bylo "
"vidět, jak nastavit různé UI pro stejnou stranu. Pro více informací o "
"různých typech UI Obránce se podívejte na tažení, které se na tuto UI "
"zaměřuje."
#. [message]: speaker=Urudin
#: data/ai/micro_ais/scenarios/patrols.cfg:229
msgid ""
"And I am Urudin. I will attack my enemies for a few turns, but will retreat "
"toward the right edge of the map if my hitpoints are below half of maximum "
"or by Turn 5, whatever happens first.\n"
"\n"
"This is an AI separate from the Patrols of Side 2."
msgstr ""
"A já jsem Urudin. Budu na nepřátele několik tahů dotírat, ale pokud ztratím "
"během prvních pěti tahů víc než polovinu životů, stáhnu se k pravé straně "
"mapy.\n"
"\n"
"Tato UI je oddělená od UI Patroly, která řídí stranu 2."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/patrols.cfg:239
msgid ""
"You, as the player, are in charge of Gertburt's bandits in this scenario. "
"You can either simply watch the patrols move around, or you can move units "
"into their way. The three patrol units are instructed to behave differently "
"when facing enemy units:\n"
"\n"
"Konrad only attacks Gertburt, or any enemy unit that blocks his final "
"waypoint.\n"
"\n"
"The Swordsman never attacks at all.\n"
"\n"
"The Longbowman attacks any enemy unit he ends up next to at the end of his "
"move.\n"
"\n"
"They all have in common, however, that getting to their next waypoint takes "
"priority over attacking. They will thus prefer to move around enemies rather "
"than straight for them. Also, if a waypoint is occupied by a unit they are "
"not instructed to attack, they will (eventually) abandon that waypoint once "
"they get close enough and move on to the next one.\n"
"\n"
"The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro "
"AI can be added and adapted to the need of a scenario easily using only WML "
"and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki "
"page</span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Vy, jakožto hráč máte v tomto tažení na slovo Gertburtovy bandity. Můžete "
"přesouvat patroly nebo nechat jednotky, ať se pohybují samy.Tři patroly mají "
"rozkaz chovat se jinak, pokud se setkají s nepřítelem:\n"
"\n"
"Konrád útočí pouze na Gertburta nebo na jakoukoliv jednotku, která mu brání "
"v postupu k jeho konečnému cíli.\n"
"\n"
"Šermíři nikdy neútočí.\n"
"\n"
"Lučištníci s dlouhými luky útočí na libovolného nepřítele, vedle něhož na "
"konci svého tahu stojí.\n"
"\n"
"Všechy jednotky mají ovšem společné, že přesun je pro ně důležitější než "
"útok. Budou tedy upřednostňovat obcházení nepřátel před přímou konfrontací. "
"Pokud tedy jejich destinaci okupuje jednotka, na kterou nemají rozkaz "
"útočit, mohou se tohoto cíle vzdát a prostě se přesunout na další.\n"
"\n"
"UI Patroly ovládá všechny jednotky patřící straně 2 a je vytvořená formou "
"Mikro UI. Mikro UI může být jednoduše přidáno a adaptováno podle potřeb "
"tažení za použití WML a tagu [micro_ai]. Pro další informace se podívejte na "
"<span color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth."
"org/Micro_AIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/patrols.cfg:254
msgid "Watch the patrols, attack them etc."
msgstr "Sledujte patroly, útočte na ně atd."
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/patrols.cfg:260
msgid "Move Gertburt to the signpost"
msgstr "Přesuň Gertburta k rozcestníku"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/patrols.cfg:264
msgid "Death of Gertburt"
msgstr "Smrt Gertburta"
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/patrols.cfg:281
msgid ""
"Well, that was fun! I'll just hang out here now and watch those two guys "
"walk and walk and ..."
msgstr ""
"Tak tohle byla legrace! Prostě počkám tady a budu se dívat, jak ti dva jdou "
"a jdou a..."
#. [message]: speaker=Gertburt
#: data/ai/micro_ais/scenarios/patrols.cfg:325
msgid "Let's go home, chaps."
msgstr "Jdeme domů, chlapi."
#. [test]: id=protect_unit
#. [event]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
msgstr "Chraň jednotku"
#. [side]: id=Langzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:18
#: data/ai/micro_ais/scenarios/recruiting.cfg:17
msgid "Langzhar"
msgstr "Langzhar"
#. [side]: id=Langzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:24
#: data/ai/micro_ais/scenarios/recruiting.cfg:23
msgid "team_name^Langzhar"
msgstr "Langzhar"
#. [side]: id=Koorzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:34
#: data/ai/micro_ais/scenarios/recruiting.cfg:32
msgid "Koorzhar"
msgstr "Koorzhar"
#. [side]: id=Koorzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:41
#: data/ai/micro_ais/scenarios/recruiting.cfg:38
msgid "team_name^Koorzhar"
msgstr "Koorzhar"
#. [event]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:119
msgid "Move Rossauba here"
msgstr "Přesuň Rossaubu sem"
#. [message]: speaker=Koorzhar
#: data/ai/micro_ais/scenarios/protect_unit.cfg:129
msgid "There's that traitor wizard. Let's get him."
msgstr "Tady je ten zrádný čaroděj. Pojďme si pro něj."
#. [message]: speaker=Langzhar
#: data/ai/micro_ais/scenarios/protect_unit.cfg:134
msgid ""
"Men, you know the deal. We must protect Rossauba under all circumstances. "
"Even my survival is not as important."
msgstr ""
"Chlapi, všichni víte, proč jste tady. Musíme ochránit Rossaubu ať to stojí "
"co to stojí. Ani moje přežití není tak důležité, jako jeho."
#. [message]: speaker=Rossauba
#: data/ai/micro_ais/scenarios/protect_unit.cfg:138
msgid "That's very kind of you, but ..."
msgstr "To je od vás moc hezké, ale..."
#. [message]: speaker=Langzhar
#: data/ai/micro_ais/scenarios/protect_unit.cfg:142
msgid ""
"No buts! You stay behind the lines and do not engage in battle unless there "
"is no risk to your life, is that understood? And get to that signpost in "
"the northwest if it is safe."
msgstr ""
"Žádné ale! Zůstanete stát v řadě a do boje se nezapojíte, dokud vám nepůjde "
"o krk, jasné? A pokud to půjde, dostaň se k rozcestníku na severozápadě."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/protect_unit.cfg:150
msgid ""
"In this scenario, the AI playing the humans in the east (Langzhar) is "
"instructed to protect the wizard Rossauba, while moving him safely to the "
"signpost. On the other side, Koorzhar's units (in the west) will primarily "
"attack Rossauba, even if a better target is available. Do you want to play "
"either of the sides or let the AIs battle it out among themselves?\n"
"\n"
"Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added "
"and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"V tomto tažení má UI lidi na východě (Langzhar) za úkol chránit čaroděje "
"Rossaubu a bezpečně ho přesunout k rozcestníku. Koorzharovy jednotky (na "
"západě) útočí přednostně na Rossaubu a to i v případě, že mohou napadnout "
"lepší cíl. Chcete se chopit některé ze stran nebo necháte UI bojovat mezi "
"sebou?\n"
"\n"
"Také si všimněte, že UI Ochrana jednotky jsou naprogramovaná jako Mikro UI. "
"Mikro UI může být jednoduše přidáno a adaptováno podle potřeb tažení za "
"použití WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [option]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:155
msgid "<span font='16'>I'll watch the two AIs fight it out</span>"
msgstr "<span font='16'>Budu se jen dívat, jak spolu obě UI zápolí</span>"
#. [option]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:158
msgid ""
"<span font='16'>I'll play Langzhar's side (to see how Koorzhar's units "
"target Rossauba)</span>"
msgstr ""
"<span font='16'>Budu hrát za Langzharovu stranu (chci se podívat, jak se "
"Koorzharovy jednotky soustředí na Rossaubu)</span>"
#. [option]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:167
msgid ""
"<span font='16'>I'll play Koorzhar's side (to see how Langzhar's units "
"protect Rossauba)</span>"
msgstr ""
"<span font='16'>Chopím se ovládání Koorzharovy strany (abych viděl, jak "
"jednotky ochrání Rossauba)</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:179
msgid "Protect Rossauba while moving him to the signpost"
msgstr "Ochraňu Rossauba během jeho přesunu k rozcestníku"
#. [objective]: condition=win
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/protect_unit.cfg:181
#: data/ai/micro_ais/scenarios/protect_unit.cfg:201
msgid "Rossauba makes it to the signpost"
msgstr "Rossauba se dostane k rozcestníku"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/protect_unit.cfg:185
msgid "Death of Rossauba"
msgstr "Smrt Rossauba"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/protect_unit.cfg:189
msgid "Death of Langzhar"
msgstr "Smrt Langzhara"
#. [objectives]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:195
msgid "Get rid of that traitor wizard Rossauba"
msgstr "Zbavte se zrádného čaroděje Rossauba"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/protect_unit.cfg:197
msgid "Defeat Rossauba"
msgstr "Poražte Rossaubu"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/protect_unit.cfg:205
msgid "Death of Koorzhar"
msgstr "Smrt Koorzhara"
#. [message]: speaker=Rossauba
#: data/ai/micro_ais/scenarios/protect_unit.cfg:230
msgid "I held out for as long as I could."
msgstr "Držel jsem se tak dlouho, jak jen bylo možné."
#. [message]: speaker=Rossauba
#: data/ai/micro_ais/scenarios/protect_unit.cfg:248
msgid "I made it"
msgstr "Zvládl jsem to"
#. [test]: id=recruiting
#. [event]
#: data/ai/micro_ais/scenarios/recruiting.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:78
msgid "Recruiting"
msgstr "Verbování"
#. [message]: speaker=Koorzhar
#: data/ai/micro_ais/scenarios/recruiting.cfg:88
msgid ""
"This is a very simple scenario that can be used to test out different "
"recruiting patterns."
msgstr ""
"Toto je velmi jednoduché tažení navržené pro vyzkoušení různých způsobů "
"verbování jednotek."
#. [message]: speaker=Langzhar
#: data/ai/micro_ais/scenarios/recruiting.cfg:94
msgid ""
"Just watch the recruiting of both sides and see if it is what you would "
"expect. The recruitment lists cover level 0 to level 2 units, in order to "
"make differences more obvious."
msgstr ""
"Sledujte verbování obou stran a zkuste odhadnout, co naverbují. Seznam "
"verbovaných jednotek zahrnuje jednotky od úrovně 0 do úrovně 2, aby bylo "
"dobře vidět rozdíly."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/recruiting.cfg:101
#, fuzzy
#| msgid ""
#| "If you have not changed anything in the scenario code, Side 1 uses the "
#| "Random Recruitment Micro AI, with swordsmen and peasants having been "
#| "given higher probability than the other units. This is not meant as a "
#| "good recruitment pattern, it simply serves as a demonstration how to use "
#| "the AI.\n"
#| "\n"
#| "Side 2 uses the Rush Recruitment Micro AI (which is also used in the "
#| "Experimental AI).\n"
#| "\n"
#| "A Micro AI can be added and adapted to the need of a scenario easily "
#| "using only WML and the [micro_ai] tag. Check out the <span "
#| "color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/"
#| "Micro_AIs for more information."
msgid ""
"If you have not changed anything in the scenario code, Side 1 uses the "
"Random Recruitment Micro AI, with swordsmen and peasants having been given "
"higher probability than the other units, and mages a middling probability. "
"This is not meant as a good recruitment pattern, it simply serves as a "
"demonstration how to use the AI.\n"
"\n"
"Side 2 uses the Rush Recruitment Micro AI (which is also used in the "
"Experimental AI).\n"
"\n"
"A Micro AI can be added and adapted to the need of a scenario easily using "
"only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro "
"AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more "
"information."
msgstr ""
"Pokud jste ve zdrojovém kódu tohoto tažení nic nezměnili, tak strana 1 "
"používá Mikro UI Náhodné verbování, přičemž šermíři a sedláci mají nastavenu "
"vyšší pravděpodobnost než ostatní jednotky. Toto se nepovažuje za dobrý "
"způsob verbování, slouží to zkrátka jako ukátka použití UI.\n"
"\n"
"Strana 2 používá Mikro UI Spěšné verbování (které je také použito v "
"Experimentální UI).\n"
"\n"
"Mikro UI můžete velmi jednoduše přidat a upravit podle potřeb tažení pomocí "
"WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_UIs."
#. [test]: id=micro_ai_test
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:5
msgid "Micro AI Tests"
msgstr "Pokusy s Mikro UI"
#. [side]: id=Grnk, type=Goblin Spearman
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:19
msgid "Grnk the Frail"
msgstr "Grnk Slabý"
#. [side]: id=Grnk, type=Goblin Spearman
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:27
msgid "team_name^Grnk"
msgstr "Grnk"
#. [event]
#. [test]: id=swarm
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:51
#: data/ai/micro_ais/scenarios/swarm.cfg:5
msgid "Swarm"
msgstr "Hejno"
#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:60
msgid "Lurkers"
msgstr "Lovci"
#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:66
msgid "HttT: The Elves Besieged"
msgstr "DT: Elfové v obležení"
#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:69
msgid "Bottleneck"
msgstr "Průsmyk"
#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:81
msgid "Healers"
msgstr "L"
#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:87
msgid "Hang Out and Messenger"
msgstr "Procházka a Posel"
#. [event]
#. [test]: id=simple_attack
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:90
#: data/ai/micro_ais/scenarios/simple_attack.cfg:5
msgid "Simple Attack"
msgstr "Prostě útočit"
#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:93
msgid "Fast AI"
msgstr "Rychlá UI"
#. [set_menu_item]: id=m01_menu_bottleneck_defense
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:100
msgid "Bottleneck Defense Micro AI demo"
msgstr "Ukázka Mikro UI Obrana průsmyku"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:111
msgid "Bottleneck Defense Micro AI Demo"
msgstr "Ukázka Mikro UI Obrana průsmyku"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:112
msgid ""
"In the Bottleneck Defense Micro AI scenario, a small group of human soldiers "
"is instructed to hold a pass against a large horde of orcs. You can either "
"watch them fight it out against the standard RCA AI or take over the orc "
"side."
msgstr ""
"V tažení Mikro UI Obrana průsmyku je malé jednotce vydán rozkaz ubránit "
"průsmyk proti velké přesile skřetů. Buďto je můžete pozorovat proti běžné "
"RCA UI nebo se ujmout kontroly skřetů."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m02_swamp_lurkers
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:130
msgid "Swamp Lurker Micro AI demo"
msgstr "Ukázka Mikro UI Lovci v močálech"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:131
msgid ""
"Swamp lurkers are dumb, impulse-driven creatures which can move across most "
"terrain, but only stop on swamp. They move individually without any strategy "
"and always attack the weakest enemy within their reach. If no enemy is in "
"reach, the lurker does a random move instead."
msgstr ""
"Lovci v močálech jsou hloupá, ipmulzivní stvoření, která se mohou pohybovat "
"většinou terénu, ale zastavuje jen v močálech. Pohybují se odděleně bez "
"nějakého hlubšího záměru a vždy útočí na nejslabší cíl v dosahu. Pokud není "
"v dosahu žádný nepřítel, pohybují se náhodně."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m03_guardians
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:138
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:149
msgid "Guardian Micro AI demo"
msgstr "Ukázka Mikro UI Ochránci"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:150
msgid ""
"In 'Guardians', several variations of the standard Wesnoth guardian are "
"shown, including a \"coward\" unit that runs away from any approaching unit "
"(an \"inverse guardian\", in a way)."
msgstr ""
"V „Ochráncích“ se setkáte s několika variantami známých Wesnothských "
"Obránců, včerně „zbabělce“ - jednotky, která utíká pryč od jakékoliv blížící "
"se jednotky (jakýsi „opak ochránce“)"
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m04_patrol
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:157
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:168
msgid "Patrol Micro AI demo"
msgstr "Ukázka Mikro UI Patroly"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169
msgid "'Patrols' contains AI modifications for units following patrol routes."
msgstr ""
"„Patroly“ obsahují úpravy UI, které upravují chování jednotek na základě "
"vzorců hlídek."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m05_recruiting
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:176
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:187
msgid "Recruiting Tests Micro AI demo"
msgstr "Ukázka Mikro UI Zkouška verbování"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:188
msgid ""
"A simple scenario set up for the sole purpose of testing different "
"recruiting patterns."
msgstr ""
"Jednoduché tažení s jediným účelem, kterým je vyzkoušení různých způsobů "
"verbování jednotek."
#. [set_menu_item]: id=m06_protect
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:195
msgid "Protect Unit Micro AI demo"
msgstr "Ukázka Mikro UI Chraň jednotku"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:206
msgid "Protect Unit Micro AI Demo"
msgstr "Ukázka Mikro UI Chraň jednotku"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:207
msgid ""
"This scenario demonstrates one side protecting a wizard while moving him to "
"a goal location. At the same time, the other side is modified to do priority "
"attacks on the wizard, even if a better target (by the default AI criteria) "
"is available. You can watch the two AIs fight it out, or take control of "
"either side to explore how the opposing AI behaves."
msgstr ""
"Toto tažení ukazuje současný přesun a ochranu čaroděje. Nepřátelská strana "
"je upravená tak, aby přednostně útočila na čaroděje, a to i v případě, že má "
"na výběr lepší cíl (podle měřítek běžné UI). Můžete sledovat obě zápolící "
"strany nebo se chopit ovládání kterékoliv z nich a vyzkoušet si, jak se bude "
"nepřátelská UI chovat."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m06a_protect
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:226
msgid "HttT: The Elves Besieged Micro AI demo"
msgstr "DT: Elfové v obležení ukázka Mikro UI"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:227
msgid ""
"This is a reenactment of scenario \"The Elves Besieged\" of the mainline "
"campaign \"Heir to the Throne\", just that the AI is playing Konrad's side "
"here. The same algorithm as for scenario \"Protect Unit\" is used."
msgstr ""
"Toto je upravená verze tažení „Elfové v Obležení“, jedné z hlavních kampaní "
"„Dědic trůnu“, ale Konrádovu stranu ovládá UI. Je použit stejný algoritmus "
"jako v případě tažení „Chraň jednotku“."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m07_messenger
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:234
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245
msgid "Messenger Escort Micro AI demo"
msgstr "Ukázka Mikro UI Doprovázení posla"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:246
msgid ""
"'Messenger Escort' has the AI actively protect a messenger while he makes "
"his way to the edge of the map. The escort will also try to open the path "
"for the messenger if there are enemies in the way."
msgstr ""
"„Doprovázení posla“ je UI navržená pro ochranu poslíčka při cestě na kraj "
"mapy. Pokud jsou v cestě nepřátelé, eskorta se mu pokusí udělat cestu."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m08_animals
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:253
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:264
msgid "Animals Micro AI demo"
msgstr "Ukázka Mikro UI Zvířata"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:265
msgid ""
"This scenario demonstrates a number of different animals following "
"customized AI behavior, including wolves hunting deer in packs; dogs herding "
"sheep; bears, spiders, yetis, boar and rabbits wandering and hunting/"
"avoiding each other."
msgstr ""
"V tomto tažení se objevuje několik různých zvířat, které se řídí upraveným "
"UI, včetně vlků, kteří ve smečkách loví jeleny; ovčácké psy, kteří pasou "
"ovce; medvědy. pavouky, sněžné muže a králíky, kteří se toulají a navzájem "
"loví nebo před sebou utíkají."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m09_wolves
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:272
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:283
msgid "Wolves Micro AI demo"
msgstr "Ukázka Mikro UI Vlci"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:284
msgid ""
"Another demonstration of wolves wandering and attacking in packs, with a "
"different behavior from that in 'Animals'."
msgstr ""
"Další ukázka vlků, kteří se toulají a loví ve smečkách, s jiným chováním než "
"„Zvířata“."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m10_swarm
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:291
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:302
msgid "Swarm Micro AI demo"
msgstr "Ukázka Mikro UI Hejno"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:303
msgid "This scenario features bats moving around semi-randomly in a swarm."
msgstr ""
"Toto tažení se zaměřuje na netopýry, kteří se pseudonáhodně pohybují v hejnu."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m11_dragon
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:310
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:321
msgid "Dragon Micro AI demo"
msgstr "Ukázka Dragon Mikro UI"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:322
msgid ""
"This scenario features a fire dragon displaying a hunt-and-rest behavior."
msgstr ""
"V tomto tažení budeme pozorovat ohnivého draka, který se chová stylem lov-a-"
"odpočívej."
#. [set_menu_item]: id=m12_healer_support
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:329
msgid "Healer support Micro AI demo"
msgstr "Ukázka Mikro UI Podpora léčitelů"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:340
msgid "Healer Support Micro AI demo"
msgstr "Ukázka Mikro UI Podpora léčitelů"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:341
msgid ""
"This scenario contains a simple demonstration of setting up the Healer "
"Support Micro AI, which uses the healers of a side to back up injured or "
"threatened units rather than having them participate in combat under all "
"circumstances."
msgstr ""
"Toto tažení obsahuje jednoduchou ukázku nastavení Healer Support Mikro UI, "
"která používá léčitele k záchraně ztraněných či ohrožených jednotek místo "
"toho, aby za každých podmínek útočili."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m13_goto
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:348
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:359
msgid "Goto Micro AI demo"
msgstr "Ukázka Mikro UI Přesun"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:360
msgid ""
"This scenario contains several example usages of the Goto Micro AI, which is "
"a highly configurable method of sending a unit (or units) to a location or "
"set of locations. The units to be moved are defined using a Standard Unit "
"Filter, while the goto locations are given in a Standard Location Filter."
msgstr ""
"Toto tažení obsahuje několik ukázek použití Goto Mikro UI, což je snadno "
"nastavitelný způsob poslání jednotky (či jednotek) na dané místo či více "
"míst. Jednotky, které se budou pohybovat určuje Standart Unit filtr, zatímco "
"jejich přesun zařizuje Standart Location filtr."
#. [set_menu_item]: id=m14_hangout
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:367
msgid "Hang Out Micro AI demo"
msgstr "Ukázka Mikro UI Procházka"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:378
msgid "Combined Hang Out and Messenger Escort Micro AI demo"
msgstr "Ukázka spojení Mikro UI Procházka a Doprovázení posla"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:379
msgid ""
"This scenario is a demonstration of the Hang Out Micro AI which keeps units "
"around a (customizable) location until a (customizable) condition is met. "
"After that the units are released to follow other AI behavior. The scenario "
"also shows how to combine two Micro AIs on the same side by having the "
"Messenger Escort Micro AI take over at that point."
msgstr ""
"Toto tažení je ukázkou Mikro UI Procházka, která udržuje jednotky v určité "
"(nastavitelné) oblasti, dokud nedojde k (nastavitelné) události. Poté je "
"řízení jednotek předáno klasické UI. Toto tažení také ukazuje, že je možné "
"kombinovat dvě Mikro UI v rámci jedné strany, kdy kontrolu převezme Mikro UI "
"Doprovázení posla."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m15_simple_attack
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:386
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:397
msgid "Simple Attack Micro AI demo"
msgstr "Ukázka Mikro UI Prostě útočit"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:398
msgid ""
"This scenario demonstrates how certain attacks can be executed with higher "
"priority than the standard Wesnoth attacks and how the AI can be forced to "
"do attacks that it would otherwise avoid."
msgstr ""
"Toto tažení ukazuje, jak mohou být určité útoky vykonány s vyšší prioritou "
"než běžné útoky Wesnoth UI a jak je možné donutit UI k útokům, kterým by se "
"jinak vyhýbala."
#. [message]: speaker=Grnk
#. [set_menu_item]: id=m16_fast
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:405
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:416
msgid "Fast Micro AI demo"
msgstr "Ukázka Rychlé Mikro UI"
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:417
msgid ""
"A simple demonstration of the calculation time advantage of the Fast Micro "
"AI over the default AI in scenarios with many units."
msgstr ""
#. [message]: speaker=Grnk
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:430
msgid ""
"Move me to any of the signposts to go to a Micro AI demonstration.\n"
"\n"
"Information about each demonstration can be accessed by right-clicking on "
"the respective signpost."
msgstr ""
"Přesuňte mě k některé ze značek pro spuštění demonstrace Mikro UI.\n"
"\n"
"Informace o ukázkách jsou přístupné po kliknutí pravým myšítkem na vybranou "
"značku."
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:437
msgid "Move Grnk to one of the signposts"
msgstr "Přesuňte Grnka k jedné ze značek"
#. [note]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:441
msgid "Right-click on a signpost to get information about the scenario"
msgstr ""
"Pro získání více informací o tažení klikněte pravým tlačítkem myši na značku"
#. [side]: id=Grospur, type=General
#: data/ai/micro_ais/scenarios/simple_attack.cfg:18
msgid "Grospur"
msgstr "Grospur"
#. [side]: type=Ancient Lich, id=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:33
msgid "Uralt"
msgstr "Uralt"
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr "Generále Grospure, co budeme dělat? Nemrtví nás určitě vyhladí."
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
msgstr ""
"Nebuďte takový zbrabělec, Seržante! Umístil jsem po okolí velmi zkušené "
"jednotky. Nemrtví se neodváží na ně zaútočit. A těch několik plíživých "
"čmuchalů... ty můžeme lehce zdolat jakmile se dostanou dovnitř.\n"
"\n"
"<i>Jinak řečeno, Wesnoth UI zpravidla neútočí na jednotky, kterým zbývá do "
"postupu jediný zkušenostní bod, pokud není naděje, že se ji podaří zabít "
"jediným útokem. Nicméně některé útoky nemrtvých jsou v tomto tažení řízeny "
"pomocí Simple Attack Mikro UI. Generála Grospura čeká nemilé překvapení.</i>"
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
msgid "Watch the undead take care of business"
msgstr "Sleduj, jak se o to nemrtví postarají"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
msgstr "Ani na to nemysli. Nemůžeš se dostat k Lichovi."
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
msgstr "Smrt poslední z Gospurových jednotek"
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
msgid "When your leader dies, side leadership passes on to another unit"
msgstr "Když váš velitel zemře, vedení strany se předá jiné jednotce"
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""
"Co to ... ?!? Nemají útočit na mě. Takhle to prostě ve Wesnothu nefunguje!"
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
#, fuzzy
#| msgid ""
#| "Hahahahaha !! I have given special instruction to my Soulless to attack "
#| "all you almost-advanced units first. Also watch how those same Soulless "
#| "will throw themselves mercilessly at your pitiful soldiers after that, "
#| "saving my more valuable skeleton minions for later. I have taken the "
#| "term 'disposable units' to a whole new level. Watch in awe !!\n"
#| "\n"
#| "<i>Translation: The undead side includes two instances of the Simple "
#| "Attack Micro AI. The first makes the Soulless attack all units 1 XP from "
#| "leveling up, such that they can be eliminated afterward. The second "
#| "executes all remaining attacks possible by Soulless (and Walking "
#| "Corpses), without regard for their own safety. Only after that does the "
#| "default Wesnoth attack mechanism kick in to attack with the remaining "
#| "units (skeletons).</i>"
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""
"Hahahahaha !! Dal jsem všem svým Tělům bez duše příkaz útočit přednostně na "
"tvoje jednotky těsně před postupem na další úroveň. Sleduj, jak se Těla bez "
"duše nemilosrdně vrhají na tvoje bídné vojáky chráníce přitom moje drahé "
"kostlivce na později. Posunul jsem tak výraz „postradatelná jednotka“ na "
"úplně novou úroveň. Boj se!\n"
"\n"
"<i>Překlad: Nemrtví zahrnují dvě strany Simple Attack Mikro UI. První z nich "
"se stará, aby Těla bez duše útočily na jednotky, které mají 1 zkušenostní "
"bod do dalšího levelu, takže mohou takto být zneškodněni. Druhá spouští "
"všechny ostatní útoky Těl bez duše (a Chodících mrtvol) bez ohledu na jejich "
"bezpečí. Až potom se spustí běžný útok, který zahrnuje všechny zbývající "
"jednotky (kostlivce).</i>"
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
msgid "Rise, minions!"
msgstr "Povstaňte, mí poddaní!"
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
msgstr "A takto UI nemrtvých započíná úplné zničení všeho..."
#. [side]
#: data/ai/micro_ais/scenarios/swarm.cfg:41
msgid "Bats"
msgstr "Netopýři"
#. [set_menu_item]: id=m02_new_gryphon
#: data/ai/micro_ais/scenarios/swarm.cfg:95
msgid "Place Side 1 Gryphon"
msgstr "Přidat gryfona straně 1"
#. [set_menu_item]: id=m03_new_bat
#: data/ai/micro_ais/scenarios/swarm.cfg:106
msgid "Place Side 2 Bat"
msgstr "Přidat netopýra straně 2"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/swarm.cfg:144
#, fuzzy
#| msgid ""
#| "This scenario features bats moving around in a swarm. Without adjacent "
#| "enemies, they simply try to stay together and at a certain distance from "
#| "enemies. However, if an enemy unit is close to any bat, the swarm "
#| "scatters. This is particular fun to watch when one places an enemy unit "
#| "in the middle of the swarm. After being scattered, the swarm members "
#| "slowly rejoin, but not in a very organized way. Sub-swarms or individual "
#| "bats might roam around for quite some time before they find their way "
#| "back. It is also possible that individual bats (or small groups) split "
#| "off from the larger swarm at times.\n"
#| "\n"
#| "The player controls a side of gryphons, each of which is given 99 moves "
#| "so that the reaction of the swarm to enemies can be tested easily. There "
#| "are also several right-click options, for example for adding bats or "
#| "gryphons or for taking units off the map.\n"
#| "\n"
#| "Note: The Swarm AI is coded as a Micro AI. A Micro AI can be added and "
#| "adapted to the need of a scenario easily using only WML and the "
#| "[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
#| "span> at http://wiki.wesnoth.org/Micro_AIs for more information."
msgid ""
"This scenario features bats moving around in a swarm. Without adjacent "
"enemies, they simply try to stay together and at a certain distance from "
"enemies. However, if an enemy unit is close to any bat, the swarm scatters. "
"This is particular fun to watch when one places an enemy unit in the middle "
"of the swarm. After being scattered, the swarm members slowly rejoin, but "
"not in a very organized way. Sub-swarms or individual bats might roam around "
"for quite some time before they find their way back. It is also possible "
"that individual bats (or small groups) split off from the larger swarm at "
"times.\n"
"\n"
"The player controls a side of gryphons, each of which is given 99 moves so "
"that the reaction of the swarm to enemies can be tested easily. There are "
"also several right-click options, for example for adding bats or gryphons or "
"for taking units off the map.\n"
"\n"
"Note: The Swarm AI is coded as a Micro AI. A Micro AI can be added and "
"adapted to the need of a scenario easily using only WML and the [micro_ai] "
"tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at "
"https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Toto tažení se točí okolo netopýrů, kteří se v hejnu pohybují po mapě. Pokud "
"není na dohled žádný nepřítel, snaží se pouze udržet pohromadě a udržet si "
"odstup od všech nepřátel. Pokud se ale k některému z nich přiblíží nepřítel, "
"hejno se rozprchne. Obzvlášť zábavné je sledovat je v případě, kdy umístíte "
"nepřátelskou jednotku doprostřed hejna. Po tom, co se rozprchnou, se "
"jednotliví členové hejna pomalu připojují, ovšem nijak organizovaně. Dílčí "
"hejna nebo osamělí netopýři se občas docela toulají krouží kolem, než najdou "
"cestu zpátky. Je taky možné, že se několik osamělých netopýrů (nebo malých "
"skupin) od hlavní skupiny oddělí.\n"
"\n"
"Hráč ovládá gryfony, z nichž se každý může pohnout o 99 polí, takže může "
"lehce vyzkoušet reakce netopýrů. Rovněž má k dispozici několik voleb z menu "
"pravého myšítka, například přidání netopýrů nebo gryfonů nebo odebírání "
"jednotek z mapy.\n"
"\n"
"Také si všimněte, že zvířecí UI jsou naprogramovaná jako Mikro UI. Mikro UI "
"může být jednoduše přidáno a adaptováno podle potřeb tažení za použití WML a "
"tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/swarm.cfg:154
msgid "Watch the bats move around and fight them if you want"
msgstr "Sledujte netopýry při pohybu po mapě a bojujte proti nim pokud chete"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/swarm.cfg:156
msgid "Defeat all bats"
msgstr "Poraz všechny netopýry"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/swarm.cfg:164
msgid "Death of all gryphons"
msgstr "Smrt všech gryfonů"
#. [side]
#: data/ai/micro_ais/scenarios/wolves.cfg:42
msgid "team_name^Wolves"
msgstr "Vlci"
#. [side]
#: data/ai/micro_ais/scenarios/wolves.cfg:56
msgid "More Wolves"
msgstr "Víc vlků"
#. [set_menu_item]: id=m02_new_peasant
#: data/ai/micro_ais/scenarios/wolves.cfg:124
msgid "Place Side 1 Peasant"
msgstr "Přidat sedláka straně 1"
#. [set_menu_item]: id=m03_new_wolf2
#: data/ai/micro_ais/scenarios/wolves.cfg:135
msgid "Place Side 2 Wolf"
msgstr "Přidat vlka straně 2"
#. [set_menu_item]: id=m04_new_wolf3
#: data/ai/micro_ais/scenarios/wolves.cfg:146
msgid "Place Side 3 Wolf"
msgstr "Přidat vlka straně 3"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/wolves.cfg:195
msgid ""
"This scenario features a different kind of wolf behavior from 'Animals'. "
"First, there can be an arbitrary number of wolf packs and the pack size on "
"each side is a free parameter (set to 3 for Side 2 and 4 for Side 3 in this "
"scenario). At the beginning of the scenario, close wolves are grouped into "
"packs in a semi-methodical way. Wolves of the same pack begin by joining "
"each other on the map. After that, they stay together until only one wolf is "
"left, which then tries to join up with an incomplete pack or with other "
"single wolves. Individual wolves entering the map during the scenario behave "
"in that way as well.\n"
"\n"
"Second, wolves do not actively hunt here. For the most part they just wander "
"(often long distance). However, the pack ferociously (and without regard for "
"its own health) attacks any enemy units that come into range, as long as "
"that does not mean separating the pack by more than a few hexes. Staying "
"together, or joining with a new wolf assigned to the pack, is the only thing "
"that takes priority over satisfying the wolves' thirst for blood.\n"
"\n"
"To emphasize which wolf belongs to which pack, the pack number will be "
"displayed below each wolf in this scenario once the AI takes control of a "
"side the first time."
msgstr ""
"Toto tažení demonstruje jiný druh chování vlků než v tažení „Zvířata“. "
"Zaprvé, může se tu vyskytovat libovolný počet vlčích smeček a početnost "
"každé smečky je volitelný parametr (v tomto tažení je nastaven na 3 pro "
"stranu 2 a na 4 pro stranu 3). Na začátku tohoto tažení jsou vlci, kteří "
"jsou blízko u sebe pseudo-metodicky spojeni do smečky. Vlci patříci do "
"stejné smečky se začnou postupně spojovat. Ve smečce zůstanou dokud nezbývá "
"poslední vlk. Ten se pak pokouší přidat se k nekompletní smečce nebo k "
"dalším osamělým vlkům. Osamělí vlci, kteří se přidají do hry během tažení se "
"chovají stejně.\n"
" \n"
"Zadruhé, vlci tu aktivně neloví. Většinu času se jen společně potulují "
"(často hodně daleko). Nicméně, velmi zuřivě (a bez ohledu na vlastní zdraví) "
"útočí na nepřátele, kteří se přiblíží, pokud to neznamená vzdálení se od "
"smečky na více než několik málo políček. Snaha zůstat pohromadě nebo spojit "
"se s novým vlkem, který byl smečce přiřazen je jediné, co má přednost před "
"vlčí krvežíznivostí.\n"
"\n"
"Pro zvýraznění náležitosti vlků k té či oné smečce, číslo smečky se zobrazí "
"u každého vlka v tomto tažení hned jak se UI dané strany ujme."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/wolves.cfg:207
msgid ""
"It is possible to include a human-controlled Side 1, so that the action "
"stops once every turn for looking around (or for messing with things in "
"debug mode). In human-controlled mode, several options are available through "
"the right-click menu, such as adding additional wolves to either side, "
"taking wolves off the map, adding peasants to the human-controlled side or "
"ending the scenario. This enables easy exploring of the wolf AI behavior "
"under different circumstances.\n"
"\n"
"Note that the leader of the human-controlled side, Rutburt, can move 99 "
"hexes per turn, so that it is always possible to keep him out of harm's "
"way.\n"
"\n"
"Also note that the wolves AI is coded as a Micro AI. A Micro AI can be added "
"and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Je možné nastavit, aby strana 1 byla řízená člověkem, takže se všechen pohyb "
"každý tah zastaví a vy ve můžete porozhlédnout (nebo řešit věci v debug "
"módu). V režimu řizeném člověkem je v menu pravého myšítka k dispozici "
"několik možností, například přidání vlků jedné ze stran, odebrání vlků, "
"přidání sedláků kontrolovaných člověkem nebo ukončení tažení. To umožňuje "
"snadno zkoumat chování UI vlků v různých podmínkách.\n"
"\n"
"Všimněte si, že vůdce člověkem ovládané strany, Rutburt, se může pohybovat o "
"99 políček během tahu, takže je vždy možné dostat ho z dosahu nepřátel.\n"
"\n"
"Také si všimněte, že zvířecí UI jsou naprogramovaná jako Mikro UI. Mikro UI "
"může být jednoduše přidáno a adaptováno podle potřeb tažení za použití WML a "
"tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [option]
#: data/ai/micro_ais/scenarios/wolves.cfg:214
msgid "<span font='16'>I'll just watch the two wolf sides.</span>"
msgstr "<span font='16'>Budu se jen dívat na obě skupiny vlků.</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/wolves.cfg:238
msgid "Watch the wolves move around and fight each other"
msgstr "Sledovat vlky při pohybu a bojích mezi sebou"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/wolves.cfg:240
msgid "No wolves left on one side"
msgstr "Žádná ze stran už nemá žádné vlky"
#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0001-healing.cfg:17
msgid "This situation should test the ability of AI to heal efficiently..."
msgstr "Tato situace by měla vyzkoušet schopnost UI účinně léčit..."
#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:17
msgid "This situation should test the ability of AI to spread poison around..."
msgstr ""
"Tato situace by měla vyzkoušet schopnost UI rozšířit otravu mezi cíle..."
#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:112
msgid "Undead target test"
msgstr "Zkouška výběru nemrtvého cíle"
#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:119
msgid "Target choose test"
msgstr "Zkouška výběru cíle"
#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:126
msgid "Regeneration attack test"
msgstr "Zkouška regeneračního útoku"
#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:133
msgid "Weapon test with low hp target"
msgstr "Zkouška zbraní pro cíl s málo životy"
#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0003-simple_combat.cfg:17
msgid "This situation should test the ability of AI to make an attack..."
msgstr "Tato situace by měla vyzkoušet schopnost UI zaútočit..."
#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0004-filtered_combat.cfg:17
msgid ""
"This situation should test the ability of AI to obey own unit and enemy unit "
"filters while making attacks. Only dwarves should attack. Dark Adepts are "
"not to be attacked."
msgstr ""
"Tato situace by měla vyzkoušet schopnost UI řídit se při útočení filtry pro "
"svoje i soupeřovy jednotky. Útočit by měli jenom trpaslíci. Temní učni "
"nemají být napadeni."
#. [test]: id=ai_arena_small
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:6
msgid "AI Arena - small"
msgstr "UI aréna - malá"
#. [test]: id=ai_arena_small
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:7
msgid "Small ai arena"
msgstr "Malá ai aréna"
#. [set_menu_item]: id=repeat_test
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:61
msgid "Repeat last test"
msgstr "Opakuj poslední test"
#. [set_menu_item]: id=select_another_ai
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:77
msgid "Select another ai"
msgstr "Vyber jinou UI"
#. [set_menu_item]: id=select_test
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:87
msgid "Select another test"
msgstr "Vyber jiný test"
#. [side]: type=Nightgaunt
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:100
msgid "AI Developer"
msgstr "Vývojář UI"
#. [side]: type=Nightgaunt
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:106
msgid "team_name^AI Developer"
msgstr "Vývojář UI"
#. [side]: id=chall-ai, type=White Mage
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:117
msgid "Challenger AI"
msgstr "Challenger UI"
#. [side]: id=chall-ai, type=White Mage
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:122
msgid "North"
msgstr "Sever"
#. [side]: id=champ-ai, type=Dark Adept
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:129
msgid "Champion AI"
msgstr "Champion UI"
#. [side]: id=champ-ai, type=Dark Adept
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:134
msgid "South"
msgstr "Jih"
#. [message]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:173
msgid "Which AI do you wish to use, O Mighty AI Developer?"
msgstr "Kterou UI si přeješ použít, ó mocný vývojáři UI?"
#. [option]
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:175
msgid "I am happy with the current AI of team 2, [$test_path_to_ai]"
msgstr "Jsem spokojený se současnou UI týmu dva, [$test_path_to_ai]"
#. [option]
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:178
msgid "My AI is the RCA AI (the current default)."
msgstr ""
#. [option]
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:187
msgid ""
"I am the king of FORMULA AI, and I will use its vast powers for world "
"domination."
msgstr "Jsem králem FORMULA UI a využiji její nesmírné síly k ovládnutí světa!"
#. [option]
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:196
msgid "I want to test formulaAI-based poisoning improvements"
msgstr "Chci vyzkoušet UI používající otravu založené na formulaUI"
#. [option]
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:205
msgid "I've come with my own AI, and I am ready to test its strength"
msgstr "Vytvořil jsem vlastní UI a jsem připravený ji otestovat"
#. [message]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:210
#, fuzzy
#| msgid "and where is it located (path follows the usual WML convention)"
msgid "And where is it located (path follows the usual WML convention)"
msgstr "a kde je umístěna (cesta odpovídá obvyklým konvencím WML)"
#. [text_input]
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:212
msgid "AI Location:"
msgstr "Umístění UI:"
#. [message]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:313
#, fuzzy
#| msgid ""
#| "and so, the AI for team 2 was redeployed from file '$test_path_to_ai'"
msgid "And so, the AI for team 2 was redeployed from file '$test_path_to_ai'"
msgstr "a tak UI týmu 2 byla znovu spuštěna ze souboru '$test_path_to_ai'"
#. [test]: id=lua_ai
#: data/ai/scenarios/scenario-lua_ai.cfg:4
msgid "Lua AI Test scenario"
msgstr "Testovací scénář pro Lua UI"
#. [test]: id=lua_ai_old_syntax
#: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:5
msgid "Lua AI Test scenario (old syntax)"
msgstr "Testovací scénář pro Lua UI (starý syntax)"
#. [unit]: type=Skeletal Dragon, id=Kiressh
#: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:87
msgid "Kiressh"
msgstr "Kiressh"
#~ msgid "Use the Patrols Micro AI instead of patrol.lua."
#~ msgstr "Použít Hlídkovou UI místo patrol.lua."
#~ msgid "Multiplayer_AI^Strong AI (RCA)"
#~ msgstr "Silná AI (RCA)"
#, fuzzy
#~| msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)"
#~ msgid "Multiplayer_AI^Dev AI: Strategy formulation with RCA "
#~ msgstr "Vývojová AI: Výchozí + Používání otravy (Formula AI)"
#~ msgid ""
#~ "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++ Akihara)"
#~ msgstr "Vývojová AI: Výchozí + Pokusné verbování (C++ Akihira)"
#~ msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++)"
#~ msgstr "Vývojová AI: Výchozí + Pokusné verbování (C++)"
#~ msgid "This situation should test the recruitment phase"
#~ msgstr "Tato situace by měla vyzkoušet fázi verbování"
#~ msgid "Akihara's ai will be awesome, won't it?"
#~ msgstr "Akiharova ai bude skvělá, nemyslíš?"
#~ msgid "My AI is TESTING AI DEFAULT, implemented as ai_composite."
#~ msgstr "Moje AI je VÝCHOZÍ TESTOVACÍ AI, implementovaná jako ai_composite"
#~ msgid "Test scenario for Lua AI"
#~ msgstr "Pokusné tažemé pro Lua AI"
#~ msgid "Patrol waypoint 1"
#~ msgstr "První zastávka patroly"
#~ msgid "Patrol waypoint 2"
#~ msgstr "Druhá zastávka patroly"
#~ msgid "Formula priorities test"
#~ msgstr "Zkouška priorit Formula"
#~ msgid "first"
#~ msgstr "první"
#~ msgid "second"
#~ msgstr "druhý"
#~ msgid "third"
#~ msgstr "třetí"
#~ msgid "Location guarded (range = 3)"
#~ msgstr "Oblast chráněná (vzdálenost = 3)"
#~ msgid "Bilbo"
#~ msgstr "Bilbo"
#~ msgid "Sirené"
#~ msgstr "Sirené"
#~ msgid "Rark"
#~ msgstr "Rark"
#~ msgid "Test scenario for Lua AI with no Lua engine defined"
#~ msgstr "Pokusné tažení pro Lua AI bez definovaného Lua enginu"
#~ msgid "Move to targets"
#~ msgstr "Přesuň se k cílům"
#~ msgid "Test ai move-to-targets logic"
#~ msgstr "Vyzkoušejte pohyb AI k určenému cíli"
#~ msgid "AI under test"
#~ msgstr "Pokusná AI"
#~ msgid "Idle AI"
#~ msgstr "Klidná AI"
#~ msgid ""
#~ "This is a reenactment of scenario \"The Elves Besieged\" of the mainline "
#~ "campaign \"Heir to the Throne\", just that the AI is playing Konrad's "
#~ "side here. The goal is to move Konrad to the signpost in the northwest, "
#~ "while keeping both Konrad and Delfador alive. The same AI as in scenario "
#~ "\"Protect Unit"
#~ msgstr "Toto je upravený scénář"