8696 lines
332 KiB
Text
8696 lines
332 KiB
Text
# Translation of wesnoth-help.po into Serbian.
|
||
# Copyright (C) 2011 Wesnoth development team
|
||
# This file is distributed under the same license as the Battle for Wesnoth package.
|
||
# Chusslove Illich <caslav.ilic@gmx.net>, 2011, 2012.
|
||
msgid ""
|
||
msgstr ""
|
||
"Project-Id-Version: wesnoth-help\n"
|
||
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
|
||
"POT-Creation-Date: 2019-08-27 22:40+0300\n"
|
||
"PO-Revision-Date: 2012-04-01 16:53+0200\n"
|
||
"Last-Translator: Chusslove Illich <caslav.ilic@gmx.net>\n"
|
||
"Language-Team: Serbian\n"
|
||
"Language: sr\n"
|
||
"MIME-Version: 1.0\n"
|
||
"Content-Type: text/plain; charset=UTF-8\n"
|
||
"Content-Transfer-Encoding: 8bit\n"
|
||
"X-Generator: Kate\n"
|
||
"Plural-Forms: nplurals=4; plural=n==1 ? 3 : n%10==1 && n%100!=11 ? 0 : n"
|
||
"%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
|
||
"X-Environment: wesnoth, wesnoth/noent\n"
|
||
"X-Wrapping: fine\n"
|
||
"X-Associated-UI-Catalogs: wesnoth-lib wesnoth wesnoth-httt\n"
|
||
|
||
#. [time]: id=underground
|
||
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
|
||
#: data/core/macros/schedules.cfg:109
|
||
msgid "Underground"
|
||
msgstr "podzemlje"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
|
||
#: data/core/macros/abilities.cfg:10
|
||
msgid "heals +4"
|
||
msgstr "lečenje +4"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
|
||
#: data/core/macros/abilities.cfg:11
|
||
msgid "female^heals +4"
|
||
msgstr "lečenje +4"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +4:\n"
|
||
#| "Allows the unit to heal adjacent allied units at the beginning of our "
|
||
#| "turn.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
|
||
"care of a village or a unit that can cure."
|
||
msgstr ""
|
||
"Lečenje +4:\n"
|
||
"Omogućava jedinici da leči susedne savezničke jedinice na početku svakog "
|
||
"poteza.\n"
|
||
"\n"
|
||
"Jedinica pod uticajem ovog vidara može povratiti do 4 UP po potezu, ili ne "
|
||
"osetiti dejstvo otrova u datom potezu.\n"
|
||
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
|
||
"selu ili kod jedinice koja ume da isceljuje."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
|
||
#: data/core/macros/abilities.cfg:28
|
||
msgid "heals +8"
|
||
msgstr "lečenje +8"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
|
||
#: data/core/macros/abilities.cfg:29
|
||
msgid "female^heals +8"
|
||
msgstr "lečenje +8"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +8:\n"
|
||
#| "This unit combines herbal remedies with magic to heal units more quickly "
|
||
#| "than is normally possible on the battlefield.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
|
||
"than is normally possible on the battlefield.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
|
||
"care of a village or a unit that can cure."
|
||
msgstr ""
|
||
"Lečenje +8:\n"
|
||
"Ova jedinica objedinjuje lekovite trave i magiju kako bi lečila brže nego "
|
||
"što je to uobičajeno na bojnom polju.\n"
|
||
"\n"
|
||
"Jedinica pod uticajem ovog vidara može povratiti do 8 UP po potezu, ili ne "
|
||
"osetiti dejstvo otrova u datom potezu.\n"
|
||
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
|
||
"selu ili kod jedinice koja ume da isceljuje."
|
||
|
||
#. [section]: id=editor
|
||
#: data/core/editor/help.cfg:5
|
||
msgid "Map and Scenario Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_brush
|
||
#: data/core/editor/help.cfg:13
|
||
msgid "Editor Brush"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_brush
|
||
#. [topic]: id=editor_clipboard
|
||
#. [topic]: id=editor_tool_label
|
||
#. [topic]: id=editor_tool_item
|
||
#. [topic]: id=editor_tool_village
|
||
#. [topic]: id=editor_tool_unit
|
||
#. [topic]: id=editor_time_schedule
|
||
#. [topic]: id=editor_starting_positions_in_general
|
||
#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
|
||
#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
|
||
#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
|
||
#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
|
||
msgid "TODO"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_clipboard
|
||
#: data/core/editor/help.cfg:21
|
||
msgid "Terrain Clipboard"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:29
|
||
msgid "Paint Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:30
|
||
msgid ""
|
||
"Paint terrain tiles on the map.\n"
|
||
"\n"
|
||
"The paint tool utilizes the brushes and the terrain palette."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:39
|
||
msgid "Fill Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:40
|
||
msgid ""
|
||
"Fill continuous regions of terrain with a different one!\n"
|
||
"\n"
|
||
"The fill tool utilizes the terrain palette."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:49
|
||
msgid "Select Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:50
|
||
msgid ""
|
||
"Selects a set of hex fields. The best tool ever!\n"
|
||
"\n"
|
||
"This tool utilizes the brushes."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:59
|
||
msgid "Paste Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:60
|
||
msgid "Paste the terrain in the clipboard"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:67
|
||
msgid "Starting Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:68
|
||
msgid ""
|
||
"Defines the side leader starting position\n"
|
||
"\n"
|
||
"This tool sets the side leaders' default starting locations, and named "
|
||
"special locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:77
|
||
msgid "Label Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_item
|
||
#: data/core/editor/help.cfg:85
|
||
msgid "Item Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_soundsource
|
||
#: data/core/editor/help.cfg:93
|
||
msgid "Soundsource Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_soundsource
|
||
#: data/core/editor/help.cfg:94
|
||
msgid ""
|
||
"Places Soundsources on your maps!\n"
|
||
"\n"
|
||
"This tool has not been implemented yet."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:103
|
||
msgid "Village Ownership Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:111
|
||
msgid "Unit Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:119
|
||
msgid "Named Areas"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:120
|
||
msgid ""
|
||
"Named Areas are sets of gamefields which can be addressed during scenario "
|
||
"scripting by a given name.\n"
|
||
"\n"
|
||
"It can be used to abstract between the implementation of an effect and the "
|
||
"map specific setting.\n"
|
||
"This is a very powerful mechanism since it allows generic scenario codings "
|
||
"working with different maps providing the needed named locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:130
|
||
msgid "Playlist Manager"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:131
|
||
msgid ""
|
||
"Saves a list of music tracks defining a random playlist to the scenario.\n"
|
||
"\n"
|
||
"Have a look at the addon server for easy to use additional music tracks."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:140
|
||
msgid "Map/Scenario Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:142
|
||
msgid ""
|
||
"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario.\n"
|
||
"\n"
|
||
"The editor can be launched from the <italic>text='Map Editor'</italic>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:144
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
" option at the title screen.\n"
|
||
"\n"
|
||
"<header>text='What you get'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:146
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
|
||
"An easy to use map editor, similar to simple paint applications.\n"
|
||
"\n"
|
||
"• Scenario Editor\n"
|
||
"\n"
|
||
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:153
|
||
msgid ""
|
||
"\n"
|
||
"Predefine the scenario's music track playlist.\n"
|
||
"\n"
|
||
"• Time Schedule Editor\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:158
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• What-you-see-is-what-you-get\n"
|
||
"The editor is not a WYSIWYG application.\n"
|
||
"\n"
|
||
"Because which exact graphic tile represents a terrain in the map depends on "
|
||
"all terrain rules loaded (which is different between the editor and each "
|
||
"other use case) the map won't look exactly the same.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"The editor is not a tool to help you scripting the scenario's event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"The editor can't load maps from versions prior to 1.10.\n"
|
||
"TODO is that true?\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:172
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
|
||
"needs a topic on its own\n"
|
||
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:184
|
||
msgid "Editing Modes"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Pure Map Mode'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "The editor features two separate modes of operation:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:187
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Allows only the composing of the terrain map itself and the definition of "
|
||
"leader starting positions."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:189
|
||
msgid ""
|
||
"\n"
|
||
"How the information is saved depends on the loaded file:\n"
|
||
"\n"
|
||
"<bold>text='Native'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:192
|
||
msgid ""
|
||
"\n"
|
||
"A new map or file containing only the arguments to the map_data attribute.\n"
|
||
"\n"
|
||
"The produced map can be played in the “User Maps” game type at the create "
|
||
"multiplayer game dialog if saved to the default directory.\n"
|
||
"\n"
|
||
"<bold>text='Embedded'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:197
|
||
msgid ""
|
||
"\n"
|
||
"Scenario files containing a valid map_data attribute (not a file include) "
|
||
"will be opened in this submode. The editor replaces only the content of "
|
||
"map_data and leaves everything else in the scenario untouched. Maps opened "
|
||
"this way are marked [e] in the Maps menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:198
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Scenario Mode'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:200
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The Scenario mode allows several extra tools to be used, such as the Unit "
|
||
"tool. At least one side must be defined in order to use these tools, "
|
||
"however.\n"
|
||
"\n"
|
||
"In this mode, terrain data is stored in the map_data attribute and saved "
|
||
"into a file with any applicable WML."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_toolkit
|
||
#: data/core/editor/help.cfg:211
|
||
msgid "Editor Tools"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_toolkit
|
||
#: data/core/editor/help.cfg:212
|
||
msgid ""
|
||
"The editor provides several tools for editing your maps and scenarios. At "
|
||
"all times, one of the editor tools is active. The active tool's context "
|
||
"determines the content of the editor palette and context menu.\n"
|
||
"\n"
|
||
"These following tools are provided:\n"
|
||
"\n"
|
||
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:234
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Editor"
|
||
msgstr "terenski modifikatori"
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:235
|
||
msgid ""
|
||
"The terrain editor's functionality is covered by the "
|
||
"<ref>dst='editor_tool_paint' text='Paint'</ref> and "
|
||
"<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:250
|
||
msgid "Time Schedule Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:258
|
||
msgid "Editor Palette"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:259
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:266
|
||
msgid "Wesnoth Map Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:267
|
||
msgid ""
|
||
"Wesnoth stores its maps in human readable plain text files.\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"files can be edited with a general purpose text editor like notepad.\n"
|
||
"\n"
|
||
"The only additional information provided by the map syntax are the starting "
|
||
"positions of the scenario's sides.\n"
|
||
"\n"
|
||
"Additional information, such as teams, custom events, and complex side "
|
||
"setups still need to be manually coded in WML."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=scenario_format
|
||
#: data/core/editor/help.cfg:280
|
||
msgid "Scenario Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_starting_positions_in_general
|
||
#: data/core/editor/help.cfg:288
|
||
msgid "Starting Positions Howto"
|
||
msgstr ""
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Enciklopedija"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Geografija'</ref>"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Geografija"
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr "Arkan-torija"
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:27
|
||
msgid ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
msgstr ""
|
||
"Reka što izvire u <ref>dst='heart_mountains' text='Jezgrenim planinama'</"
|
||
"ref> i teče na istok do Listre."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
#, fuzzy
|
||
#| msgid "Great Ocean"
|
||
msgid "Great River"
|
||
msgstr "Veliki okean"
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
|
||
#| "Wesnoth'</ref> lies. Its west coast is surrounded by the "
|
||
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgid ""
|
||
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
|
||
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
|
||
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
|
||
msgstr ""
|
||
"Kontinent na kome se nalazi <ref>dst='kingdom_wesnoth' text='Vesnotsko "
|
||
"kraljevstvo'</ref>. Zapadnom obalom izlazi na <ref>dst='great_ocean' "
|
||
"text='Veliki okean'</ref>."
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:38
|
||
msgid "Great Ocean"
|
||
msgstr "Veliki okean"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:39
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
|
||
#| "and all rivers eventually flow to it. Far to the west in the the Great "
|
||
#| "Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</"
|
||
#| "ref>."
|
||
msgid ""
|
||
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
|
||
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
|
||
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
|
||
msgstr ""
|
||
"Prostire se zapadno od <ref>dst='great_continent' text='kontinenta'</ref> i "
|
||
"sve reke se na koncu u njega ulivaju. Daleko na zapad u Velikom okeanu "
|
||
"nalazi se ogroman arhipelag po imenu <ref>dst='morogor' text='Morogor'</ref>."
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:44
|
||
msgid "Morogor"
|
||
msgstr "Morogor"
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:45
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
|
||
#| "Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> "
|
||
#| "and east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
|
||
#| "It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
|
||
#| "The central island of the archipelago is also called ‘Morogor’."
|
||
msgid ""
|
||
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
|
||
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
|
||
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
|
||
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
|
||
"The central island of the archipelago is also called ‘Morogor’."
|
||
msgstr ""
|
||
"Arhipelag, smešten negde u <ref>dst='great_ocean' text='Velikom okeanu'</"
|
||
"ref> zapadno od <ref>dst='green_isle' text='Zelenostrva'</ref> a istočno od "
|
||
"<ref>dst=old_continent text='Starog kontinenta'</ref>.\n"
|
||
"Uglavnom je naseljen <ref>dst='..race_drake' text='zmagovima'</ref>.\n"
|
||
"Središnje ostrvo arhipelaga takođe se naziva Morogorom."
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
msgid "Green Isle"
|
||
msgstr "Zelenostrvo"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:53
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr "Poveće ostrvo u <ref>dst='great_ocean' text='Velikom okeanu'</ref>."
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Old Continent"
|
||
msgstr "Stari kontinent"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:59
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"Prostire se zapadno od <ref>dst='morogor' text='Morogora'</ref>, s onu "
|
||
"stranu <ref>dst='great_ocean' text='Velikog okeana'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
msgid "Great Continent"
|
||
msgstr "Veliki kontinent"
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:65
|
||
msgid ""
|
||
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
|
||
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"Kontinent na kome se nalazi <ref>dst='kingdom_wesnoth' text='Vesnotsko "
|
||
"kraljevstvo'</ref>. Zapadnom obalom izlazi na <ref>dst='great_ocean' "
|
||
"text='Veliki okean'</ref>."
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Irdya"
|
||
msgstr "Irdija"
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:71
|
||
msgid ""
|
||
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
|
||
"rarely used in the era depicted by the main map. People normally just say "
|
||
"“the world” or, poetically, “the wide green world”."
|
||
msgstr ""
|
||
"Irdijom se naziva svet u kome postoji <ref>dst='kingdom_wesnoth' "
|
||
"text='Vesnotsko kraljevstvo'</ref>. Ovaj izraz, međutim, retko se koristi u "
|
||
"područjima prikazanim na glavnoj karti. Tamošnji narodi obično kažu prosto "
|
||
"„svet“, ili, poetičnije, „široki zeleni svet“."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:76
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Vesnotsko kraljevstvo"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:77
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
#| "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
#| "mainline campaigns revolve around it. It is bounded on the map by the "
|
||
#| "Great River to the north, the shore of the Great Ocean to the west, the "
|
||
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
|
||
#| "ref>, and the Bitter Swamp to the southeast (lower right corner of the "
|
||
#| "main map).\n"
|
||
#| "\n"
|
||
#| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier "
|
||
#| "region. It is bounded to the south (off-map) by dense woods of which the "
|
||
#| "Aethenwood may be considered a northernmost extension.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Weldyn: The capital of Wesnoth.\n"
|
||
#| " ◦ Aldril: City lying on the Bay of Pearls.\n"
|
||
#| " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
#| " ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
#| " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of "
|
||
#| "the country, just west and north of Weldyn.\n"
|
||
#| " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
|
||
#| "the confluence of the Weldyn River and the Great River.\n"
|
||
#| " ◦ Fort Tahn: The southernmost border outpost, controls the "
|
||
#| "north/south road crossing the River Aethen.\n"
|
||
#| " ◦ Tath: Important fort city north of Dan’Tonk, exerts control "
|
||
#| "over the wilderness country around the east of the Brown Hills and north "
|
||
#| "to the Ford of Abez.\n"
|
||
#| "\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
|
||
#| " ◦ Ford of Abez: Shallow part of the Great River, it is usually "
|
||
#| "controlled by Wesnothian forces\n"
|
||
#| " ◦ Weldyn River: It branches from the Great River and goes "
|
||
#| "south\n"
|
||
#| " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and "
|
||
#| "Fort Tahn, this plain is Wesnoth’s bread basket and home to most of its "
|
||
#| "population\n"
|
||
#| " ◦ Dulatus Hills: These rolling hills bordering the Great "
|
||
#| "Central Plain provide much of Wesnoth’s livestock and agriculture\n"
|
||
#| " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is "
|
||
#| "not well-populated and occasionally very dangerous.\n"
|
||
#| " ◦ Horse Plains: Region of rolling plains just south of the "
|
||
#| "Great River, bounded by Glyn’s Forest to the west and the River Weldyn to "
|
||
#| "the east; the southern reach merges into the Central Plain. Home of the "
|
||
#| "powerful Clans; the best horses in Wesnoth are bred here.\n"
|
||
#| " ◦ Estmark Hills: Largish range rising south of the Great River "
|
||
#| "and east of the Weldyn River. The northernmost portion, nearest the River "
|
||
#| "Weldyn, has at various times been settled by Wesnothians, but the "
|
||
#| "Kingdom’s control is tenuous at best and banditry is common.\n"
|
||
#| " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for "
|
||
#| "one of Haldric II’s sons\n"
|
||
#| " ◦ Gray Woods: Large forest in the heart of the wilds of "
|
||
#| "Wesnoth, located between Carcyn and Aldril and generally considered to be "
|
||
#| "haunted\n"
|
||
#| " ◦ Green Swamp: Large swamp in the heart of the wilds of "
|
||
#| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and "
|
||
#| "feeds into the Great River. (Not shown on the main map.)"
|
||
msgid ""
|
||
"The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
"mainline campaigns revolve around it. It is bounded on the map by the Great "
|
||
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
|
||
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
|
||
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
|
||
"\n"
|
||
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
|
||
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
|
||
"may be considered a northernmost extension.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Weldyn: The capital of Wesnoth.\n"
|
||
" • Aldril: City lying on the Bay of Pearls.\n"
|
||
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
" • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
"country, just west and north of Weldyn.\n"
|
||
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
"confluence of the Weldyn River and the Great River.\n"
|
||
" • Fort Tahn: The southernmost border outpost, controls the north/south "
|
||
"road crossing the River Aethen.\n"
|
||
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
|
||
"wilderness country around the east of the Brown Hills and north to the Ford "
|
||
"of Abez.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
" • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
"controlled by Wesnothian forces.\n"
|
||
" • Weldyn River: It branches from the Great River and goes south.\n"
|
||
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s livestock and agriculture.\n"
|
||
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
|
||
"populated and occasionally very dangerous.\n"
|
||
" • Horse Plains: Region of rolling plains just south of the Great River, "
|
||
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
|
||
"southern reach merges into the Central Plain. Home of the powerful Clans; "
|
||
"the best horses in Wesnoth are bred here.\n"
|
||
" • Estmark Hills: Largish range rising south of the Great River and east "
|
||
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
|
||
"at various times been settled by Wesnothians, but the Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s sons.\n"
|
||
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted."
|
||
msgstr ""
|
||
"Vesnotsko kraljevstvo proteže se preko središnjeg i severnog dela "
|
||
"<ref>dst='great_continent' text='Velikog kontinenta'</ref>. Većina pohoda iz "
|
||
"glavnog odigrava se u vezi s njim. Granice na glavnoj karti su mu velika "
|
||
"reka na severu, obala Velikog okeana na zapadu, Etenvud na "
|
||
"<ref>dst='southwest_elven_lands' text='jugozapadu'</ref> i Grča močvara na "
|
||
"jugoistoku (donji desni ugao karte).\n"
|
||
"\n"
|
||
"Preko reke Eten, južno od utvrde Tan, leži vesnotsko pogranično područje. Na "
|
||
"jugu (van karte) ograničeno je gustom šumom, čijim se najsevernijim delom "
|
||
"može smatrati Etenvud.\n"
|
||
"\n"
|
||
" • Istaknuti gradovi:\n"
|
||
" ◦ Veldin: prestonica Vesnota.\n"
|
||
" ◦ Aldril: grad na Bisernom zalivu.\n"
|
||
" ◦ Luka Crnomorska: grad južno od Bisernog zaliva.\n"
|
||
" ◦ Karsin: između Sedošumlja i Velike reke.\n"
|
||
" ◦ Dan-tonk: Najveći grad u Vesnotu, smešten u srcu zemlje, "
|
||
"severozapadno nadomak Veldina.\n"
|
||
" ◦ Soradok: Najsevernija granična ispostava Vesnota, nadgleda ušće "
|
||
"Veldina i Velike reke.\n"
|
||
" ◦ Utvrda Tan: Najjužnija granična ispostava, nadgleda prelaz puta "
|
||
"sever-zapad preko reke Eten.\n"
|
||
" ◦ Tat: važan utvrđeni grad severno od Dan-tonka, drži pod "
|
||
"kontrolom divljinu istočno od Smeđih brda i severno od gaza Abeza.\n"
|
||
"\n"
|
||
" • Istaknuta geografija:\n"
|
||
" ◦ Grifonska planina: dom bajkovitim grifonima.\n"
|
||
" ◦ Gaz Abeza: plitak deo Velike reke, obično u vlašću vesnotskih "
|
||
"snaga.\n"
|
||
" ◦ Reka Veldin: grana se iz Velike reke i teče ka jugu.\n"
|
||
" ◦ Velika središnja ravnica: područje ograničeno Veldinom, Dan-"
|
||
"tonkom i utvrdom Tan, vesnotska žitnica i dom većem delu njegovog "
|
||
"stanovništva.\n"
|
||
" ◦ Dulatijsko pobrđe: niska brda uz Veliku središnju ravnicu, izvor "
|
||
"dobrog dela vesnotske stoke i žitarica.\n"
|
||
" ◦ Smeđa brda: pustoš oko Grifonske planine, slabo naseljena i "
|
||
"povremeno vrlo opasna.\n"
|
||
" ◦ Konjičke ravnice: nisko pobrđe odmah južno od Velike reke, "
|
||
"ograničeno Glinovom šumom na zapadu i rekom Veldin na istoku, dok se južnim "
|
||
"krajem pretapa u Središnju ravnicu. Dom moćnim klanovima, gde se gaje "
|
||
"najbolji konji u Vesnotu.\n"
|
||
" ◦ Estmarško pobrđe: poveliki venac što se izdiže južno od velike "
|
||
"reke a istočno od reke Veldin. Najseverniji deo, blizu reke Veldin, "
|
||
"povremeno su naseljavali Vesnoćani, ali je kraljevska paska na njim tanka i "
|
||
"u najbolja vremena i razbojništva su česta.\n"
|
||
" ◦ Glinova šuma: ponekad znana i kao Kraljevska šuma, po jednom od "
|
||
"sinova Haldrika Drugog.\n"
|
||
" ◦ Sedošumlje: Velika šuma u srcu vesnotske divljine, rasprostrta "
|
||
"između Karsina i Aldrila, obično se smatra posednutom.\n"
|
||
" ◦ Zelena močvara: velika močvara u središtu vesnotske divljine, "
|
||
"južno od Aldrila. Navodnjava se iz Smeđih brda a odliva u Veliku reku (van "
|
||
"glavne karte)."
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:106
|
||
msgid "Elensefar"
|
||
msgstr "Elensefar"
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:107
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
#| "text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
#| "treaty federation with Wesnoth. Its borders are the Great River to the "
|
||
#| "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls "
|
||
#| "to the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the "
|
||
#| "west. More information is found in the historical narrative of Wesnoth.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Elensefar: The capital, located on an island in the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref> delta\n"
|
||
#| " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with "
|
||
#| "Wesnoth\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ <ref>dst='great_river' text='Great River'</ref>: It is very "
|
||
#| "wide at this point, and only ships can cross it."
|
||
msgid ""
|
||
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
"treaty federation with Wesnoth. Its borders are the Great River to the "
|
||
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
|
||
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
|
||
"More information is found in the historical narrative of Wesnoth.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Elensefar: The capital, located on an island in the "
|
||
"<ref>dst='great_river' text='Great River'</ref> delta.\n"
|
||
" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
|
||
"this point, and only ships can cross it."
|
||
msgstr ""
|
||
"U neka vremena Elensefar je pokrajina <ref>dst='kingdom_wesnoth' "
|
||
"text='Vesnota'</ref>, u neka druga nazavisna država, a ponekad pak u "
|
||
"sporazumnoj federaciji sa Vesnotom. Granice su mu Velika reka na severu, "
|
||
"slabo određena međa prema Vesnotu na istoku, Biserni zaliv na jugu, i "
|
||
"<ref>dst='great_ocean' text='okean'</ref> na zapadu. Više podataka može se "
|
||
"naći u istoriografiji Vesnota.\n"
|
||
"\n"
|
||
" • Istaknuti gradovi:\n"
|
||
" ◦ Elensefar: prestonica, smeštena na ostrvu u delti "
|
||
"<ref>dst='great_river' text='Velike reke'</ref>.\n"
|
||
" ◦ Karsin: grad na vesnotsko-elensefarskoj granici, u sporu sa "
|
||
"Vesnotom.\n"
|
||
" • Istaknuta geografija:\n"
|
||
" ◦ <ref>dst='great_river' text='Velika reka'</ref>: vrlo široka na "
|
||
"ovom mestu, da se samo brodom može preći."
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:119
|
||
msgid "Northlands"
|
||
msgstr "Severozemlje"
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:120
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "There is no government of the Northlands. Various groups of orcs, "
|
||
#| "dwarves, barbarian men and even elves populate the region. The northern "
|
||
#| "and eastern borders are not defined, the southern border is the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
|
||
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Glamdrol: An Orcish tribal capital\n"
|
||
#| " ◦ Romyr: Another Orcish tribal capital\n"
|
||
#| " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
|
||
#| " ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
|
||
#| "Knalga in the southern Heart Mountains. A major trade center.\n"
|
||
#| " ◦ Dallben and Delwyn: Human villages originally built by "
|
||
#| "settlers who crossed the Great River during Wesnoth’s Golden Age "
|
||
#| "expansion. Now abandoned. The forested area northeast of Elensefar, where "
|
||
#| "these villages were located, was named the Annuvin province by men but "
|
||
#| "was known by the elves as Wesmere.\n"
|
||
#| "\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Heart Mountains: A virtually impassable barrier between the "
|
||
#| "river country and the Northern Plains.\n"
|
||
#| " ◦ Heartfangs: the particularly forbidding stretch of high peaks "
|
||
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
#| "madmen, and mages live there.\n"
|
||
#| " ◦ Swamp of Dread: a very large bog located between the Heart "
|
||
#| "Mountains and the Great River. A notoriously dangerous place.\n"
|
||
#| " ◦ Lake Vrug: A large mountain lake whose river carves the only "
|
||
#| "pathway through the Northern Mountains\n"
|
||
#| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is "
|
||
#| "the elvish name; among humans it is called Longlier.\n"
|
||
#| " ◦ River Listra: The south-running tributary of the Great River "
|
||
#| "into which the Arkan-thoria empties.\n"
|
||
#| " ◦ Lintanir Forest: The southernmost portion of the Great "
|
||
#| "Northern Forest, a gigantic wood whose eastern and northern boundaries "
|
||
#| "are known only the elves. Their capitol, Elensiria, has only seldom been "
|
||
#| "visited by humans.\n"
|
||
#| " ◦ Great River: The origin of this river is somewhere in the "
|
||
#| "east of the northern lands"
|
||
msgid ""
|
||
"There is no government of the Northlands. Various groups of orcs, dwarves, "
|
||
"barbarian men and even elves populate the region. The northern and eastern "
|
||
"borders are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An Orcish tribal capital.\n"
|
||
" • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of Elensefar, where these villages "
|
||
"were located, was named the Annuvin province by men but was known by the "
|
||
"elves as Wesmere.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Heart Mountains: A virtually impassable barrier between the river "
|
||
"country and the Northern Plains.\n"
|
||
" • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
"madmen, and mages live there.\n"
|
||
" • Swamp of Dread: a very large bog located between the Heart Mountains "
|
||
"and the Great River. A notoriously dangerous place.\n"
|
||
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
|
||
"through the Northern Mountains.\n"
|
||
" • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
|
||
"elvish name; among humans it is called Longlier.\n"
|
||
" • River Listra: The south-running tributary of the Great River into "
|
||
"which the Arkan-thoria empties.\n"
|
||
" • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
|
||
"to the elves. Their capital, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • Great River: The origin of this river is somewhere in the east of the "
|
||
"northern lands."
|
||
msgstr ""
|
||
"Severozemlje nema nikakve vlade. U tom području obitavaju raznolike skupine "
|
||
"orkova, patuljaka, ljudi varvara, pa čak i vilenjaka. Severne i istočne "
|
||
"granice nisu određene, dok je južna <ref>dst='great_river' text='Velika "
|
||
"reka'</ref> a zapadna <ref>dst='great_ocean' text='Veliki okean'</ref>.\n"
|
||
"\n"
|
||
" • Istaknuti gradovi:\n"
|
||
" ◦ Glamdrol: orkovska plemenska prestonica.\n"
|
||
" ◦ Romir: još jedna orkovska plemenska prestonica.\n"
|
||
" ◦ Vesmer: sedište Kalijana, vilenjačkog veća.\n"
|
||
" ◦ Patuljačke dveri: mešani ljudsko-patuljački grad u oblasti "
|
||
"Knalge, u južnim Jezgrenim planinama. Veliko trgovačko središte.\n"
|
||
" ◦ Dalben i Delvin: ljudska sela koja prvobitno podigoše "
|
||
"naseljenici što dođoše preko Velike reke, tokom širenja u zlatno doba "
|
||
"Vesnota. Trenutno napuštena. Pošumljeno područje severoistočno od "
|
||
"Elensefara, gde se ova sela nalaziše, ljudi su nazvali pokrajinom Anuvin, a "
|
||
"među vilenjacima znano je kao Vesmer.\n"
|
||
"\n"
|
||
" • Istaknuta geografija:\n"
|
||
" ◦ Jezgrene planine: gotovo neprohodna prepreka između rečnih "
|
||
"krajeva i severnih ravnica.\n"
|
||
" ◦ Jezgrene kandže: posebno zlokoban potez visokih vrhova "
|
||
"jugozapadno od jezera Vrug i severno Vesmerske šume. Najnegostoljubiviji i "
|
||
"najopasniji predeo Jezgrenih planina; u njemu prebivaju samo pustinjaci, "
|
||
"mahniti i magovi.\n"
|
||
" ◦ Močvara užasa: veoma velika kaljuga između Jezgrenih planina i "
|
||
"Velike reke. Ozloglašena po svojim opasnostima.\n"
|
||
" ◦ Vrug: veliko planinsko jezero čija reka useca jedini prolaz kroz "
|
||
"severne planine.\n"
|
||
" ◦ Arkan-torija: reka što ističe iz Vruga. Ovo je vilenjačko ime, a "
|
||
"ljudi je znaju kao Longlijer.\n"
|
||
" ◦ Listra: pritoka južnog toka Velike reke, u nju se uliva Arkan-"
|
||
"torija.\n"
|
||
" ◦ Lintanirska šuma: najjužniji deo Velike severne šume, ogromnog "
|
||
"pošumlja čije su istočne i severne granice poznate jedino vilenjacima. "
|
||
"Njihovu prestonicu, Elensiriju, posetio je tek po koji čovek.\n"
|
||
" ◦ Velika reka: izvire negde na istoku severnih zemalja."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:141
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "jugozapadne vilenjačke zemlje"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:142
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Wood Elves are separate from those of the north, and have only "
|
||
#| "intermittent relations with them and most other countries. Its borders "
|
||
#| "are the Green Swamp to the northeast, the desert (not shown) to the "
|
||
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
|
||
#| "\n"
|
||
#| " • Notable cities\n"
|
||
#| " ◦ None known\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
|
||
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
|
||
#| "race_elf' text='elves'</ref>."
|
||
msgid ""
|
||
"The Wood Elves are separate from those of the north, and have only "
|
||
"intermittent relations with them and most other countries. Its borders are "
|
||
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River "
|
||
"to the south and southeast, the lands of Wesnoth to the north and the "
|
||
"Kerlath province to the east.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • None known.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Aethenwood: The largest southern forest, it extends far to the south "
|
||
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
|
||
"make no such distinction, the southern part of the forest has been named "
|
||
"Southwood by denizens of Kerlath.\n"
|
||
" • Black Forest: An ancient forest of which very little is known, "
|
||
"abandoned by the elves long ago."
|
||
msgstr ""
|
||
"Šumski vilenjaci su podvojeni od onih na severu, i tek povremeno stupaju u "
|
||
"dodir sa njima i sa drugim zemljama. Granice su im Zelena močvara ka "
|
||
"severoistoku, pustinja (van karte) ka jugu i <ref>dst='great_ocean' "
|
||
"text='okean'</ref> ka zapadu.\n"
|
||
"\n"
|
||
" • Istaknuti gradovi:\n"
|
||
" ◦ Ne zna se ni za jedan.\n"
|
||
" • Istaknuta geografija:\n"
|
||
" ◦ Šuma Eten: najveća od južnih šuma, proteže se daleko na "
|
||
"jugozapad — mnogo dalje nego što je kartografisano — i dom je <ref>dst='.."
|
||
"race_elf' text='vilenjacima'</ref>."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
msgid "Heart Mountains"
|
||
msgstr "Jezgrene planine"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:155
|
||
msgid ""
|
||
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
"Plains'</ref>."
|
||
msgstr ""
|
||
"Gotovo neprohodna prepreka između <ref>dst='arkan_thoria' text='rečnih'</"
|
||
"ref> zemalja i <ref>dst='far_north' text='severnih ravnica'</ref>."
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:160
|
||
msgid "Far North"
|
||
msgstr "Daleki sever"
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:161
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
|
||
#| "text='Heart Mountains'</ref>, which the Orcs call the Haggid-Dargor and "
|
||
#| "claim (without merit) as their own. To the east lie the Unaligned Tribes "
|
||
#| "of the Wild Steppe, who fell out of the control of the Clannate, instead "
|
||
#| "roaming with wild human barbarians and clashing with the High Elves of "
|
||
#| "the North Plains (known as North Elves in human lands). The High Elves "
|
||
#| "themselves reside further east, where it is rumored they rule a vast "
|
||
#| "kingdom.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Barag Gor, a city home to the Orcish Council\n"
|
||
#| " ◦ Bitok\n"
|
||
#| " ◦ Borstep\n"
|
||
#| " ◦ Castelfrang\n"
|
||
#| " ◦ Farzi\n"
|
||
#| " ◦ Festog\n"
|
||
#| " ◦ Grisbi\n"
|
||
#| " ◦ Lmarig\n"
|
||
#| " ◦ Melmog\n"
|
||
#| " ◦ Prestim\n"
|
||
#| " ◦ Tirigaz\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Swamp of Desolation\n"
|
||
#| " ◦ Mountains of Dorth\n"
|
||
#| " ◦ Mountains of Haag\n"
|
||
#| " ◦ Green Forest\n"
|
||
#| " ◦ Silent Forest\n"
|
||
#| " ◦ Forest of Thelien\n"
|
||
#| " ◦ River Oumph\n"
|
||
#| " ◦ River Bork\n"
|
||
#| " ◦ Wild Steppe"
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
|
||
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
|
||
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
|
||
"Steppe, who fell out of the control of the Clannate, instead roaming with "
|
||
"wild human barbarians and clashing with the High Elves of the North Plains "
|
||
"(known as North Elves in human lands). The High Elves themselves reside "
|
||
"further east, where it is rumored they rule a vast kingdom.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Barag Gor, a city home to the Orcish Council\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz\n"
|
||
" • Dorest, the northernmost human city\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Black Marshes\n"
|
||
" • Mountains of Dorth\n"
|
||
" • Mountains of Haag\n"
|
||
" • Greenwood\n"
|
||
" • Silent Forest\n"
|
||
" • Forest of Thelien\n"
|
||
" • River Oumph\n"
|
||
" • River Bork\n"
|
||
" • Frosty Wastes\n"
|
||
" • Barren Plains"
|
||
msgstr ""
|
||
"Hladan, surov i nepristupačan, Daleki sever je pradavni dom Orkovskog "
|
||
"klanata. Prostire se severno od <ref>dst='heart_mountains' text='Jezgrenih "
|
||
"planina'</ref>, koje orkovi nazivaju Hagid-Dargorom i polažu (bez temelja) "
|
||
"prava na njih. Na istoku se sreću nesvrstana plemena iz Divlje stepe, "
|
||
"otrgnuta od vlasti Klanata, koja jezde sa divljim ljudskim varvarima i "
|
||
"sukobljavaju se sa visokim vilenjacima iz severnih ravnica (u ljudskim "
|
||
"zemljama znanim kao severni vilenjaci). Sami visoki vilenjaci naseljeni su "
|
||
"dalje na istoku, gde, kruže glasine, vladaju neizmernim kraljevstvom.\n"
|
||
"\n"
|
||
" • Istaknuti gradovi:\n"
|
||
" ◦ Barag Gor, grad domaćin Orkovskog veća\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Kastelfrang\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Festog\n"
|
||
" ◦ Grizbi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
" • Istaknuta geografija:\n"
|
||
" ◦ Močvara pustoši\n"
|
||
" ◦ Dortske planine\n"
|
||
" ◦ Haške planine\n"
|
||
" ◦ Zelena šuma\n"
|
||
" ◦ Nečujna šuma\n"
|
||
" ◦ Telijanska šuma\n"
|
||
" ◦ reka Oumf\n"
|
||
" ◦ reka Bork\n"
|
||
" ◦ Divlja stepa"
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:14
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Doba dana"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:21 data/core/help.cfg:99
|
||
msgid "Introduction"
|
||
msgstr "Uvod"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:27 data/core/help.cfg:171
|
||
msgid "Gameplay"
|
||
msgstr "Izvođenje"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:33 data/core/help.cfg:454
|
||
msgid "Traits"
|
||
msgstr "Osobine"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:41 data/core/help.cfg:122
|
||
msgid "Units"
|
||
msgstr "Jedinice"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:50 data/core/help.cfg:142
|
||
msgid "Abilities"
|
||
msgstr "Sposobnosti"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:58 data/core/help.cfg:151
|
||
msgid "Weapon Specials"
|
||
msgstr "Svojstva oružja"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:66 data/core/help.cfg:131
|
||
msgid "Eras"
|
||
msgstr ""
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:74 data/core/help.cfg:469
|
||
msgid "Terrains"
|
||
msgstr "Teren"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:82 data/core/help.cfg:522
|
||
msgid "Add-ons"
|
||
msgstr ""
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:88 data/core/help.cfg:595
|
||
msgid "Commands"
|
||
msgstr "Naredbe"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:100
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy "
|
||
#| "strategy game somewhat unusual among modern strategy games. While other "
|
||
#| "games strive for complexity, <italic>text='Battle for Wesnoth'</italic> "
|
||
#| "strives for simplicity of both rules and gameplay. This does not make the "
|
||
#| "game simple, however — from these simple rules arise a wealth of "
|
||
#| "strategy, making the game easy to learn but a challenge to master."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
|
||
"game somewhat unusual among modern strategy games. While other games strive "
|
||
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
|
||
"simplicity of both rules and gameplay. This does not make the game simple, "
|
||
"however — from these simple rules arise a wealth of strategy, making the "
|
||
"game easy to learn but a challenge to master.\n"
|
||
"\n"
|
||
"The following pages outline all you need to know to play Wesnoth. As you "
|
||
"play, new information is added to the various categories as you come across "
|
||
"new aspects of the game. For more detailed information on special situations "
|
||
"and exceptions, follow the included links."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Boj za Vesnot'</italic> je fantazijska strategija na poteze, "
|
||
"ponešto neobična među savremenim strateškim igrama. Dok druge igre naginju "
|
||
"složenosti, <italic>text='Boj za Vesnot'</italic> teži jednostavnosti, kako "
|
||
"pravila tako i izvođenja. To, međutim, ne čini ovu igru lakom — iz "
|
||
"jednostavnih pravila rađa se izobilje taktika, te je igru lako naučiti, ali "
|
||
"izazovno njome zagospodariti."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:110
|
||
msgid "About the Game"
|
||
msgstr "O igri"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:111
|
||
msgid ""
|
||
"The game takes place on a hex-based game field, where your units battle "
|
||
"against those controlled by the computer, friends who each take turns on the "
|
||
"same computer (hotseat play), other players on the same network, or players "
|
||
"worldwide in multiplayer mode.\n"
|
||
"\n"
|
||
"Each of these battles is called a <italic>text='scenario'</italic>, which "
|
||
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
|
||
"the campaigns that ship with the game, Wesnoth supports user-made content, "
|
||
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
|
||
"factions, and resources.\n"
|
||
"\n"
|
||
"The game also features a human-readable markup called Wesnoth Markup "
|
||
"Language (WML) to easily allow users to create their own content, as well as "
|
||
"a fully-featured Map and Scenario Editor for designing your own "
|
||
"battlefields.\n"
|
||
"\n"
|
||
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
|
||
"and has been worked on by a multitude of volunteers ever since."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:123
|
||
msgid ""
|
||
"This section will list all the units you discover as you explore the world "
|
||
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
|
||
"scenario it will be added to its race’s subsection; you can then view its "
|
||
"page any time you wish. A unit’s page will provide a general description, "
|
||
"its statistics, attacks, resistances, and movement and defense values.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:132
|
||
msgid ""
|
||
"A faction is a collection of units and leaders. Factions are assigned to "
|
||
"sides in multiplayer games.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:134
|
||
msgid ""
|
||
"An era is a collection of factions, intended to be played against one "
|
||
"another. Besides the mainline eras that come with the game, many user-made "
|
||
"factions are available from add-ons.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:143
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Certain units have abilities that either directly affect other units, or "
|
||
#| "have an impact on how the unit interacts with other units. These "
|
||
#| "abilities will be listed under this topic as you encounter them.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"Certain units have abilities that either directly affect other units or have "
|
||
"an impact on how the unit interacts with other units. These abilities will "
|
||
"be listed under this section as you encounter them. Each page will provide a "
|
||
"description of what the ability does and which (currently discovered) units "
|
||
"have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Izvesne jedinice poseduju sposobnosti kojima ili neposredno utiču na druge "
|
||
"jedinice, ili na sadejstvo sa drugim jedinicama. Te sposobnosti će biti "
|
||
"tumačene u ovom odeljku, kako na njih budete nailazili.\n"
|
||
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:152
|
||
msgid ""
|
||
"Some weapons have special features that increase the effectiveness of "
|
||
"attacking with them. When you see a new weapon special during a campaign or "
|
||
"multiplayer scenario it will be added to this list; you can then view its "
|
||
"page any time you wish. Each page will provide a description of what the "
|
||
"weapon special does and which (currently discovered) units have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:161
|
||
msgid "Unknown Unit"
|
||
msgstr "nepoznata jedinica"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:162
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"This unit is unknown for the moment. You must discover it in the game to be "
|
||
"allowed to see its description."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Ova jedinica trenutno nije poznata. Morate je otkriti u igri da bi vam bilo "
|
||
"dopušteno da vidite njen opis."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:172
|
||
msgid ""
|
||
"Wesnoth is comprised of a series of battles, called "
|
||
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
|
||
"of one or more adversaries. Multiple scenarios that follow on from each "
|
||
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
|
||
"campaign, you often need to play more carefully, preserving your best troops "
|
||
"for use again in later scenarios.\n"
|
||
"\n"
|
||
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
|
||
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
|
||
"tutorial is explained more in-depth in these pages, so you can always refer "
|
||
"back here if you forget something.\n"
|
||
"\n"
|
||
"After you master the basics, try out a beginner campaign, such as "
|
||
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
|
||
"Guard'</italic>. A full list of installed campaigns can be found via the "
|
||
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
|
||
"quite challenging, you may wish to start on easy before progressing to "
|
||
"higher difficulties.\n"
|
||
"\n"
|
||
"Campaigns are grouped by <italic>text='level'</italic> and "
|
||
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
|
||
"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: "
|
||
"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates "
|
||
"what degree of proficiency in the game mechanics (such as "
|
||
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
|
||
"text='time of day'</ref>) is assumed. The difficulty indicates how "
|
||
"challenging the scenarios will be to a veteran player: at higher "
|
||
"difficulties, the obstacles to victory will be higher and overcoming them "
|
||
"will require more skillful play. For example, at higher difficulties the "
|
||
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
|
||
"on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:181
|
||
#, fuzzy
|
||
#| msgid "<header>text='Units of this race'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr "<header>text='Jedinice ove rase'</header>"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:181
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "While playing, keep in mind that if you mouse-over many items in the "
|
||
#| "game, such as the information displayed in the status pane, a brief "
|
||
#| "description will be shown explaining each item. This is especially useful "
|
||
#| "when you encounter new <ref>dst='..abilities_section' text='abilities'</"
|
||
#| "ref> for the first time."
|
||
msgid ""
|
||
"While playing, keep in mind that you can mouse-over many items in the game, "
|
||
"such as the information displayed in the status pane, to see a brief "
|
||
"description explaining each item. This is especially useful when you "
|
||
"encounter new elements, such as <ref>dst='..abilities_section' "
|
||
"text='abilities'</ref>, for the first time."
|
||
msgstr ""
|
||
"Tokom igranja, imajte na umu da će vam prelaz mišem preko mnogih elemenata, "
|
||
"kakvi su na primer podaci u oknu stanja, dati kratak tekst sa dodatnim "
|
||
"objašnjenjima. Ovo je posebno korisno kada se po prvi put susretnete sa "
|
||
"<ref>dst='..abilities_section' text='sposobnostima'</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:193
|
||
msgid "Victory and Defeat"
|
||
msgstr "Pobeda i poraz"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:194
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
|
||
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
|
||
"things like changing your save options or (if you are in a multiplayer game) "
|
||
"chatting with other players before pressing that button to advance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Kada dobijete scenario, mapa će se zasiveti i dugme <bold>text='Gotovo'</"
|
||
"bold> pri dnu promeniti u <bold>text='Kraj'</bold>. Pre nego što kliknete na "
|
||
"dugme da nastavite, možete promeniti opcije upisivanja, ili (u višeigračkoj "
|
||
"partiji) popričati sa saigračima."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:194
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
|
||
#| "the beginning of each scenario. Usually you will achieve victory by "
|
||
#| "killing all enemy leaders, and only be defeated by having your leader "
|
||
#| "killed. But scenarios may have other victory objectives — getting your "
|
||
#| "leader to a designated point, say, or rescuing someone, or solving a "
|
||
#| "puzzle, or holding out against a siege until a certain number of turns "
|
||
#| "have elapsed."
|
||
msgid ""
|
||
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
|
||
"the beginning of each scenario. In most scenarios, you will achieve victory "
|
||
"by killing all enemy leaders ; likewise, the death of your own leader "
|
||
"generally results in defeat. However, some scenarios may have other victory "
|
||
"objectives, such as getting your leader to a designated point, rescuing an "
|
||
"ally, solving a puzzle, or holding out against a siege until a certain "
|
||
"number of turns have elapsed."
|
||
msgstr ""
|
||
"Pažljivo protumačite iskačuće prozorče sa <bold>text='ciljevima'</bold> na "
|
||
"početku svakog scenarija. Do pobede se obično dolazi istrebljenjem svih "
|
||
"protivničkih vođa, a poraz trpi kada vaš vođ nastrada. Ali scenariji mogu "
|
||
"imati i drugačije ciljeve za pobedu — otpravljanje svog vođa do određenog "
|
||
"mesta, spasavanje nekoga, rešavanje zagonetke, opstajanje usred opsade dok "
|
||
"ne prođe određen broj poteza, itd."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:203
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Unajmljivanje i sazivanje"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:204
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If you right-clicked on a castle hex and selected recruit, the new unit will "
|
||
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
|
||
"You may only recruit as many units as you have free hexes in your castle, "
|
||
"and you cannot spend more gold than you actually have on recruiting."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Ako kliknete desnim na polje zamka i izaberete najam, nova jedinica će se "
|
||
"pojaviti baš u tom polju. U suprotnom, pojaviće se u proizvoljnom slobodnom "
|
||
"polju blizu kule. Možete unajmiti samo onoliko jedinica koliko imate "
|
||
"slobodnih polja u zamku, i ne možete potrošiti više zlata nego što vam je "
|
||
"trenutno na raspolaganju."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:204
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Each side begins with one leader in their keep. At the start of any "
|
||
#| "battle, and at times during it, you will need to recruit <ref>dst='.."
|
||
#| "units' text='units'</ref> into your army. To recruit, you must have your "
|
||
#| "leader (for instance, Konrad in the <italic>text='Heir to the Throne'</"
|
||
#| "italic> campaign) on the keep hex of a <ref>dst='terrain_castle' "
|
||
#| "text='castle'</ref>. Then you may recruit by either choosing "
|
||
#| "<bold>text='Recruit'</bold> from the menu or right-clicking on a hex and "
|
||
#| "selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, "
|
||
#| "which lists units available for recruitment, along with their gold cost. "
|
||
#| "Click on a unit to see its statistics, then press the recruit button to "
|
||
#| "recruit it."
|
||
msgid ""
|
||
"Each side begins with one leader in their keep. At the start of any battle, "
|
||
"and at times during it, you will need to recruit <ref>dst='..units' "
|
||
"text='units'</ref> into your army. To recruit, you must have your leader "
|
||
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
|
||
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
|
||
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
|
||
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
|
||
"bold>. This brings up the recruit menu, which lists units available for "
|
||
"recruitment, along with their gold cost. Click on a unit to see its "
|
||
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
|
||
msgstr ""
|
||
"Svaka strana započinje sa jednim vođem u svojoj kuli. Na početku svake "
|
||
"bitke, a ponekad i tokom nje, moraćete da unajmljujete <ref>dst='..units' "
|
||
"text='jedinice'</ref> za svoju vojsku. Da biste najmili, vaš vođ (npr. "
|
||
"Konrad u pohodu „Naslednik prestola“) mora stajati na polju kule u "
|
||
"<ref>dst='terrain_castle' text='zamku'</ref>. Tada možete ili izabrati "
|
||
"„Unajmi“ iz menija, ili kliknuti desnim na polje i izabrati "
|
||
"<italic>text='Unajmi'</italic>. Ovo će vam dati spisak jedinica koje možete "
|
||
"unajmiti, zajedno sa cenom koju morate platiti za svaku. Kliknite na "
|
||
"jedinicu da vidite njene karakteristike, a na dugme <italic>text='Unajmi'</"
|
||
"italic> da je unajmite."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:206
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unajmljene jedinice pristižu sa dve nasumične <ref>dst='..traits_section' "
|
||
"text='osobine'</ref>, koje utiču na njihove karakteristike."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:208
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In later scenarios, you may also Recall survivors from earlier battles. "
|
||
"Recalling costs a standard 20 gold and presents you with a list of all "
|
||
"surviving units from previous scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"U kasnijim scenarijima, možete takođe sazvati veterane iz ranijih bitaka. "
|
||
"Sazivanje košta 20 zlatnika, i dobijate spisak iz koga možete izabrati "
|
||
"preživele iz prethodnih scenarija."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:210
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units not only cost gold to Recruit or Recall, they also require money to "
|
||
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
|
||
"more information."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Jedinice ne koštaju zlata samo pri unajmljivanju ili sazivanju, već im je "
|
||
"ono neophodno i za izdatke. Pogledajte <ref>dst='income_and_upkeep' "
|
||
"text='Prihodi i izdaci'</ref> za više detalja."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:219
|
||
msgid "Income and Upkeep"
|
||
msgstr "Prihodi i izdaci"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:220
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Income is simple. You have a base income of 2 gold per turn. For every "
|
||
"village you control, you gain one additional gold each turn. (In general "
|
||
"this is configurable but in campaigns it is almost always one gold per "
|
||
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
|
||
"each turn. Your upkeep costs are subtracted from this income, as detailed "
|
||
"below."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Prihod je jednostavan. Imate osnovni priliv od 2 zlatnika po potezu; za "
|
||
"svako selo koje zaposedate, dobijate još po jedan zlatnik po potezu (u "
|
||
"opštem ovo je podesivo, ali je u pohodima gotovo uvek jedan po selu). Tako, "
|
||
"ako imate 10 sela, prihod vam je 12 zlatnika u svakom potezu. Od ove sume "
|
||
"oduzimaju se izdaci, kako je navedeno ispod."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:220
|
||
msgid ""
|
||
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
|
||
"watch your gold as well, especially in campaigns, where you can carry extra "
|
||
"gold over from one scenario to the next. There are two aspects to this; "
|
||
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
msgstr ""
|
||
"U Vesnotu, nije dovoljno prosto unajmiti jedinice i upustiti se u bitku. "
|
||
"Morate držati oko i na svom zlatu, posebno u pohodima, gde se zlato prenosi "
|
||
"iz scenarija u scenario. Ovo je medalja sa dve strane: "
|
||
"<italic>text='prihod'</italic> i <italic>text='izdaci'</italic>."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:222
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
|
||
"to its level. You can support as many levels worth of units as you have "
|
||
"villages, without paying any upkeep. However, for each level of unit beyond "
|
||
"the number of villages you have, you must pay one gold per turn. For "
|
||
"example, if you have twelve level one units and ten villages, you would have "
|
||
"to pay two gold each turn in upkeep."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"I izdaci su uglavnom jednostavni. Svaka jedinica zahteva određeni izdatak, "
|
||
"jednak svom nivou u zlatnicima. Možete podržavati bez izdataka onoliko nivoa-"
|
||
"jedinica koliko imate sela. Međutim za svaki nivo-jedinicu preko toga, "
|
||
"morate plaćati jedan zlatnik po potezu. Na primer, ako imate 12 jedinica "
|
||
"prvog nivoa i 10 sela, plaćate 2 zlatnika na izdatke po potezu."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:224
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep costs are subtracted from your income, so in the case of twelve "
|
||
"levels of units and ten villages, your resultant Income would be 10 gold per "
|
||
"turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Izdaci se oduzimaju od prihoda, tako da npr. ako imate 12 nivoa-jedinica i "
|
||
"10 sela, neto prihod bi bio 10 zlatnika po potezu."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:226
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two important exceptions to upkeep: units with the loyal trait and "
|
||
"leaders never incur upkeep. Units you begin the scenario with (such as "
|
||
"Delfador), or units who join you during a scenario (such as the horseman in "
|
||
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
|
||
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
|
||
"playing (such as Konrad) will almost always be a leader."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Postoje dva važna izuzetka: jedinice sa osobinom odanosti i vođi neće imati "
|
||
"izdatke. Jedinice sa kojima započinjete scenario (npr. Delfador), ili "
|
||
"jedinice koje vam se pridruže tokom scenarija (npr. konjanik u drugom "
|
||
"scenariju <italic>text='Naslednik prestola'</italic>), obično će biti "
|
||
"<italic>text='odane'</italic>. Jedinica koja vas lično predstavlja (npr. "
|
||
"Konrad) gotovo uvek je vođ."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:235
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Udarpoeni i iskustvo"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:236
|
||
msgid ""
|
||
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
|
||
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
|
||
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
|
||
"recruited unit starts with no experience points, and gains experience by "
|
||
"fighting enemies."
|
||
msgstr ""
|
||
"Svaka jedinica ima izvestan broj <italic>text='udarpoena'</italic> (UP); "
|
||
"padnu li ispod 1, jedinica strada. Takođe, svaka jedinica ima i "
|
||
"<italic>text='iskustvene poene'</italic> (IP); nove jedinice počinju bez "
|
||
"iskustva, i dobijaju ga u borbi protiv neprijatelja."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:240
|
||
msgid ""
|
||
"The hitpoints and experience points are both indicated in the status pane "
|
||
"using two numbers (the current value and the maximum value the unit can "
|
||
"have)."
|
||
msgstr ""
|
||
"Udarpoeni i iskustveni poeni su naznačeni u oknu stanja preko dva broja — "
|
||
"tekuće vrednosti i maksimuma koji jedinica može imati."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:242
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The hitpoints are also indicated by an energy bar next to each unit, "
|
||
#| "which is green, yellow or red. A unit with at least 1 experience point "
|
||
#| "has a blue experience bar, which turns white as the unit is about to "
|
||
#| "<ref>dst='experience_and_advancement' text='advance'</ref>."
|
||
msgid ""
|
||
"The hitpoints are also indicated by an energy bar next to each unit, which "
|
||
"is green, yellow or red. A unit with at least 1 experience point has a blue "
|
||
"experience bar, which turns white as the unit is about to "
|
||
"<ref>dst='advancement' text='advance'</ref>."
|
||
msgstr ""
|
||
"Udarpoeni su takođe naznačeni energotrakom pored svake jedinice, koja može "
|
||
"biti zelena, žuta ili crvena. Jedinica sa bar jednim iskustvenim poenom ima "
|
||
"plavu traku, koja pobeli kada se jedinica približi "
|
||
"<ref>dst='experience_and_advancement' text='napredovanju'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:249
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "može postati: "
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:250
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units have a certain amount of experience required to advance (this is 20% "
|
||
"less for units with the Intelligent trait). Once they achieve this amount, "
|
||
"they immediately advance to the next level, healing fully in the process. In "
|
||
"some cases, you will be given a choice of advancement options."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Jedinicama je potrebna izvesna količina iskustva da bi napredovale (20% "
|
||
"manje za jedinice sa osobinom oštroumnosti). Kada dostignu tu količinu, "
|
||
"odmah napreduju na sledeći nivo, bivajući usto potpuno izlečene. U nekim "
|
||
"slučajevima, daće vam se da izaberete pravac napredovanja."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:250
|
||
msgid ""
|
||
"If both units survive a combat, they gain a number of experience points "
|
||
"equal to the level of the unit they’re fighting. If a unit kills another in "
|
||
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
|
||
"level 1, 16 for level 2, 24 for level 3, and so forth."
|
||
msgstr ""
|
||
"Ako obe jedinice prežive borbu, dobijaju toliko iskustvenih poena koliki je "
|
||
"nivo jedinice protiv koje su se borile. Međutim, ako u borbi jedinica ubije "
|
||
"protivničku, dobija mnogo više iskustva — 4 ako je protivnik bio nivoa 0, 8 "
|
||
"za nivo 1, 16 za nivo 2, 24 za nivo 3, i tako dalje."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While most units have three levels, not all do. Occasional units (such as "
|
||
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
|
||
"reached its maximum level, it may have an <italic>text='After Maximum Level "
|
||
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
|
||
"each time the unit reaches the experience goal, but the unit will remain the "
|
||
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
|
||
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
|
||
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
|
||
"progressively harder for each AMLA the unit receives, and so it is usually "
|
||
"more useful to try to advance your lower level units."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Iako većina jedinica ima tri nivoa, neke jedinice mogu imati četiri (npr. "
|
||
"<ref>dst='unit_Mage' text='magovi'</ref>). Kada jedinica dostigne svoj "
|
||
"najveći nivo, može imati i <italic>text='napredovanje po najvećem nivou'</"
|
||
"italic> (NAPON). NAPON će izmeniti jedinicu svaki put kada dostigne ciljno "
|
||
"iskustvo, ali će ipak ostati na istom nivou. Uobičajen efekat NAPONA je da "
|
||
"uveća maksimum UP za 3. Prvi NAPON će normalno biti dostignut sa 150 IP (120 "
|
||
"IP za oštroumne jedinice). Međutim, dobijanje NAPONA postaje progresivno "
|
||
"teže posle svakog sledećeg, tako da je obično korisnije da radite na "
|
||
"unapređenju jedinica nižeg nivoa."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:261
|
||
msgid "Movement"
|
||
msgstr "Kretanje"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:262
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each unit has a certain number of movement points which are used up when "
|
||
"moving into a new hex, depending on the Terrain of that particular hex. For "
|
||
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
|
||
"how many movement points are spent entering a hex depends on the unit type — "
|
||
"in forest, elvish units only spend 1 movement point, most human and orc "
|
||
"units spend 2, while horsemen spend 3. You can learn how many movement "
|
||
"points a unit requires to enter a certain terrain type by right-clicking on "
|
||
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
|
||
"<bold>text='Terrain Modifiers'</bold>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Svaka jedinica ima određen broj poena pokretljivosti koji se troše pri "
|
||
"pomeranju u novo polje, u zavisnosti od terena određenog polja. Na primer, "
|
||
"ulazak u ravnicu skoro uvek košta 1 poen. Utrošak poena pokretljivosti "
|
||
"zavisi i od tipa jedinice — u šumi, vilenjačke jedinice troše samo po 1 "
|
||
"poen, većina ljudskih i orkovskih po 2, a konjanici čak 3. Da biste saznali "
|
||
"koliko nekoj jedinici treba poena za ulazak na određeni tip terena, kliknite "
|
||
"desnim na nju, pa izaberite <bold>text='Opis jedinice'</bold>, i pogledajte "
|
||
"<bold>text='terenske modifikatore'</bold>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:262
|
||
msgid ""
|
||
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
|
||
"the unit you wish to move to select it, then click on the hex you wish to "
|
||
"move it to. When a unit is selected, everywhere it can move this turn will "
|
||
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
|
||
"highlighted hex shows the defense rating the unit would have if you moved it "
|
||
"to that hex. Mousing over a dull hex will also show the number of turns "
|
||
"required to reach it, and clicking will cause the unit to move towards it by "
|
||
"the fastest route over this and subsequent turns. If you don’t use up all of "
|
||
"a unit’s movement when you first move a unit, you may move it again. This is "
|
||
"useful when having two units switch places. Attacking with a unit will use "
|
||
"up its movement. Ending a move in a village you don’t already own will also "
|
||
"use up a unit’s movement, but will still allow it to attack."
|
||
msgstr ""
|
||
"Kretanje u <italic>text='Boju za Vesnot'</italic> je jednostavno. Kliknite "
|
||
"na jedinicu koju želite da pokrenete da je izaberete, a zatim na polje gde "
|
||
"želite da se pomeri. Kada je jedinica izabrana, sva polja koje može doseći u "
|
||
"ovom potezu bivaju istaknuta, a sva ostala polja zatamnjena. Prelaz mišem "
|
||
"preko istaknutog polja daje odbrambeni razred koji će jedinica imati ako se "
|
||
"pomeri na nj. Prelaz mišem preko zatamnjenog polja će dodatno prikazati broj "
|
||
"poteza neophodan da ga jedinica dosegne, a klikom ćete poslati jedinicu tamo "
|
||
"najbržim putem u toku ovog i narednih poteza. Ako ne istrošite svu "
|
||
"pokretljivost jedinice kada je prvi put pomerite, možete je pomeriti ponovo, "
|
||
"što je korisno kada želite da dve jedinice razmene položaje. Napad jedinicom "
|
||
"će joj istrošiti svu pokretljivost. Pomeranje u selo koje nije vaše će "
|
||
"takođe istrošiti pokretljivost, ali će jedinica i dalje moći da napadne."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Another thing to keep in mind while moving is <italic>text='zones of "
|
||
#| "control'</italic>. Each unit generates a zone of control in the hexes "
|
||
#| "immediately surrounding it, and any enemy unit entering those hexes "
|
||
#| "immediately ends its movement. Learning how to use zones of control to "
|
||
#| "your advantage is an important part of Wesnoth, as only "
|
||
#| "<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones "
|
||
#| "of control."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Another thing to keep in mind while moving is <italic>text='zones of "
|
||
"control'</italic>. Each unit — except for level 0 units — generates a zone "
|
||
"of control in the hexes immediately surrounding it, and any enemy unit "
|
||
"entering those hexes immediately ends its movement. Learning how to use "
|
||
"zones of control to your advantage is an important part of Wesnoth, as only "
|
||
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
|
||
"zones of control."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"U toku pomeranja takođe morate imati na umu <italic>text='nadzorne "
|
||
"pojaseve'</italic>. Svaka jedinica stvara nadzorni pojas u poljima koja je "
|
||
"neposredno okružuju, i neprijateljska jedinica koja kroči u pojas odmah "
|
||
"okončava svoje kretanje. Naučiti kako koristiti nadzorne pojaseve za "
|
||
"sopstvenu dobit, važan je deo taktike Vesnota — samo malobrojni "
|
||
"<ref>dst='ability_skirmisher' text='čarkaši'</ref> mogu ignorisati nadzorne "
|
||
"pojaseve."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:266
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"To see where the enemy can move to during their next turn, press Ctrl-v or "
|
||
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
|
||
"not on the map to block their progress."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Da biste videli kuda se neprijatelj može pokrenuti tokom svog poteza, "
|
||
"pritisnite Ctrl-V ili Cmd-V; Ctrl-B ili Cmd-B pokazuju kuda bi se "
|
||
"neprijatelj mogao pomeriti kada na mapi ne bi bilo vaših jedinica da ih "
|
||
"blokiraju."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:275
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Pokrov i magla rata"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:276
|
||
msgid ""
|
||
"In some scenarios, parts of the map will be hidden from you. There are two "
|
||
"mechanisms that can be used separately or together. The "
|
||
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
|
||
"location. However, once it is cleared, you can always see that location. The "
|
||
"<italic>text='fog of war'</italic> only hides units and ownership of "
|
||
"villages (other than by you or your allies). The fog of war is cleared "
|
||
"temporarily when you have units nearby, but returns when they leave. Both "
|
||
"the shroud and the fog of war are cleared by units. Each unit clears "
|
||
"locations adjacent to those within one turn’s move (ignoring zones of "
|
||
"control and enemy units).\n"
|
||
"\n"
|
||
"Normally you can undo a unit’s movement, as long as an event with a "
|
||
"randomized result has not occurred, such as combat or recruitment (as most "
|
||
"units receive random traits when recruited). Exploring hidden terrain by "
|
||
"clearing shroud or fog will also prevent undos to a previous state. You may "
|
||
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
|
||
"menu. This will prevent units from clearing shroud or fog until the next "
|
||
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
|
||
"bold> (or the end of your turn) and thereby preserve your ability to undo "
|
||
"movement."
|
||
msgstr ""
|
||
"U nekim scenarijima, deo mape će biti skriven od vašeg pogleda. Postoje dva "
|
||
"mehanizma koja to mogu činiti, zajedno ili odvojeno. <italic>text='Pokrov'</"
|
||
"italic> sakriva i teren i jedinice koje se na njemu mogu naći. Kada se "
|
||
"pokrov jednom razveje, nadalje uvek možete videti teren. <italic>text='Magla "
|
||
"rata'</italic> sakriva samo jedinice i posede nad selima (ne računajući vaše "
|
||
"i savezničke). Magla rata se razilazi samo privremeno, dok su vaše jedinice "
|
||
"u blizini, ali se vraća kada se one odmaknu. Jedinice razvejavaju i pokrov i "
|
||
"maglu rata. Svaka jedinica čisti polja u dometu kretanja u datom potezu, pri "
|
||
"čemu se ignorišu neprijateljske jedinice i nadzorni pojasevi.\n"
|
||
"\n"
|
||
"Potez jedinice obično možete opozvati, sve dok nije došlo do događaja sa "
|
||
"nasumičnim ishodom, kao što je borba ili unajmljivanje (gde većina jedinica "
|
||
"poprima slučajne osobine). Istraživanje skrivenog terena razvejavanjem "
|
||
"pokrova ili magle takođe sprečava opoziv na prethodno stanje. Ako želite, u "
|
||
"meniju radnji možete uključiti <bold>text='Zastoj ažuriranja pokrova'</"
|
||
"bold>, što će sprečiti da jedinice razveju pokrov ili maglu do sledećeg "
|
||
"nasumičnog događaja ili ručnog ažuriranja pomoću <bold>text='Ažuriraj pokrov "
|
||
"sada'</bold> (ili kraja vašeg poteza), i tako očuvati mogućnost opoziva."
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:284
|
||
msgid "Save-loading"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:285
|
||
msgid ""
|
||
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
|
||
"to bad luck. This is an expected part of the game, and one of the aims of "
|
||
"the game is that a sufficiently skilled player should be able to complete "
|
||
"all of the mainline campaigns, on hard, without needing to save-load. Going "
|
||
"back to a previous turn to try a different strategy is a part of learning "
|
||
"the game, but we recommend against reloading merely to try the same strategy "
|
||
"again while hoping for better luck.\n"
|
||
"\n"
|
||
"One of the challenges of the game is to work out how to protect your heroes. "
|
||
"Small risks quickly build up: if you have five important units, and they "
|
||
"each have just a 1% chance of death each turn, you can "
|
||
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
|
||
"you’ll rarely make it through a scenario without having it happen.\n"
|
||
"\n"
|
||
"The following points are under discussion on the forums. At least for the "
|
||
"1.15.x series before 1.16.0 please assume that the forum threads are more "
|
||
"authoritative than the text on this page.\n"
|
||
"\n"
|
||
"In the mainline campaigns, on hard:\n"
|
||
"• A sufficiently skilled player will have a good chance to win each scenario "
|
||
"on the first time that they see that scenario, without foreknowledge of what "
|
||
"will happen.\n"
|
||
"• This assumes that the player picks up all of the clues given in the "
|
||
"dialogue.\n"
|
||
"• There are more experience points available than on easy, and the player "
|
||
"will be able to train enough troops to cope with losing some L2 or L3 "
|
||
"units.\n"
|
||
"\n"
|
||
"That said, it’s a game; the best way to play it is whichever way gives you "
|
||
"the most enjoyment."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:301
|
||
msgid "Learning from Losses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:302
|
||
msgid ""
|
||
"<italic>text='Why did I lose that scenario?'</italic>\n"
|
||
"\n"
|
||
"One of the most difficult parts of Wesnoth is understanding why a scenario "
|
||
"was lost.\n"
|
||
"\n"
|
||
"When you first start playing, you will probably lose some scenarios. That is "
|
||
"normal, and is part of learning the game. When that happens, try to learn "
|
||
"from your mistakes: watch the replay, try to understand what you did wrong, "
|
||
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again.\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:\n"
|
||
"\n"
|
||
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
|
||
"level'</ref>. Try restarting the scenario at an easier difficulty.\n"
|
||
"\n"
|
||
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
|
||
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
|
||
"taking advantage of terrain features or units’ special abilities, and so "
|
||
"on.\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life.\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. At all difficulties "
|
||
"except “Beginner” (TODO: and “Easy”?), campaigns assume that you will have "
|
||
"some <italic>text='carryover gold'</italic> and some advanced units on your "
|
||
"<italic>text='recall list.'</italic> (These concepts are explained in the "
|
||
"tutorial.) If you win a scenario but lose most of your advanced units and "
|
||
"much of your gold, the following scenario may be very difficult to beat, "
|
||
"even for a more experienced player. If you find yourself in this situation, "
|
||
"you may try to go back a scenario or two and win them more convincingly, or "
|
||
"change to an easier difficulty. (However, remember that <italic>text='some'</"
|
||
"italic> losses are expected, particularly at higher difficulties.)\n"
|
||
"\n"
|
||
"• Poor gold management. At higher difficulties, managing gold — capturing "
|
||
"villages to increase the income, and using low-level units and fresh "
|
||
"recruits to reduce the spending — becomes important. If you use many high-"
|
||
"level units, you might win a scenario easily but have not enough gold "
|
||
"carryover for the next scenario. (This would be an example of “barely "
|
||
"scraping a victory”.)\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>\n"
|
||
"\n"
|
||
"In addition to the common reasons, listed above, there are a few other "
|
||
"reasons which are unlikely, though not impossible. They are:\n"
|
||
"\n"
|
||
"• You may have played a strategy that the campaign developer did not "
|
||
"anticipate, and ended up with a set of high-level units not suitable for the "
|
||
"next scenario.\n"
|
||
"\n"
|
||
"• You may have found a scenario that can only be won on the second or third "
|
||
"time through, whether by requiring above-average luck or by expecting the "
|
||
"players to have foreknowledge — to know what surprises are coming up before "
|
||
"they happen. (It is under discussion whether foreknowledge is expected at "
|
||
"the highest difficulties. Requiring above-average luck, however, would "
|
||
"qualify as a bug.)\n"
|
||
"\n"
|
||
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
|
||
"could happen that the enemy was very lucky and had many hits, while you were "
|
||
"very unlucky and had many misses. However, this is a very rare occurrence, "
|
||
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
|
||
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
|
||
"strategy despite having <italic>text='above-average'</italic> luck, than by "
|
||
"playing a <italic>text='good'</italic> strategy but having "
|
||
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
|
||
"average” luck does not excuse a loss; having below-average luck is perfectly "
|
||
"normal, and scenarios are designed to be winnable even with below-average "
|
||
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
|
||
"here.\n"
|
||
"\n"
|
||
"Be wary of attributing a loss to any of these reasons. If you are not a "
|
||
"veteran player, it is far more likely that your loss was caused by one of "
|
||
"the <italic>text='common'</italic> errors, listed above, and is not "
|
||
"indicative of a bug in the campaign. However, if you still think you found a "
|
||
"bug, then by all means, report it!\n"
|
||
"\n"
|
||
"The “Damage Calculations” dialog shows some statistics that can help "
|
||
"determine whether a match was very lucky or very unlucky. However, reading "
|
||
"the statistics is no substitute to watching the replay and looking for "
|
||
"strategic mistakes, or small bits of luck at critical points in the "
|
||
"engagement.\n"
|
||
"\n"
|
||
"TODO: link to a forum thread where new players can post their replays and "
|
||
"get review/corrections (like https://forums.wesnoth.org/viewtopic.php?"
|
||
"f=3&t=39944 but specifically for new players)?\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:341
|
||
msgid "Combat"
|
||
msgstr "Borba"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:342
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Redosled i broj udara'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:342
|
||
msgid ""
|
||
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
|
||
"between units in adjacent hexes. Click on your unit, and click on the enemy "
|
||
"you want to attack: your unit will move towards the enemy unit, and when "
|
||
"they are next to each other, combat will begin. The attacker and defender "
|
||
"alternate strikes until each has used their allotted number of strikes. The "
|
||
"attacker chooses one of its weapons to attack with, and the defender "
|
||
"retaliates with one of its attacks of the same type. There are two types of "
|
||
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
|
||
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
|
||
"involves weapons such as bows, spears and fireballs."
|
||
msgstr ""
|
||
"Borba se u <italic>text='Boju za Vesnot'</italic> uvek odigrava između "
|
||
"jedinica u susednim poljima. Kliknite na svoju jedincu, pa na neprijateljsku "
|
||
"koju želite da napadnete: vaša jedinica će se pokrenuti ka neprijateljskoj, "
|
||
"i kada se dodirnu, borba će započeti. Napadač i branilac razmenjuju udarce, "
|
||
"koliko ih imaju dodeljenih. Napadač bira oružje kojim napada, a branilac "
|
||
"odgovara oružjem istog tipa. Postoje dva tipa napada: <italic>text='bliski'</"
|
||
"italic>, oružjem poput mača, sekira ili kandži, i <italic>text='odstupni'</"
|
||
"italic>, obično pomoću lukova, kopalja ili vatrenica."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:344
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "The attacker gets the first strike, then the defender retaliates. Each "
|
||
#| "strike either hits, doing a given amount of damage, or misses, doing no "
|
||
#| "damage at all. Strikes alternate until each unit has used up all of its "
|
||
#| "strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
#| "fighter with a 5–4 attack may strike 4 times, each successful strike "
|
||
#| "dealing 5 damage, while an orcish grunt with a 9–2 attack can only strike "
|
||
#| "twice (but at 9 damage for each hit)."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The attacker gets the first strike, then the defender retaliates. Each "
|
||
"strike either hits, doing a given amount of damage, or misses, doing no "
|
||
"damage at all. Strikes alternate until each unit has used up all of its "
|
||
"strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
|
||
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
|
||
"at 9 damage for each hit)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Napadač udara prvi, zatim branilac uzvraća. Svaki udar ili pogađa, nanoseći "
|
||
"izvesnu štetu, ili promašuje, ne čineći nikakvu štetu. Udari se smenjuju dok "
|
||
"obe jedinice ne istroše sve na raspolaganju. Broj udara koje jedinica ima "
|
||
"promenljiv je; na primer, vilin-borac sa napadom 5–4 može udariti 4 puta, "
|
||
"pri svakom pogotku nanoseći 5 štete, dok ork-groktaš sa napadom 9–2 može "
|
||
"udariti samo dvaput, ali nanoseći 9 štete pri pogotku."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:346
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:348
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
|
||
"italic> it is in. This is shown in the status pane, and may also be found by "
|
||
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
|
||
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
|
||
"elves have a defense rating of 70% in forest, so a unit attacking them has "
|
||
"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
|
||
"attacker in return depends on what terrain the attacker is in."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Svaka jedinica je u određenoj prilici da bude pogođena, prema "
|
||
"<italic>text='terenu'</italic> na kome se nalazi. Vrednost je prikazana u "
|
||
"oknu stanja, a može se videti i desnim klikom na jedinicu, izborom "
|
||
"<bold>text='Opis jedinice'</bold>, pa pod <bold>text='terenski "
|
||
"modifikatori'</bold>. Na primer, vilenjaci imaju odbrambeni razred 70% u "
|
||
"šumi, tako da jedinica koja ih napada ima samo 30% izgleda da pogodi. I "
|
||
"obrnuto, vilenjak je u prilici da pogodi napadača prema terenu na kojem se "
|
||
"napadač nalazi."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:350
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
|
||
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
|
||
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
|
||
"regardless of terrain, and, when used offensively, marksmen always have at "
|
||
"least a 60% chance to hit, regardless of terrain."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Postoje dva izuzetka od ovog pravila: <ref>dst='weaponspecial_magical' "
|
||
"text='magičnost'</ref> i <ref>dst='weaponspecial_marksman' "
|
||
"text='oštrookost'</ref>. Bez obzira na teren, magični napadi uvek imaju 70% "
|
||
"izgleda da pogode, a oštrooki, kada se koriste ofanzivno, bar 60%."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:352
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Šteta</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:354
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Each strike which hits causes a base amount of damage depending on the "
|
||
#| "attack type. For instance, an elvish fighter with a 5–4 attack does 5 "
|
||
#| "base damage. This is usually modified by two things: "
|
||
#| "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
#| "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage "
|
||
#| "is modified by the circumstances, select <bold>text='Damage "
|
||
#| "Calculations'</bold> in the attack selection menu."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
|
||
"modified by the circumstances, select <bold>text='Damage Calculations'</"
|
||
"bold> in the attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Svaki udar koji pogodi nanosi osnovnu količinu štete, u zavisnosti od tipa "
|
||
"napada. Na primer, vilin-borac sa napadom 5–4 čini 5 osnovne štete. Na ovaj "
|
||
"broj mogu uticati dva faktora: <ref>dst='damage_types_and_resistance' "
|
||
"text='otpornost'</ref> i <ref>dst='time_of_day' text='doba dana'</ref>. Da "
|
||
"biste videli kako okolnosti tačno utiču na osnovnu štetu, u meniju za izbor "
|
||
"napada pogledajte <bold>text='Računanje štete'</bold>."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:356
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref> which affect damage dealt in combat. The most common of these is "
|
||
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
|
||
"damage dealt by both attacker and defender when the unit with charge attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Nekoliko jedinica ima posebne <ref>dst='..abilities_section' "
|
||
"text='sposobnosti'</ref> koje utiču na štetu nanesenu u borbi. Najčešća je "
|
||
"<ref>dst='weaponspecial_charge' text='juriš'</ref>, koji pri takvom napadu "
|
||
"udvostručava oštećenje koje nanosi napadač, ali i ono koje nanosi branilac."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:364
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Vidovi štete i otpornosti"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resistances work very simply: if a unit has 40% resistance against a damage "
|
||
"type, then it will suffer 40% less damage when hit with that damage type. It "
|
||
"is also possible for a unit to be vulnerable against some damage types. If a "
|
||
"unit has −100% resistance against a damage type, it will suffer 100% more "
|
||
"damage when hit by that type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Otpornosti delaju jednostavno: npr. ako jedinica ima 40% otpornosti na dati "
|
||
"vid štete, biće 40% manje oštećena kada je pogođena takvim napadom. Takođe "
|
||
"je moguće da jedinica bude posebno ranjiva na neke vidove štete; npr. ako "
|
||
"joj je otpornost −100% za dati vid štete, podneće 100% više oštećenja kada "
|
||
"bude pogođena takvim napadom."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"In Wesnoth, there are three types of damage usually associated with physical "
|
||
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
|
||
"Additionally, there are three further types of damage usually associated "
|
||
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
|
||
"italic>. Different units may have resistances which alter the damage which "
|
||
"they take from certain damage types."
|
||
msgstr ""
|
||
"U Vesnotu postoje tri vida štete svojstvena fizičkim napadima: šteta "
|
||
"<italic>text='sečivom, probojem i udarom'</italic>. Postoje još tri vida "
|
||
"štete povezana sa magičnim napadima: <italic>text='vatreni, mrazni i "
|
||
"volšebni'</italic> napadi. Različite jedinicu imaju različite otpornosti "
|
||
"koje utiču na štetu koju im određeni tipovi napada mogu naneti."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:367
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, skeletons are highly resistant to blade and pierce damage, but "
|
||
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
|
||
"damage."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Na primer, skeleti su vrlo otporni na oštećenja sečivom i probojem, ali "
|
||
"ranjivi na udar i vatru, i izuzetno ranjivi na volšebnu štetu."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:369
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a strike is determined to hit, it will always do at least 1 point of "
|
||
"damage. This applies even if the defender has 100% resistance to the damage "
|
||
"type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Ako se proceni da je napad pogodio, uvek će naneti barem 1 poen štete. Ovo "
|
||
"važi čak i kada je branilac 100% otporan na neki vid štete."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:377
|
||
msgid "Orbs"
|
||
msgstr "Kuglice"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:378
|
||
msgid ""
|
||
"On top of the energy bar shown next to each unit of yours is an orb. For "
|
||
"units you control, this orb is:"
|
||
msgstr ""
|
||
"Povrh energotrake prikazane pored svake vaše jedinice, stoji kuglica. Za "
|
||
"jedinice pod vašom upravom, kuglica je:"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:380
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr " zelena, ako se jedinica nije pomerila u toku poteza,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:381
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr " žuta, ako se jeste pomerila, ali se još može kretati ili napasti,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:382
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#| "turn."
|
||
msgid ""
|
||
" red if it can no longer move or attack, or the user ended the unit’s turn."
|
||
msgstr ""
|
||
" crvena, ako se više ne može pomerati niti napadati, ili joj je igrač "
|
||
"okončao potez, i"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:383
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr " plava, ako je jedinica saveznik kojim ne upravljate."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:384
|
||
#, fuzzy
|
||
#| msgid " Enemy units have no orb on top of their energy bar."
|
||
msgid " Enemy units have no orb on top of their energy bar."
|
||
msgstr " Neprijateljske jedinice nemaju ovakve kuglice."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:391
|
||
msgid "Time of Day"
|
||
msgstr "Doba dana"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:392
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The time of day affects the damage of certain units as follows:\n"
|
||
#| " Lawful units get +25% damage in daytime, and −25% damage at night.\n"
|
||
#| " Chaotic units get +25% damage at night, and −25% in daytime.\n"
|
||
#| " Neutral units are unaffected by the time of day.\n"
|
||
#| " Liminal units get −25% damage during both night and daytime."
|
||
msgid ""
|
||
"The time of day affects the damage of certain units as follows:\n"
|
||
"\n"
|
||
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
"damage at night.\n"
|
||
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
"daytime.\n"
|
||
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
|
||
msgstr ""
|
||
"Doba dana utiče na štetu koju jedinice nanose, na sledeći način:\n"
|
||
"— zakonite jedinice nanose +25% štete tokom dana, a −25% tokom noći;\n"
|
||
"— haotične jedinice nanose +25% štete tokom noći, a −25% tokom dana;\n"
|
||
"— neutralne jedinice nisu pod uticajem doba dana;\n"
|
||
"— dvojstvene jedinice nanose −25% štete i tokom dana i tokom noći."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:397
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "The current time of day can be observed under the minimap in the status "
|
||
#| "pane. For the usual day/night cycle, morning and afternoon count as day, "
|
||
#| "first and second watch count as night:\n"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The current time of day can be observed under the minimap in the status "
|
||
"pane. For the usual day/night cycle, morning and afternoon count as day, "
|
||
"first and second watch count as night:\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Trenutno doba dana može se pratiti iznad minimape u oknu stanja. Pri "
|
||
"uobičajenom ciklusu smene dana i noći, jutro i popodne se računaju kao dan, "
|
||
"a prva i druga četvrt kao noć:\n"
|
||
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:401 data/core/macros/schedules.cfg:14
|
||
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
|
||
msgid "Dawn"
|
||
msgstr "zora"
|
||
|
||
#. [time]: id=morning
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:402 data/core/macros/schedules.cfg:26
|
||
#: data/test/maps/pathfind_1.cfg:75
|
||
msgid "Morning"
|
||
msgstr "jutro"
|
||
|
||
#. [time]: id=afternoon
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:403 data/core/macros/schedules.cfg:44
|
||
#: data/test/maps/pathfind_1.cfg:86
|
||
msgid "Afternoon"
|
||
msgstr "popodne"
|
||
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:404 data/core/macros/schedules.cfg:53
|
||
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
|
||
msgid "Dusk"
|
||
msgstr "sumrak"
|
||
|
||
#. [time]: id=first_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:405 data/core/macros/schedules.cfg:65
|
||
#: data/test/maps/pathfind_1.cfg:108
|
||
msgid "First Watch"
|
||
msgstr "prva straža"
|
||
|
||
#. [time]: id=second_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:406 data/core/macros/schedules.cfg:89
|
||
#: data/test/maps/pathfind_1.cfg:119
|
||
msgid "Second Watch"
|
||
msgstr "druga straža"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:408
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Keep in mind that some scenarios take place underground, where it is "
|
||
#| "perpetually night!"
|
||
msgid ""
|
||
"Keep in mind that some scenarios take place underground, where it is "
|
||
"perpetually night!\n"
|
||
msgstr ""
|
||
"Imajte na umu da se neki scenariji odigravaju u podzemlju, gde vlada trajna "
|
||
"tama!"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:410
|
||
msgid ""
|
||
"Some underground locations are illuminated. They are perpetually "
|
||
"intermediate between day and night.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:412
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:414
|
||
msgid ""
|
||
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
|
||
"text='illuminates'</ref> ability and terrain features such as "
|
||
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
|
||
"around them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:421
|
||
msgid "Healing"
|
||
msgstr "Lečenje"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:422
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor "
|
||
#| "is attacked will heal 2 HP in its next turn."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
|
||
"attacked will heal 2 HP in its next turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Odmaranje'</italic>: Jedinica koja se nije pomerila, nije "
|
||
"napala, niti bila pod napadom u toku poteza, povratiće 2 UP na početku "
|
||
"sledećeg poteza."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:422
|
||
msgid ""
|
||
"In combat, your units will inevitably take damage. There are several ways to "
|
||
"heal your units. However, with the exception of resting, these do not stack; "
|
||
"only one can occur per turn."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:424
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<italic>text='Villages'</italic>: A unit which starts a turn in a village "
|
||
#| "will heal 8HP."
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
|
||
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
|
||
"poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"<italic>text='Sela'</italic>: Jedinica koja početak poteza dočeka u selu "
|
||
"popuniće 8 UP."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:425
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
|
||
#| "(such as trolls) will automatically heal 8HP every turn."
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
|
||
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
|
||
"the unit is poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"<ref>dst='ability_regenerates' text='Obnavljanje'</ref>: Pojedine jedinice "
|
||
"(npr. trolovi) automatski dobijaju 8 UP u svakom potezu."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:426
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<italic>text='Healing units'</italic>: Units with the "
|
||
#| "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each "
|
||
#| "allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</"
|
||
#| "ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent "
|
||
#| "Poison from causing that unit damage."
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Healing units'</bold>: Units with the "
|
||
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
|
||
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
|
||
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
|
||
"prevent Poison from causing that unit damage."
|
||
msgstr ""
|
||
"\n"
|
||
"<italic>text='Vidarske jedinice'</italic>: Jedinice sa sposobnošću "
|
||
"<ref>dst='ability_heals +4' text='lečenja'</ref> lečiće susedne prijateljske "
|
||
"jedinice, obično <ref>dst='ability_heals +4' text='4'</ref> ili "
|
||
"<ref>dst='ability_heals +8' text='8 UP'</ref> po potezu, ili sprečavati "
|
||
"otrov da ošteti otrovanu jedinicu."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:427
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "<italic>text='Curing units'</italic>: Units with the "
|
||
#| "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in "
|
||
#| "all allied adjacent units (in preference to healing, if it has that "
|
||
#| "ability as well)."
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Curing units'</bold>: Units with the "
|
||
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
|
||
"in all allied adjacent units (in preference to healing, if it has that "
|
||
"ability as well)."
|
||
msgstr ""
|
||
"\n"
|
||
"<italic>text='Isceliteljske jedinice'</italic>: Jedinice sa sposobnošću "
|
||
"<ref>dst='ability_cures' text='iscelivanja'</ref> oslobađaće otrova sve "
|
||
"susedne prijateljske jedinice (kao prioritetno nad lečenjem, ako jedinica "
|
||
"ima i tu sposobnost)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:428
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
|
||
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
|
||
"unit gains enough experience, whether it is your turn or not."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:429
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resting can be combined with other forms of healing, but villages, "
|
||
"regeneration, healing and curing cannot combine with each other: the best "
|
||
"option will be used. Finally, units heal fully between scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Odmaranje može biti objedinjeno sa drugim oblicima lečenja, ali se "
|
||
"obnavljanje, lečenje i isceljivanje ne mogu međusobno dopunjavati: biće "
|
||
"upotrebljena najbolja opcija. Konačno, jedinice bivaju potpuno izlečene "
|
||
"između scenarija."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:431
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:433
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Unlike other forms of healing, the heals ability will not take effect on the "
|
||
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
|
||
"surrounded by several healers on the same side will only receive healing "
|
||
"from one healer per turn, a unit surrounded by healers from several allied "
|
||
"sides will be healed once on each of said allied sides’ turns."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:441
|
||
msgid "Wrap Up"
|
||
msgstr "Da zaokružimo"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:442
|
||
msgid ""
|
||
"This concludes the fundamentals of Wesnoth. You might want to read up on "
|
||
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
|
||
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref>, but you now know everything you need to know to play the "
|
||
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
|
||
msgstr ""
|
||
"Izloženim do sada, predstavljene su osnove Vesnota. Dalje možete čitati o "
|
||
"osnovnoj strategiji, ili se upoznavati sa <ref>dst='..traits_section' "
|
||
"text='osobinama'</ref> i <ref>dst='..abilities_section' "
|
||
"text='sposobnostima'</ref>, ali već znate sve što vam je neophodno da "
|
||
"zaigrate pohod <italic>text='Naslednik prestola'</italic>. Zabavite se, i "
|
||
"srećno!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:447
|
||
msgid "License"
|
||
msgstr "Uslovi korišćenja"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:456
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Most units have two traits. However, undead units are assigned the single "
|
||
#| "trait <italic>text='undead'</italic>, and woses do not receive any "
|
||
#| "traits. Traits are modifications that change a unit’s attributes "
|
||
#| "slightly. They are usually randomly assigned to a unit when it is "
|
||
#| "recruited."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Most units have two traits. However, goblins have only one trait, undead "
|
||
"units are always assigned the single trait <italic>text='undead'</italic> "
|
||
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
|
||
"any traits. "
|
||
msgstr ""
|
||
"Većina jedinica ima po dve osobine. Izuzeci su nemrtvi, koji uvek imaju samo "
|
||
"osobinu <italic>text='nemrtvost'</italic>, i iveri, koji nemaju nijednu "
|
||
"osobinu. Osobine uvode male izmene u atributima jedinice. Obično se "
|
||
"dodeljuju nasumično, pri unajmljivanju jedinice."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:456
|
||
msgid ""
|
||
"Traits are modifications that change a unit’s attributes slightly. They are "
|
||
"usually randomly assigned to a unit when it is recruited. The traits "
|
||
"available to a unit are largely determined by its <italic>text='race'</"
|
||
"italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:458
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "The traits that are available to all non-undead units are "
|
||
#| "<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
#| "<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
|
||
#| "text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The traits that are available to most non‐undead units are "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
|
||
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Osobine dostupne jedinicama uključuju <ref>dst='traits_intelligent' "
|
||
"text='oštroumnost'</ref>, <ref>dst='traits_quick' text='hitrost'</ref>, "
|
||
"<ref>dst='traits_resilient' text='žilavost'</ref>, i "
|
||
"<ref>dst='traits_strong' text='kršnost'</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:460
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
|
||
#| "text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
|
||
#| "<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
|
||
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
|
||
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
|
||
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
|
||
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
|
||
"<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Još neke osobine koje jedinice mogu dobiti su <ref>dst='traits_dextrous' "
|
||
"text='spretnost'</ref>, <ref>dst='traits_loyal' text='odanost'</ref>, i "
|
||
"<ref>dst='traits_undead' text='nemrtvost'</ref>.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:470
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <italic>text='basic'</italic> and "
|
||
"<italic>text='mixed'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:470
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Game maps feature a variety of terrains that affect both unit movement "
|
||
#| "and a unit’s defensive capability in combat.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"Mape u igri donose pregršt terena koji utiču i na kretanje i na odbrambene "
|
||
"sposobnosti jedinica u borbi.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:472
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:474
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
|
||
"There are many more besides these — a list of the terrain types you have "
|
||
"discovered can be found at the end of this page.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:478
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a defense rating and a movement cost for each of the basic "
|
||
"terrain types, and these values are listed in the unit’s help page. Basic "
|
||
"terrain types may have unique properties like illumination effects as well."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:480
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:482
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mixed terrain types share the properties of multiple basic terrain types — "
|
||
"units generally receive the <italic>text='best defense'</italic> and "
|
||
"<italic>text='worst movement'</italic> of the underlying basic types when "
|
||
"they move onto a mixed type. For example, this is the case with "
|
||
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
|
||
"and <italic>text='cave hills'</italic>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:486
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"One notable exception is bridge terrains, such as <italic>text='bridges over "
|
||
"shallow water'</italic>, <italic>text='fords'</italic>, and "
|
||
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
|
||
"both merfolk and humans — all units moving on a ford enjoy the best defense "
|
||
"and best movement out of flat and shallow water, rather than the worse "
|
||
"movement of the two. Similarly, bridges over chasms are passable to "
|
||
"nonfliers (unsurprisingly).\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:490
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Land-based villages generally give the best defense and movement as well. "
|
||
"These villages are mixed terrains, based on the village terrain type, "
|
||
"together with hill, swamp, and cave, respectively.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:494
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Finally, water villages are generally inhospitable to land units, and do not "
|
||
"give defense or movement benefits associated with the village terrain type. "
|
||
"Instead, they count only as water tiles.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:498
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what basic types a mixed terrain is comprised of by mousing over "
|
||
"its hex and checking the terrain type icons displayed in the upper right "
|
||
"(under the default theme)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:500
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what type of behavior the mixed terrain gives by mousing over "
|
||
"its hex and viewing the <italic>text='terrain description'</italic> by "
|
||
"either pressing the hotkey, or right clicking and selecting from the context "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:502
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:504
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some units have <italic>text='defense caps'</italic> for a particular basic "
|
||
"terrain type. These units suffer a penalty on mixed terrains with that type "
|
||
"— their defense cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:506
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
|
||
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
|
||
"on forested hills, he has a defense rating of 30% rather than 40%, because "
|
||
"the mixed rating cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:508
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a unit has a defense cap for some terrain, it is always the same as its "
|
||
"defense rating on that terrain (it cannot be larger)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:510
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:523
|
||
msgid ""
|
||
"The degree of customization offered by the Wesnoth engine allows players to "
|
||
"create their own game content, including new scenarios, campaigns, and much "
|
||
"more beyond what is offered in the official content bundled with the game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:533
|
||
msgid "Using Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:534
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text=Damage</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Šteta</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:534
|
||
msgid ""
|
||
"The game supports different types of add-on content, which are not all "
|
||
"available in every gameplay mode."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:536
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Single-player campaigns are collections of scenarios that fit together to "
|
||
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
|
||
"and regular campaigns are available from the <italic>text='Campaigns'</"
|
||
"italic> menu at the title screen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:538
|
||
#, fuzzy
|
||
#| msgid "<header>text='Units having this special attack'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgstr "<header>text='Jedinice s ovim posebnim napadom'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:540
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
|
||
"scripted scenarios or even specially designed campaigns. There are also "
|
||
"packs providing sets of individual multiplayer scenarios."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:542
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Redosled i broj udara'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:544
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For gameplay purposes, various races of creatures in the world cooperate "
|
||
"with each other in factions. Factions are grouped in balanced sets with a "
|
||
"common theme; for example, the main factions of Wesnoth can be found in the "
|
||
"included Default Era.\n"
|
||
"\n"
|
||
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
|
||
"creating a new game, and players can pick from the available factions for "
|
||
"that era when setting up their sides and teams."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:548
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
|
||
"eras_section'</ref> of the help."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:550
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Redosled i broj udara'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:552
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts that can "
|
||
"alter the default ruleset in various ways. You can choose and configure "
|
||
"modifications when creating a new game."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:554
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:556
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
|
||
"all the content in Wesnoth: when a different core is loaded, the regular "
|
||
"units, terrains and the like do not exist.\n"
|
||
"\n"
|
||
"Cores allow a significantly different game experience: for example, a World "
|
||
"War II campaign, or even a different game altogether, as long as it can be "
|
||
"represented as a hexagonal map with ’units’ in some way."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:560
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:562
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Content authors can use resource packs available on the add-ons server to "
|
||
"enrich their own content with existing assets such as images, music, and "
|
||
"code. These are not generally intended for direct use in-game; however, "
|
||
"other playable add-ons may depend on them and suggest or require their "
|
||
"installation during download."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:571
|
||
msgid "Installing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:572
|
||
msgid ""
|
||
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
|
||
"ons'</italic> option in the main menu. After connecting to the add-ons "
|
||
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
|
||
"presented with a list of add-ons available on the server for downloading.\n"
|
||
"\n"
|
||
"The installation status for each add-on is shown below each entry. For add-"
|
||
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
|
||
"italic> on the server, their installed and published versions will be shown "
|
||
"in the <italic>text='Version'</italic> column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the search box, separated by spaces. You can also sort the add-on list by "
|
||
"clicking the column headers. It is also possible to choose to only display "
|
||
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
|
||
"dropdown.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click the <bold>text='+'</"
|
||
"bold> icon, or simply double-click on the add-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Addon Details'</bold> button "
|
||
"provides you with additional details about the add-on, such as its full "
|
||
"description, installation status, and available translations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:585
|
||
msgid "Removing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:586
|
||
msgid ""
|
||
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
|
||
"server connection dialog. You will be presented with options to remove any "
|
||
"number of add-ons you currently have installed.\n"
|
||
"\n"
|
||
"It is not possible to remove add-ons for which there is publishing "
|
||
"information (<italic>text='.pbl'</italic> files) attached, in order to "
|
||
"prevent its accidental loss. If necessary, you must manually delete the "
|
||
"information files or the add-ons themselves using a file manager provided by "
|
||
"your platform."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:601
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Opšte naredbe"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:603 data/core/help.cfg:646 data/core/help.cfg:684
|
||
msgid ""
|
||
"These commands can either be issued via the command line by prefixing them "
|
||
"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
|
||
"'m' first to open the chat line).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Ove naredbe moguće je izdati ili kroz komandnu liniju uz prefiks ‘:’ (kao "
|
||
"što je dato ovde) ili kroz ćaskanje uz prefiks ‘/’ (prvo pritisnite ‘m’ da "
|
||
"otvorite liniju za ćaskanje).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:605
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"čisti poruke u ćaskanju.\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:608
|
||
msgid ""
|
||
"\n"
|
||
"Switch debug mode on (does not work in multiplayer). See "
|
||
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
|
||
"Debug mode is turned off by quitting the game or :nodebug.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ulazi u ispravljački režim (ne radi u višeigranju); pogledajte "
|
||
"<ref>dst='debug_commands' text='ispravljačke naredbe'</ref>.\n"
|
||
"Ispravljanje se isključuje napuštanjem igre ili naredbom :nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:612
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Set or toggle player on side between human and AI player. The player/"
|
||
#| "client who controls that side needs to issue this command. If no second "
|
||
#| "parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an "
|
||
#| "AI controller. If it is ‘off’ set a human controller. Defaults to the "
|
||
#| "currently active side if no parameter is supplied.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Set or toggle player on side between human and AI player. The player/client "
|
||
"who controls that side needs to issue this command. If no second parameter "
|
||
"is supplied, toggle between human and AI. If it is ‘on’, set an AI "
|
||
"controller. If it is ‘off’ set a human controller. Defaults to the currently "
|
||
"active side if no parameter is supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"zadaje ili prebacuje stranu igrača između čoveka i VI. Igrač/klijent koji "
|
||
"upravlja tom stranom mora da izda ovu naredbu. Ako se drugi parametar ne "
|
||
"zada, obrće između čoveka i VI; ako je ‘on’, upravljač postaje VI, a uz "
|
||
"‘off’ čovek. Spada na trenutno aktivnu stranu ako se ne zada ni jedan "
|
||
"parametar.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:615
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:618
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"prikaz trenutnog broja kadrova po sekundi.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:621
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"prebacuje domen beleženja na različiti nivo.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:624
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ponovo iscrtava ekran i učitava sve izmenjene datoteke slika.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"doziva menija za izbor tema.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:630
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"napušta scenario (bez upita).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:633
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"upisuje poziciju (bez pitanja).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:636
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"napušta scenario uz upisivanje pozicije (bez pitanja)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:645
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Višeigračke naredbe"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:648
|
||
msgid ""
|
||
"\n"
|
||
"Ban a user in a multiplayer game by the IP address used by that username and "
|
||
"kick him. Can be used on users not in the game but on the server. (Of course "
|
||
"they won’t be kicked then.)\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"zabranjuje igrača po IP adresi koju koristi to korisničko ime, i izbacuje "
|
||
"ga. Može se koristiti na korisnicima van igre ali na serveru (naravno, tada "
|
||
"ih se nema odakle izbaciti.)\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:651
|
||
msgid ""
|
||
"\n"
|
||
"Change the controller for side (write here the number of the side) to "
|
||
"username (write here the nickname of the player or observer). You can check "
|
||
"what side belongs to which player in the <bold>text='Scenario Settings'</"
|
||
"bold> dialog (Press the <bold>text='More'</bold> button in the "
|
||
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
|
||
"can change control of any side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"menja upravljača strane (zadate brojem) na dato korisničko ime (nadimak "
|
||
"igrača ili posmatrača). Koji igrač pripada kojoj strani možete proveriti u "
|
||
"dijalogu <bold>text='Postavke scenarija'</bold>; pritisnite dugme za više u "
|
||
"tabeli stanja (podrazumevno Alt+S) da dođete dotle. Domaćin može izmeniti "
|
||
"upravljanje bilo kojom stranom.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:654
|
||
msgid ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:657
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:660
|
||
msgid ""
|
||
"\n"
|
||
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
|
||
"just want to change control of their side(s) use the :control command "
|
||
"instead.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"izbacuje igrača iz igre. Izbačeni će moći da se ponovo priključe. Ako samo "
|
||
"želite da izmenite kojom stranom igrač upravlja, upotrebite naredbu :control "
|
||
"umesto ove.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:663
|
||
msgid ""
|
||
"\n"
|
||
"Send a private message to a user. When in a game, it is not possible to send "
|
||
"private messages to players who are currently controlling a side in the same "
|
||
"game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"šalje privatnu poruku korisniku. Dok ste u partiji, ne možete slati privatne "
|
||
"poruke igračima koji trenutno upravljaju nekom od strana u istoj partiji.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:666
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"utišava određenog posmatrača. Ako se ne zada korisničko ime, prikazuju se "
|
||
"sva koja su utišana.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:669
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"uključenost svih posmatrača u pisanje i razgovor.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:672
|
||
msgid ""
|
||
"\n"
|
||
"Unban a user in a multiplayer game by the IP address used by that username. "
|
||
"Can be used on users not in the game but on the server.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ukida zabranu igraču po IP adresi koju koristi to korisničko ime. Može se "
|
||
"upotrebiti i na korisnicima van igre ali na serveru.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:675
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"ukida utišanost određenog posmatrača. Ako se ne zada korisničko ime, čisti "
|
||
"se spisak utišanih posmatrača."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:683
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Ispravljačke naredbe"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:686
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"doziva meni za izbor scenarija u pohodu na koji odmah treba preći.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"stvara jedinicu navedenog tipa na izabranom polju.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"magla i pokrov za tekuću stranu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:695
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"dodaje zadatu količinu zlatnika tekućoj strani.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:698
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"odmah prelazi na sledeći scenario u pohodu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:701
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ručno postavlja promenljivu stanja igre.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:704
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"prikazuje promenljivu stanja igre.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:707
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ručno okida zadati događaj.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:710
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"izmenjuje navedeno svojstvo izabrane jedinice, na primer: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:713
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"uvećava nivo jedinice dati broj puta, na primer: :unit advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +4:\n"
|
||
#| "Allows the unit to heal adjacent allied units at the beginning of our "
|
||
#| "turn.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Lečenje +4:\n"
|
||
"Omogućava jedinici da leči susedne savezničke jedinice na početku svakog "
|
||
"poteza.\n"
|
||
"\n"
|
||
"Jedinica pod uticajem ovog vidara može povratiti do 4 UP po potezu, ili ne "
|
||
"osetiti dejstvo otrova u datom potezu.\n"
|
||
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
|
||
"selu ili kod jedinice koja ume da isceljuje."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:30
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +8:\n"
|
||
#| "This unit combines herbal remedies with magic to heal units more quickly "
|
||
#| "than is normally possible on the battlefield.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
|
||
"than is normally possible on the battlefield.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Lečenje +8:\n"
|
||
"Ova jedinica objedinjuje lekovite trave i magiju kako bi lečila brže nego "
|
||
"što je to uobičajeno na bojnom polju.\n"
|
||
"\n"
|
||
"Jedinica pod uticajem ovog vidara može povratiti do 8 UP po potezu, ili ne "
|
||
"osetiti dejstvo otrova u datom potezu.\n"
|
||
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
|
||
"selu ili kod jedinice koja ume da isceljuje."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "isceljivanje"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
msgid "female^cures"
|
||
msgstr "isceljivanje"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cures:\n"
|
||
#| "A curer can cure a unit of poison, although that unit will receive no "
|
||
#| "additional healing on the turn it is cured of the poison."
|
||
msgid ""
|
||
"A curer can cure a unit of poison, although that unit will receive no "
|
||
"additional healing on the turn it is cured of the poison."
|
||
msgstr ""
|
||
"Isceljivanje:\n"
|
||
"Iscelitelj može osloboditi jedinicu otrova, ali isceljena jedinica neće biti "
|
||
"dodatno izlečena u potezu u kojem je pročišćena od otrova."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "obnavljanje"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
msgid "female^regenerates"
|
||
msgstr "obnavljanje"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:72
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Regenerates:\n"
|
||
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
|
||
#| "remove the poison instead of healing."
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Obnavljanje:\n"
|
||
"Jedinica će sama sebe lečiti 8 UP po potezu. Bude li otrovana, ukloniće "
|
||
"otrov umesto zalečivanja."
|
||
|
||
#. [heals]: id=regenerates_4
|
||
#: data/core/macros/abilities.cfg:83
|
||
#, fuzzy
|
||
#| msgid "regenerates"
|
||
msgid "regenerates +4"
|
||
msgstr "obnavljanje"
|
||
|
||
#. [heals]: id=regenerates_4
|
||
#: data/core/macros/abilities.cfg:84
|
||
#, fuzzy
|
||
#| msgid "female^regenerates"
|
||
msgid "female^regenerates +4"
|
||
msgstr "obnavljanje"
|
||
|
||
#. [heals]: id=regenerates_4
|
||
#: data/core/macros/abilities.cfg:85
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Regenerates:\n"
|
||
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
|
||
#| "remove the poison instead of healing."
|
||
msgid ""
|
||
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Obnavljanje:\n"
|
||
"Jedinica će sama sebe lečiti 8 UP po potezu. Bude li otrovana, ukloniće "
|
||
"otrov umesto zalečivanja."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:104
|
||
msgid "steadfast"
|
||
msgstr "postojanost"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:105
|
||
msgid "female^steadfast"
|
||
msgstr "postojanost"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:106
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Steadfast:\n"
|
||
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
|
||
#| "defending. Vulnerabilities are not affected."
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Postojanost:\n"
|
||
"Otpornosti jedinice su udvostručene pri odbrani, do najviše 50%. Ne utiče na "
|
||
"ranjivost."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:119
|
||
msgid "leadership"
|
||
msgstr "vođstvo"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:120
|
||
msgid "female^leadership"
|
||
msgstr "vođstvo"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:121
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Leadership:\n"
|
||
#| "This unit can lead our own units that are next to it, making them fight "
|
||
#| "better.\n"
|
||
#| "\n"
|
||
#| "Adjacent own units of lower level will do more damage in battle. When a "
|
||
#| "unit adjacent to, of a lower level than, and on the same side as a unit "
|
||
#| "with Leadership engages in combat, its attacks do 25% more damage times "
|
||
#| "the difference in their levels."
|
||
msgid ""
|
||
"This unit can lead your own units that are next to it, making them fight "
|
||
"better.\n"
|
||
"\n"
|
||
"Adjacent own units of lower level will do more damage in battle. When a unit "
|
||
"adjacent to, of a lower level than, and on the same side as a unit with "
|
||
"Leadership engages in combat, its attacks do 25% more damage times the "
|
||
"difference in their levels."
|
||
msgstr ""
|
||
"Vođstvo:\n"
|
||
"Jedinica može zapovedati jedinicama do nje, kako bi se one bolje borile.\n"
|
||
"\n"
|
||
"Susedne jedinice nižeg nivoa biće umešnije u borbi. Susedna jedinica nižeg "
|
||
"nivoa od prijateljske jedinice-vođa, praviće 25% više štete u napadu po "
|
||
"nivou razlike među njima."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:138
|
||
msgid "skirmisher"
|
||
msgstr "čarkanje"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:139
|
||
msgid "female^skirmisher"
|
||
msgstr "čarkanje"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:140
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Skirmisher:\n"
|
||
#| "This unit is skilled in moving past enemies quickly, and ignores all "
|
||
#| "enemy Zones of Control."
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"Čarkanje:\n"
|
||
"Jedinica je vešta u brzom izmicanju neprijateljima, ignorišući sve "
|
||
"protivničke nadzorne pojaseve."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:153
|
||
msgid "illuminates"
|
||
msgstr "obasjavanje"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "female^illuminates"
|
||
msgstr "obasjavanje"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:155
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Illuminates:\n"
|
||
#| "This unit illuminates the surrounding area, making lawful units fight "
|
||
#| "better, and chaotic units fight worse.\n"
|
||
#| "\n"
|
||
#| "Any units adjacent to this unit will fight as if it were dusk when it is "
|
||
#| "night, and as if it were day when it is dusk."
|
||
msgid ""
|
||
"This unit illuminates the surrounding area, making lawful units fight "
|
||
"better, and chaotic units fight worse.\n"
|
||
"\n"
|
||
"Any units adjacent to this unit will fight as if it were dusk when it is "
|
||
"night, and as if it were day when it is dusk."
|
||
msgstr ""
|
||
"Obasjavanje:\n"
|
||
"Jedinica osvetljava okolno područje, što čini da se zakonite jedinice bore "
|
||
"uspešnije, a haotične lošije.\n"
|
||
"\n"
|
||
"Sve jedinice susedne ovoj boriće se u toku noći kao da je sumrak, a u vreme "
|
||
"sumraka kao da je dan."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:167
|
||
msgid "teleport"
|
||
msgstr "teleportacija"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:168
|
||
msgid "female^teleport"
|
||
msgstr "teleportacija"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:169
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Teleport:\n"
|
||
#| "This unit may teleport between any two empty villages owned by its side "
|
||
#| "using one of its moves."
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Teleportacija:\n"
|
||
"Jedinica se može teleportovati između dva prazna sela u posedu svoje strane, "
|
||
"uz utrošak jednog pokreta."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:198
|
||
msgid "ambush"
|
||
msgstr "zaseda"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:199
|
||
msgid "female^ambush"
|
||
msgstr "zaseda"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:200
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Ambush:\n"
|
||
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in forest, except if they "
|
||
#| "have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in forest, except if they have "
|
||
"units next to it. Any enemy unit that first discovers this unit immediately "
|
||
"loses all its remaining movement."
|
||
msgstr ""
|
||
"Zaseda:\n"
|
||
"Jedinica se može skrivati u šumi, tako da je neprijatelji ne uoče.\n"
|
||
"\n"
|
||
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu dok je u šumi, "
|
||
"sve dok ne stupe do nje. Neprijateljska jedinica koja prva otkrije skrivenu, "
|
||
"istog časa gubi svu preostalu pokretnost u potezu."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:217 data/core/macros/abilities.cfg:218
|
||
msgid "nightstalk"
|
||
msgstr "vrebanje"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:219
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Nightstalk:\n"
|
||
#| "The unit becomes invisible during night.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit at night, except if they have units next "
|
||
#| "to it. Any enemy unit that first discovers this unit immediately loses "
|
||
#| "all its remaining movement."
|
||
msgid ""
|
||
"The unit becomes invisible during night.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit at night, except if they have units next to "
|
||
"it. Any enemy unit that first discovers this unit immediately loses all its "
|
||
"remaining movement."
|
||
msgstr ""
|
||
"Vrebanje:\n"
|
||
"Jedinica postaje nevidljiva tokom noći.\n"
|
||
"\n"
|
||
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu kada je noć, "
|
||
"osim ako joj se ne nalaze u susedstvu. Neprijateljska jedinica koja prva "
|
||
"otkrije nevidljivu, istog časa gubi svu preostalu pokretnost u potezu."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:236
|
||
msgid "concealment"
|
||
msgstr "skrivanje"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "female^concealment"
|
||
msgstr "skrivanje"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:238
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Concealment:\n"
|
||
#| "This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to "
|
||
#| "it.\n"
|
||
#| "\n"
|
||
#| "Enemy units can not see this unit while it is in a village, except if "
|
||
#| "they have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in villages (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in a village, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Skrivanje:\n"
|
||
"Jedinica se može skrivati u selima (s izuzetkom vodenih), tako da je "
|
||
"neprijatelji ne vide osim kada stoje pokraj nje.\n"
|
||
"\n"
|
||
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu dok je u selu, "
|
||
"osim ako joj se ne nalaze u susedstvu. Neprijateljska jedinica koja prva "
|
||
"otkrije skrivenu, istog časa gubi svu preostalu pokretnost u potezu."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:255
|
||
msgid "submerge"
|
||
msgstr "zaranjanje"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:256
|
||
msgid "female^submerge"
|
||
msgstr "zaranjanje"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:257
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Submerge:\n"
|
||
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in deep water, except if "
|
||
#| "they have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in deep water, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Zaranjanje:\n"
|
||
"Jedinica se može skrivati u dubokoj vodi, tako da je neprijatelji ne vide.\n"
|
||
"\n"
|
||
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu dok je u "
|
||
"dubini, osim ako joj se ne nalaze u susedstvu. Neprijateljska jedinica koja "
|
||
"prva otkrije zaronjenu, istog časa gubi svu preostalu pokretnost u potezu."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:274
|
||
msgid "feeding"
|
||
msgstr "hranjenje"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:275
|
||
msgid "female^feeding"
|
||
msgstr "hranjenje"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:276
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#| "living unit."
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr ""
|
||
" Ovoj jedinici se dodaje jedan udarpoen na najveći broj kad god ubije živu "
|
||
"jedinicu."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/abilities.cfg:287
|
||
msgid "berserk"
|
||
msgstr "bezglavost"
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/abilities.cfg:288
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Berserk:\n"
|
||
#| "Whether used offensively or defensively, this attack presses the "
|
||
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#| "have occurred."
|
||
msgid ""
|
||
"Whether used offensively or defensively, this attack presses the engagement "
|
||
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
|
||
msgstr ""
|
||
"Bezglavost:\n"
|
||
"Bilo da se upotrebljava u napadu ili odbrani, borba traje sve dok jedna "
|
||
"upetljana jedinica ne nastrada, ili prođe 30 rundi napada."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:298
|
||
msgid "backstab"
|
||
msgstr "nož u leđa"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:299
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Backstab:\n"
|
||
#| "When used offensively, this attack deals double damage if there is an "
|
||
#| "enemy of the target on the opposite side of the target, and that unit is "
|
||
#| "not incapacitated (turned to stone or otherwise paralyzed)."
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage if there is an enemy "
|
||
"of the target on the opposite side of the target, and that unit is not "
|
||
"incapacitated (turned to stone or otherwise paralyzed)."
|
||
msgstr ""
|
||
"Nož u leđa:\n"
|
||
"Upotrebljen ofanzivno, ovaj napad nanosi dvostruku štetu ako prijateljska "
|
||
"jedinica stoji sa naspramne strane napadnute, i pritom nije onesposobljena "
|
||
"(pretvorena u kamen ili drukčije van stroja)."
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:317 data/core/macros/abilities.cfg:328
|
||
msgid "plague"
|
||
msgstr "kuga"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/abilities.cfg:318
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Plague:\n"
|
||
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
#| "doesn’t work on Undead or units in villages."
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
|
||
"on the same side as the unit with the Plague attack. This doesn’t work on "
|
||
"Undead or units in villages."
|
||
msgstr ""
|
||
"Kuga:\n"
|
||
"Kada jedinica nastrada pod napadom kuge, biva zamenjena bauljašem na strani "
|
||
"one koja je bacila kugu. Ovo ne radi na nemrtvima ili jedinicama u selu."
|
||
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:329
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Plague:\n"
|
||
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
#| "doesn’t work on Undead or units in villages."
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
"Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
"doesn’t work on Undead or units in villages."
|
||
msgstr ""
|
||
"Kuga:\n"
|
||
"Kada jedinica nastrada pod napadom kuge, biva zamenjena bauljašem na strani "
|
||
"one koja je bacila kugu. Ovo ne radi na nemrtvima ili jedinicama u selu."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:339
|
||
msgid "slows"
|
||
msgstr "usporavanje"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:340
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Slow:\n"
|
||
#| "This attack slows the target until it ends a turn. Slow halves the damage "
|
||
#| "caused by attacks and the movement cost for a slowed unit is doubled. A "
|
||
#| "unit that is slowed will feature a snail icon in its sidebar information "
|
||
#| "when it is selected."
|
||
msgid ""
|
||
"This attack slows the target until it ends a turn. Slow halves the damage "
|
||
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
|
||
"that is slowed will feature a snail icon in its sidebar information when it "
|
||
"is selected."
|
||
msgstr ""
|
||
"Usporavanje:\n"
|
||
"Napad usporava ciljanu jedinicu dok ne završi potez. Šteta koju jedinica "
|
||
"čini u napadu time biva prepolovljena, a trošak kretanja joj je udvostručen. "
|
||
"Usporena jedinica nosiće ikonu puža u podacima sa strane kada se izabere."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "petrifies"
|
||
msgstr "okamenjivanje"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:350
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Petrify:\n"
|
||
#| "This attack petrifies the target, turning it to stone. Units that have "
|
||
#| "been petrified may not move or attack."
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Okamenjivanje:\n"
|
||
"Napad pretvara ciljanu jedinicu u kamen. Tada se ona ne može pokretati niti "
|
||
"napadati."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:359
|
||
msgid "marksman"
|
||
msgstr "oštrookost"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:360
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Marksman:\n"
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"Oštrookost:\n"
|
||
"Pri napadu, uvek postoji barem 60% izgleda da dođe do pogotka."
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/abilities.cfg:372
|
||
msgid "magical"
|
||
msgstr "magičnost"
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/abilities.cfg:373
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Magical:\n"
|
||
#| "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#| "ability of the unit being attacked."
|
||
msgid ""
|
||
"This attack always has a 70% chance to hit regardless of the defensive "
|
||
"ability of the unit being attacked."
|
||
msgstr ""
|
||
"Magičnost:\n"
|
||
"Napad uvek ima 70% izgleda da pogodi, bez obzira na odbrambenu sposobnost "
|
||
"napadnute jedinice."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:384
|
||
msgid "swarm"
|
||
msgstr "roj"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:385
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Swarm:\n"
|
||
#| "The number of strikes of this attack decreases when the unit is wounded. "
|
||
#| "The number of strikes is proportional to the percentage of its of maximum "
|
||
#| "HP the unit has. For example a unit with 3/4 of its maximum HP will get "
|
||
#| "3/4 of the number of strikes."
|
||
msgid ""
|
||
"The number of strikes of this attack decreases when the unit is wounded. The "
|
||
"number of strikes is proportional to the percentage of its of maximum HP the "
|
||
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
|
||
"number of strikes."
|
||
msgstr ""
|
||
"Roj:\n"
|
||
"Broj udara pri napadu se smanjuje kako jedinica biva povređivana. Broj "
|
||
"napada je srazmeran odnosu trenutnih UP i najviše UP koje jedinica može "
|
||
"imati. Na primer, jedinica sa 3/4 punih UP imaće 3/4 udara pri napadu."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "charge"
|
||
msgstr "juriš"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:395
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Charge:\n"
|
||
#| "When used offensively, this attack deals double damage to the target. It "
|
||
#| "also causes this unit to take double damage from the target’s "
|
||
#| "counterattack."
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage to the target. It "
|
||
"also causes this unit to take double damage from the target’s counterattack."
|
||
msgstr ""
|
||
"Juriš:\n"
|
||
"Upotrebljen ofanzivno, ovaj napad nanosi dvostruku štetu meti. Ali takođe "
|
||
"dovodi do dvostrukog oštećenja ukoliko ciljana jedinica udari u protivnapadu."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:407
|
||
msgid "drains"
|
||
msgstr "crpljenje"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:408
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drain:\n"
|
||
#| "This unit drains health from living units, healing itself for half the "
|
||
#| "amount of damage it deals (rounded down)."
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Crpljenje:\n"
|
||
"Jedinica crpi zdravlje životnih jedinica, lečeći sebe u iznosu polovine "
|
||
"štete koju nanese (zaokruženo nadole)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/abilities.cfg:417
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "first strike"
|
||
msgstr "prvi udar"
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/abilities.cfg:418
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "First Strike:\n"
|
||
#| "This unit always strikes first with this attack, even if they are "
|
||
#| "defending."
|
||
msgid ""
|
||
"This unit always strikes first with this attack, even if they are defending."
|
||
msgstr ""
|
||
"Prvi udar:\n"
|
||
"Jedinica uvek udara prva u borbi, čak i kada se brani."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:427
|
||
msgid "poison"
|
||
msgstr "otrov"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:428
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Poison:\n"
|
||
#| "This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
#| "until they are cured or are reduced to 1 HP. Poison can not, of itself, "
|
||
#| "kill a unit."
|
||
msgid ""
|
||
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
|
||
"a unit."
|
||
msgstr ""
|
||
"Otrov:\n"
|
||
"Ovaj napad truje životne mete. Otrovane jedinice gube 8 UP po potezu, dok ne "
|
||
"budu isceljene ili svedene na 1 UP. Otrov ne može sam po sebi dokrajčiti "
|
||
"jedinicu."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Maks. bonus UP +3, maks. IP +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr "podne"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr "ponoć"
|
||
|
||
#. [time]: id=indoors
|
||
#: data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr "unutrašnjost"
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "duboko podzemlje"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "druga straža — prvi čas"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "druga straža — drugi čas"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "druga straža — treći čas"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "druga straža — četvrti čas"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "druga straža — peti čas"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "druga straža — šesti čas"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:287
|
||
msgid "Morning — First Hour"
|
||
msgstr "jutro — prvi čas"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:299
|
||
msgid "Morning — Second Hour"
|
||
msgstr "jutro — drugi čas"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:311
|
||
msgid "Morning — Third Hour"
|
||
msgstr "jutro — treći čas"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:320
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "jutro — četvrti čas"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:338
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "popodne — prvi čas"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:347
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "popodne — drugi čas"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:356
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "popodne — treći čas"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:365
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "popodne — četvrti čas"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:374
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "popodne — peti čas"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:385
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "popodne — šesti čas"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:408
|
||
msgid "First Watch — First Hour"
|
||
msgstr "prva straža — prvi čas"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:420
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "prva straža — drugi čas"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:432
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "prva straža — treći čas"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:444
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "prva straža četvrti čas"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:498
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Dawn"
|
||
msgstr "prva straža"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dawn"
|
||
msgstr "druga straža"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "First Morning"
|
||
msgstr "jutro"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "Second Morning"
|
||
msgstr "jutro"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
#, fuzzy
|
||
#| msgid "Midday"
|
||
msgid "First Midday"
|
||
msgstr "podne"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Midday"
|
||
msgstr "druga straža"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "First Afternoon"
|
||
msgstr "popodne"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "Second Afternoon"
|
||
msgstr "popodne"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "First Dusk"
|
||
msgstr "prvi udar"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dusk"
|
||
msgstr "druga straža"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:614
|
||
msgid "The Short Dark"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:626
|
||
msgid "The Long Dark (1)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:638
|
||
msgid "The Long Dark (2)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:650
|
||
msgid "The Long Dark (3)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:664
|
||
msgid "The Long Dark (4)"
|
||
msgstr ""
|
||
|
||
#: data/core/macros/special-notes.cfg:3
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Posebne napomene:"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Spirits have very unusual resistances to damage, and move quite slowly "
|
||
#| "over open water."
|
||
msgid ""
|
||
"\n"
|
||
"• Spirits have very unusual resistances to damage, and move quite slowly "
|
||
"over open water."
|
||
msgstr ""
|
||
" Aveti imaju vrlo čudne otpornosti na štetu, i kreću se vrlo sporo preko "
|
||
"otvorene vode."
|
||
|
||
#: data/core/macros/special-notes.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s arcane attack deals tremendous damage to magical creatures, "
|
||
#| "and even some to mundane creatures."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit’s arcane attack deals tremendous damage to magical creatures, "
|
||
"and even some to mundane creatures."
|
||
msgstr ""
|
||
" Volšebni napad ove jedinice nanosi ogromnu štetu magičnim stvorenjima, a "
|
||
"čak i nekim ovosvetskim."
|
||
|
||
#: data/core/macros/special-notes.cfg:16
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit is capable of basic healing."
|
||
msgstr " Ova jedinica poznaje osnove lečenja."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of rapid healing."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit is capable of rapid healing."
|
||
msgstr " Ova jedinica je dobro izučila lečenje."
|
||
|
||
#: data/core/macros/special-notes.cfg:24
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of healing those around it, and curing them of "
|
||
#| "poison."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" Ova jedinica može i da leči jedinice oko sebe, i da ih isceljuje od otrova."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of neutralizing the effects of poison in units "
|
||
#| "around it."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr " Ova jedinica ume da otkloni uticaj otrova na jedinice pokraj sebe."
|
||
|
||
#: data/core/macros/special-notes.cfg:32
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" Ova jedinica se obnavlja, što joj omogućuje da se leči kao da je stalno u "
|
||
"selu."
|
||
|
||
#: data/core/macros/special-notes.cfg:36
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The steadiness of this unit reduces damage from some attacks, but only "
|
||
#| "while defending."
|
||
msgid ""
|
||
"\n"
|
||
"• The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
" Odlučnost ove jedinice smanjuje štetu od nekih napada, ali samo u odbrani."
|
||
|
||
#: data/core/macros/special-notes.cfg:40
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The leadership of this unit enables adjacent units of the same side to "
|
||
#| "deal more damage in combat, though this only applies to units of lower "
|
||
#| "level."
|
||
msgid ""
|
||
"\n"
|
||
"• The leadership of this unit enables adjacent units of the same side to "
|
||
"deal more damage in combat, though this only applies to units of lower level."
|
||
msgstr ""
|
||
" Vođstvo ove jedinice omogućuje susednim prijateljskim jedinicama da nanose "
|
||
"više štete u borbi, mada samo ako su nižeg nivoa."
|
||
|
||
#: data/core/macros/special-notes.cfg:44
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
#| "control and thus move unhindered around them."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" Veština ove jedinice u čarkanju omogućuje joj da ignoriše neprijateljske "
|
||
"nadzorne pojaseve, i stoga se kreće neometana njima."
|
||
|
||
#: data/core/macros/special-notes.cfg:48
|
||
#, fuzzy
|
||
#| msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgid ""
|
||
"\n"
|
||
"• Illumination increases the lighting level in adjacent areas."
|
||
msgstr " Obasjavanje uvećava nivo osvetljenja u susednim poljima."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can use one move to teleport between any two empty villages "
|
||
#| "controlled by its side."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" Ova jedinica se može teleportovati između između bilo koja dva prazna sela "
|
||
"u posedu svoje strane."
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
#| "unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgid ""
|
||
"\n"
|
||
"• In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgstr ""
|
||
" U šumama, veština zasede čini ovu jedinicu nevidljivom neprijateljima, osim "
|
||
"ukoliko se ne nađu odmah do nje, ili ako se otkrije napadom."
|
||
|
||
#: data/core/macros/special-notes.cfg:60
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" Ova jedinica može da se skriva tokom noći, ne dajući nikakav znak o svom "
|
||
"prisustvu."
|
||
|
||
#: data/core/macros/special-notes.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to it."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit can hide in villages (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it."
|
||
msgstr ""
|
||
" Ova jedinica se može skrivati u selima (s izuzetkom vodenih), tako da je "
|
||
"neprijatelji ne primete osim kada kroče neposredno do nje."
|
||
|
||
#: data/core/macros/special-notes.cfg:68
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can move unseen in deep water, requiring no air from the "
|
||
#| "surface."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Ova jedinica se može neprimećeno kretati u dubokoj vodi, ne zahtevajući "
|
||
"vazduh za disanje."
|
||
|
||
#: data/core/macros/special-notes.cfg:72
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#| "living unit."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
" Ovoj jedinici se dodaje jedan udarpoen na najveći broj kad god ubije živu "
|
||
"jedinicu."
|
||
|
||
#: data/core/macros/special-notes.cfg:76
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Whenever its berserk attack is used, this unit continues to push the "
|
||
#| "attack until either it or its enemy lies dead."
|
||
msgid ""
|
||
"\n"
|
||
"• Whenever its berserk attack is used, this unit continues to push the "
|
||
"attack until either it or its enemy lies dead."
|
||
msgstr ""
|
||
" Kad god se iskoristi njen bezglavi napad, ova jedinica nastavlja da presuje "
|
||
"borbu dok ili sama ili njen neprijatelj ne nastrada."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"\n"
|
||
"• If there is an enemy of the target on the opposite side of the target "
|
||
"while attacking it, this unit may backstab, inflicting double damage by "
|
||
"creeping around behind that enemy."
|
||
msgstr ""
|
||
" Ako se neprijatelju isprečila prijateljska jedinica, ova jedinica može u "
|
||
"napadu zadati udarac s leđa, koji nanosi dvostruku štetu, prišunjavši se sa "
|
||
"suprotne strane tog neprijatelja."
|
||
|
||
#: data/core/macros/special-notes.cfg:84
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"\n"
|
||
"• Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" Neprijatelji koji nastradaju od kuge vaskrsnuće u neživot, osim ako se "
|
||
"nalaze u selu."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" Ova jedinica može da usporava neprijatelje, prepolovljavajući njihovu "
|
||
"brzinu kretanja i učinak u napadu do kraja poteza."
|
||
|
||
#: data/core/macros/special-notes.cfg:92
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The ability to turn the living to stone makes this unit extremely "
|
||
#| "dangerous."
|
||
msgid ""
|
||
"\n"
|
||
"• The ability to turn the living to stone makes this unit extremely "
|
||
"dangerous."
|
||
msgstr ""
|
||
" Sposobnost pretvaranja životnog u kamen čini ovu jedinicu izuzetno opasnom."
|
||
|
||
#: data/core/macros/special-notes.cfg:96
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
#| "enemies, but only on the attack."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
"enemies, but only on the attack."
|
||
msgstr ""
|
||
" Oštrookost ove jedinice pruža joj dobre izglede da pogodi ciljanog "
|
||
"neprijatelja, ali samo u napadu."
|
||
|
||
#: data/core/macros/special-notes.cfg:100
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit has magical attacks, which always have a high chance of "
|
||
#| "hitting an opponent."
|
||
msgid ""
|
||
"\n"
|
||
"• This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
" Ova jedinica poseduje magične napade, kojima su uvek dobri izgledi da "
|
||
"pogode protivnika."
|
||
|
||
#: data/core/macros/special-notes.cfg:104
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The swarming attacks of this unit become less deadly whenever its "
|
||
#| "members are wounded."
|
||
msgid ""
|
||
"\n"
|
||
"• The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" Rojeviti napadi ove jedinice bivaju sve slabiji kako jedinica biva "
|
||
"povređena."
|
||
|
||
#: data/core/macros/special-notes.cfg:108
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Using a charging attack doubles both damage dealt and received; this "
|
||
#| "does not affect defensive retaliation."
|
||
msgid ""
|
||
"\n"
|
||
"• Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
" Upotrebom juriša udvostručava se nanesena, ali i primljena šteta; ne utiče "
|
||
"na odbrambenu odmazdu."
|
||
|
||
#: data/core/macros/special-notes.cfg:112
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " During battle, this unit can drain life from victims to renew its own "
|
||
#| "health."
|
||
msgid ""
|
||
"\n"
|
||
"• During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" Ova jedinica može tokom boja crpiti život iz svojih žrtava, kako bi "
|
||
"obnovila sopstveno zdravlje."
|
||
|
||
#: data/core/macros/special-notes.cfg:116
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The length of this unit’s weapon allows it to strike first in melee, "
|
||
#| "even in defense."
|
||
msgid ""
|
||
"\n"
|
||
"• The length of this unit’s weapon allows it to strike first in melee, even "
|
||
"in defense."
|
||
msgstr ""
|
||
" Dugačko oružje ove jedinice omogućuje joj da uvek udari prva u bliskoj "
|
||
"borbi, čak i kada se brani."
|
||
|
||
#: data/core/macros/special-notes.cfg:120
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The victims of this unit’s poison will continually take damage until "
|
||
#| "they can be cured in town or by a unit which cures."
|
||
msgid ""
|
||
"\n"
|
||
"• The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
msgstr ""
|
||
" Žrtve otrova koji poseduje ova jedinica, trajno će trpeti štetu dok se ne "
|
||
"iscele ili u selu, ili kod jedinice koja isceljuje."
|
||
|
||
#: data/core/macros/special-notes.cfg:124
|
||
msgid ""
|
||
"\n"
|
||
"• This unit has a defense cap on certain terrain types — it cannot achieve a "
|
||
"higher defense rating on mixed terrains with such terrain types."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "odanost"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "odanost"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "bez izdataka"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"During campaigns, certain units may opt to join the player’s forces of their "
|
||
"own volition. These units are marked with the loyal trait. Although they may "
|
||
"require payment to be recalled, they never incur any upkeep costs. This can "
|
||
"make them invaluable during a long campaign, when gold is in short supply. "
|
||
"This trait is never given to recruited units, so it may be unwise to dismiss "
|
||
"such units or to send them to a foolish death."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Tokom pohoda, određene jedinice mogu svojevoljno odlučiti da se pridruže "
|
||
"vašim snagama. One će tada imati osobinu odanosti. Iako se mora platiti "
|
||
"njihovo kasnije sazivanje, one ne prave izdatke u toku scenarija. Ovo ih "
|
||
"može učiniti dragocenim tokom dugog pohoda, kada je zlato stalno na izmaku. "
|
||
"Unajmljene jedinice nikada nemaju ovu osobinu, tako da može biti nesmotreno "
|
||
"otpuštati odane jedinice, ili ih slati u besmislenu smrt."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
msgid ""
|
||
"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
|
||
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
|
||
"units do not incur this cost."
|
||
msgstr ""
|
||
"<italic>text='Odane'</italic> jedinice ne prave izdatke. Većina jedinica ima "
|
||
"izdatke na kraju svakog poteza, brojevno jednake njihovom nivou. Odane "
|
||
"jedinice nemaju takvih zahteva."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:55
|
||
msgid "undead"
|
||
msgstr "nemrtvost"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "nemrtvost"
|
||
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83
|
||
#: data/core/macros/traits.cfg:109
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "imunitet na crpljenje, otrov i kugu"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Undead units generally have undead as their only trait. Since undead units "
|
||
"are the bodies of the dead, risen to fight again, poison has no effect upon "
|
||
"them. This can make them invaluable in dealing with foes who use poison in "
|
||
"conjunction with their attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Jedinice nemrtvih obično imaju nemrtvost kao jedinu osobinu. Pošto su ove "
|
||
"jedinice nastale od tela mrtvih, povraćenih da se ponovo bore, otrov nema "
|
||
"uticaja na njih. Ovo ih može učiniti izuzetno korisnim pri obračunavanju sa "
|
||
"protivnicima koji svoje napade podržavaju otrovima."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"<italic>text='Nemrtve'</italic> jedinice su imune na otrov, crpljenje i kugu."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "mehaničnost"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "mehaničnost"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mechanical units generally have mechanical as their only trait. Since "
|
||
"mechanical units don’t really have life, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Mehaničke jedinice obično imaju mehaničnost kao jedinu osobinu. Pošto one "
|
||
"nisu zbilja žive, crpljenje, otrov i kuga ne utiču na njih."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Mehaničke'</italic> jedinice su imune na otrov, crpljenje i "
|
||
"kugu."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "elementarnost"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "elementarnost"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elemental units generally have elemental as their only trait. Since "
|
||
"elemental units are energy-based beings, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Elementarne jedinice obično imaju elementarnost kao svoju jedinu osobinu. "
|
||
"Pošto su one bića energetskog sastava, crpljenje, otrov i kuga ne utiču na "
|
||
"njih."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Elementarne'</italic> jedinice su imune na otrov, crpljenje i "
|
||
"kugu."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "kršnost"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "kršnost"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While useful for any close-combat unit, strong is most effective for units "
|
||
"who have a high number of swings such as the elvish fighter. Strong units "
|
||
"can be very useful when a tiny bit of extra damage is all that is needed to "
|
||
"turn a damaging stroke into a killing blow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Iako korisna bilo kojoj jedinici koja se bori blisko, kršnost je "
|
||
"najznačajnija jedinicama sa velikim brojem udara u napadu, kakvi su npr. "
|
||
"vilin-borci. Kršne jedinice mogu biti vrlo korisne kada je samo još zrnce "
|
||
"više štete potrebno da se oštećujući udar pretvori u završni."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Strong'</italic> units do 1 more damage for every "
|
||
#| "successful strike in melee combat, and have 1 more HP."
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"<italic>text='Kršne'</italic> jedinice čine 1 poen štete više za svaki "
|
||
"uspešan udar u bliskoj borbi, i imaju 1 UP više."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "spretnost"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "spretnost"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dextrous is a trait possessed only by elves. The elven people are known for "
|
||
"their uncanny grace, and their great facility with the bow. Some, however, "
|
||
"are gifted with natural talent that exceeds their brethren. These elves "
|
||
"inflict an additional point of damage with each arrow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Spretnost je osobina koju poseduju samo vilenjaci. Vilenjački narod je "
|
||
"poznat po svojoj tajanstvenoj skladnosti i velikoj veštini u rukovanju "
|
||
"lukom. Neki od njih, međutim, obdareni su talentom koji nadmašuje njihove "
|
||
"sunarodnike. Takvi vilenjaci nanose dodatan poen štete svakom svojom strelom."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr ""
|
||
"<italic>text='Spretne'</italic> jedinice čine 1 poen štete više pri svakom "
|
||
"uspešnom udaru u odstupnoj borbi."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "hitrost"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "hitrost"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Quick is the most noticeable trait, particularly in slower moving units such "
|
||
"as trolls or heavy infantry. Units with the quick trait often have greatly "
|
||
"increased mobility in rough terrain, which can be important to consider when "
|
||
"deploying your forces. Also, quick units aren’t quite as tough as units "
|
||
"without this trait and are subsequently less good at holding contested "
|
||
"positions."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hitrost je najuočljivija osobina, posebno kod sporijih jedinica kakve su "
|
||
"trolovi i teška pešadija. Hitre jedinice često imaju značajno uvećanu "
|
||
"pokretljivost na nezgodnom terenu, što može biti važno za razmatranje kada "
|
||
"raspoređujete snage. Takođe, ove jedinice nisu tako robusne kao one bez "
|
||
"hitrosti, i stoga su manje pogodne za držanje položajâ pod stalnim napadom."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Quick'</italic> units have 1 extra movement point, but 5% "
|
||
#| "less HP than usual."
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"<italic>text='Hitre'</italic> jedinice imaju 1 dodatan poen na kretanje, ali "
|
||
"5% manje UP nego obično."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "oštroumnost"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "oštroumnost"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
|
||
"of a campaign as they can advance to higher levels more quickly. Later in "
|
||
"campaigns Intelligent is not quite as useful because the <italic>text='After "
|
||
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
|
||
"advancing a level. If you have many ‘maximum level’ units you may wish to "
|
||
"recall units with more desirable traits."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Oštroumne'</italic> jedinice su vrlo korisne na početku "
|
||
"pohoda, pošto brže mogu dostići više nivoe. Kasnije u toku pohoda "
|
||
"oštroumnost nije tako korisna, pošto <italic>text='napredovanje po najvećem "
|
||
"nivou'</italic> (NAPON) nije tako značajno kao napredovanje u nivou. Ako "
|
||
"imate mnogo takvih jedinica najvišeg nivoa, možda je bolje da sazivate "
|
||
"jedinice sa poželjnijim osobinama."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Oštroumnim jedinicama potrebno je 20% manje iskustva nego obično da bi "
|
||
"napredovale."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "žilavost"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "žilavost"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resilient units can be useful at all stages of a campaign, and this is a "
|
||
"useful trait for all units. Resilient is often most helpful as a trait when "
|
||
"it occurs in a unit that has some combination of low hitpoints, good "
|
||
"defense, or high resistances. Resilient units are especially useful for "
|
||
"holding strategic positions against opponents."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Žilave jedinice mogu biti korisne u svim etapama pohoda, i ova osobina je "
|
||
"korisna za sve tipove jedinica. Žilavost je često od najveće pomoći "
|
||
"jedinicama koje imaju neki splet niskih udarpoena, dobre odbrane, ili "
|
||
"visokih otpornosti. Ovakve jedinice su posebno korisne za držanje strateških "
|
||
"položaja van ruku protivnika."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level "
|
||
#| "more than usual."
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr ""
|
||
"<italic>text='Žilave'</italic> jedinice imaju 4 UP plus 1 UP po nivou više "
|
||
"nego obično."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "zdravlje"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "zdravlje"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:229
|
||
msgid "Always rest heals"
|
||
msgstr "Uvek se leči na odmoru"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:230
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
|
||
"more per level. They will also heal 2 hitpoints each turn, regardless of "
|
||
"whether they engaged in combat the turn before."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:230
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Renowned for their vitality, some dwarves are sturdier than others and "
|
||
#| "can rest even when travelling."
|
||
msgid ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when traveling."
|
||
msgstr ""
|
||
"Čuveni po svojoj krepkosti, neki patuljci su izdržljiviji od drugih i mogu "
|
||
"se odmarati čak i dok putuju."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
|
||
msgid "fearless"
|
||
msgstr "neustrašivost"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "neustrašivost"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr "u boju bez zaostatka u nepovoljna doba dana/noći"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr ""
|
||
"Nesklonost bilo svetlu bilo tami, nema uticaja na ove hrabre pojedince."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "neukroćenost"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "neukroćenost"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "samo 50% odbrane u kopnenim selima"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:288
|
||
msgid ""
|
||
"Dwellings of sentient beings are not easily used for cover by feral "
|
||
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
|
||
"units receive a maximum of 50% defense in any land-based village regardless "
|
||
"of base terrain."
|
||
msgstr ""
|
||
"Nastambe svesnih bića nisu prigodno sklonište divljim stvorenjima niske "
|
||
"inteligencije. Zbog toga, <italic>text='neukroćene'</italic> jedinice "
|
||
"dobijaju najviše 50% odbrane u svakom kopnenom selu, bez obzira na podložni "
|
||
"teren."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "nejakost"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "nejakost"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:306
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Units with trait <italic>text='weak'</italic> get a −1 increment in "
|
||
#| "hitpoints and melee damage."
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"<italic>text='Krhke'</italic> jedinice trpe −1 na udarpoene i štetu u "
|
||
"bliskoj borbi."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "tromost"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "tromost"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
|
||
"a movement penalty but are compensated for it with a slight increase in "
|
||
"endurance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Zamašne telesine i nespretni, tromiji među goblinima i drugim rasama trpe na "
|
||
"pokretnosti, ali nadomeštaju to ponešto uvećanom izdržljivošću."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "<italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints."
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"<italic>text='Trome'</italic> jedinice imaju −1 na kretanje, ali 5% više "
|
||
"udarpoena."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "priglupost"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "priglupost"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dim is a trait all too common in goblins and other lesser species. There are "
|
||
"reasons these species are lesser, and this is one of them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Ograničenosti je na pretek među goblinima i drugim nižim rasama. Ove se rase "
|
||
"ne zovu niže bez razloga, a ovo je jedan od njih."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
msgid ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
msgstr ""
|
||
"<italic>text='Priglupe'</italic> jedinice trpe 20% uvećanja neophodnog "
|
||
"iskustva da bi isprednjačile."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "starost"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "starost"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:361
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Units with trait <italic>text='aged'</italic> get a −8 increment in "
|
||
#| "hitpoints and a −1 increment in movement and melee damage."
|
||
msgid ""
|
||
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
|
||
"suffer from a 1 point decrease in movement and melee damage."
|
||
msgstr ""
|
||
"<italic>text='Ostarele'</italic> jedinice trpe −8 na udarpoene i −1 na "
|
||
"kretanje i štetu u bliskoj borbi."
|
||
|
||
#: data/core/units.cfg:4
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a “true orc”, a few who "
|
||
"are born slightly smaller and weaker, and the rest, often a full half of any "
|
||
"litter, are much weaker and destined to be goblins. Almost as newborns the "
|
||
"class system of orcish society is visible, with the weak put in their place "
|
||
"by their stronger siblings. The stronger ones will routinely grab most of "
|
||
"the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "šišmiš"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "šišmišica"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "šišmiši"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:42
|
||
msgid ""
|
||
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
|
||
"insects and other small animals. The larger and more vicious breeds are "
|
||
"known to pose a threat to humans and other races as well as their livestock, "
|
||
"especially when encountered in groups. Typically nocturnal, they are often "
|
||
"kept (and occasionally tamed) by those who share their love of the night."
|
||
msgstr ""
|
||
"Šišmiša ima raznih veličina i građa, od kojih je većina bezopasna, hraneći "
|
||
"se insektima i drugim životinjicama. Ali postoje i veće i zlokobnije vrste "
|
||
"koje su pretnja ljudima i drugima rasama, i njihovoj stoci, posebno kada se "
|
||
"susretnu u grupama. To su obično noćna stvorenja, i zato ih često drže (a "
|
||
"ponekad i pripitomljavaju) oni koji dele istu sklonost ka noći."
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:51
|
||
msgid "race^Drake"
|
||
msgstr "zmag"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:52
|
||
msgid "race+female^Drake"
|
||
msgstr "zmaga"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:53
|
||
msgid "race^Drakes"
|
||
msgstr "zmagovi"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:54
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
|
||
#| "true dragons. On average, an adult drake stands around three meters tall "
|
||
#| "and easily weighs more than a man and a horse combined. Their skin is "
|
||
#| "made up of hard scales, resistant to most physical strikes except "
|
||
#| "piercing and cold damage. Most drakes are capable of true flight and can "
|
||
#| "travel long distances quickly. However, their sheer weight and bulk "
|
||
#| "limits their flight ability somewhat, making them ungainly in the air. "
|
||
#| "Where possible, they make use of terrain features such as hills, "
|
||
#| "mountains and trees as launch points in order to gain greater height and "
|
||
#| "speed. Fortunately for their enemies, they are still quite clumsy "
|
||
#| "creatures and surprisingly slow in combat. This, combined with their "
|
||
#| "large size, renders them easy targets for those who dare attack them.\n"
|
||
#| "\n"
|
||
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
#| "fueling their very lives. This can easily be witnessed when one of their "
|
||
#| "kind perishes in combat; its internal fire is released, burning their "
|
||
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
|
||
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
#| "While the magic imbued within a drake’s body enables it to spit fire and "
|
||
#| "gives it life, they have no willful control over its functions of this "
|
||
#| "magic.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Drakes are a relatively warlike race and their societies can be best "
|
||
#| "described as cultured martial societies. The core of a drake tribe is a "
|
||
#| "small group of veteran warriors headed by a mutually respected — or "
|
||
#| "simply feared — <ref>dst='dominant' text='dominant'</ref> who rules the "
|
||
#| "society with an iron fist. Every drake is expected to earn their place in "
|
||
#| "the strict hierarchy, to obey their superiors and command their "
|
||
#| "inferiors. Entry to the ruling elite is only possible through challenging "
|
||
#| "and defeating a superior in single combat, which is the way the hierarchy "
|
||
#| "within the elite itself is established. The use of deception of any kind "
|
||
#| "towards any fellow drake is, without exception, seen as cowardly and "
|
||
#| "unacceptable.\n"
|
||
#| "\n"
|
||
#| "While their warlike nature and sense of territory drives them to defend "
|
||
#| "their territories savagely, drakes rarely invade or trespass on areas "
|
||
#| "already occupied by the other major races. Instead, they settle in "
|
||
#| "unpopulated areas to establish their own territory there. They primarily "
|
||
#| "feed on large game they hunt in the lowlands around their homes, but "
|
||
#| "hatchlings and lower caste drakes are known to feed also on certain of "
|
||
#| "moss and fungi they cultivate deep in their caverns. The only technology "
|
||
#| "drakes value is armor- and weapon-smithing, and neither know or need "
|
||
#| "other science and culture besides this. However the few implements they "
|
||
#| "do fashion are almost unrivaled in quality, only matched by those "
|
||
#| "produced in the finest Dwarvish foundries.\n"
|
||
#| "\n"
|
||
#| "Drakes are hatched from eggs and usually live naturally between 20 to 30 "
|
||
#| "years. Death in battle is the most preferred way for a drake to leave "
|
||
#| "this world. Unlike the elder members of other races, drakes naturally "
|
||
#| "grow more aggressive and reckless towards the ends of their natural "
|
||
#| "lives, perhaps to help ensure their place in the heroic legends of their "
|
||
#| "kind.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Drakes originated from an archipelago of volcanic islands called "
|
||
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
#| "subsidence of many of their home islands has caused colonies of drakes to "
|
||
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
#| "warmth, their internal fire is more than capable of sustaining them even "
|
||
#| "in a relatively cold climate, a feature which has allowed them to "
|
||
#| "populate even some of the mountains of the far north of the Great "
|
||
#| "Continent."
|
||
msgid ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three meters tall and "
|
||
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
||
"hard scales, resistant to most physical strikes except piercing and cold "
|
||
"damage. Most drakes are capable of true flight and can travel long distances "
|
||
"quickly. However, their sheer weight and bulk limits their flight ability "
|
||
"somewhat, making them ungainly in the air. Where possible, they make use of "
|
||
"terrain features such as hills, mountains and trees as launch points in "
|
||
"order to gain greater height and speed. Fortunately for their enemies, they "
|
||
"are still quite clumsy creatures and surprisingly slow in combat. This, "
|
||
"combined with their large size, renders them easy targets for those who dare "
|
||
"attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains in to ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
|
||
"weapon-smithing, but neither know nor need other science and culture besides "
|
||
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
|
||
"in quality, only matched by those produced in the finest Dwarvish "
|
||
"foundries.\n"
|
||
"\n"
|
||
"Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
|
||
"Death in battle is the most preferred way for a drake to leave this world. "
|
||
"Unlike the elder members of other races, drakes naturally grow more "
|
||
"aggressive and reckless towards the ends of their natural lives, perhaps to "
|
||
"help ensure their place in the heroic legends of their kind.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Drakes originated from an archipelago of volcanic islands called "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
"subsidence of many of their home islands has caused colonies of drakes to "
|
||
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
"Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
"protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
"warmth, their internal fire is more than capable of sustaining them even in "
|
||
"a relatively cold climate, a feature which has allowed them to populate even "
|
||
"some of the mountains of the far north of the Great Continent."
|
||
msgstr ""
|
||
"Zmagovi su velika, krilata i vatrodahna stvorenja, spomen istinskim "
|
||
"zmajevima. Prosečan odrastao zmag seže tri metra u visinu i lako teži više "
|
||
"od čoveka i konja mu zajedno. Koža im je sačinjena od tvrde krljušti, "
|
||
"otporne na većinu fizičkih uticaja osim probojnih i mraznih udara. Većina "
|
||
"zmagova vična je pravom letu, brzo prevaljujući veliku daljinu. Ipak, sirova "
|
||
"im težina i obujam ponešto ograničava veštinu leta, čineći ih nezgrapnim u "
|
||
"vazduhu. Gde je to moguće, za poletanje koriste obličja terena poput brda, "
|
||
"planina i stabala, kako bi dosegli veću visinu i brzinu. Srećom po njihove "
|
||
"neprijatelje, stvorenja su sasma nespretna i iznenađujuće spora u boju. Ovo "
|
||
"ih, uz golemi stas, čini lakim metama onima što se usude nasrnuti.\n"
|
||
"\n"
|
||
"Zmagovi su samosvojno magična stvorenja, kojima tajanstveni unutrašnji plam "
|
||
"pogoni same živote. Ovo se lako primeti kad neki od njihove sorte strada u "
|
||
"boju: plam se oslobodi, spaljujući ostatke do pepela. Taj unutrašnji plam im "
|
||
"je i najveća slabost, čineći ih iznimno ranjivim na mrazne napade. Uprkos "
|
||
"svojoj magičnoj prirodi, zmagovi nisu sposobni za kontrolisano usmeravanje "
|
||
"magije. Dok im sveprožimajuća telesna magija daje život i omogućava "
|
||
"bljuvanje vatre, nemaju svesnu kontrolu nad njenim delovanjem.\n"
|
||
"\n"
|
||
"<header>text='Društvo'</header>\n"
|
||
"Zmagovi su srazmerno ratoborna rasa, čija se društva ponajbolje mogu opisati "
|
||
"kao uzorna vojnička ustrojstva. Srž zmaškog plemena grupa je prekaljenih "
|
||
"ratnika, na čelu sa sveopšte poštovanim — ili strahopoštovanim — "
|
||
"<ref>dst='dominant' text='nadmoćnikom'</ref>, koji društvom vlada gvozdenom "
|
||
"pesnicom. Od svakog se zmaga očekuje da zaradi svoje mesto u strogoj "
|
||
"hijerarhiji, da poštuje svoje glavešine i komanduje svojim podređenima. "
|
||
"Pristup vladajućoj eliti moguće je samo kroz izazov i pobedu nad nadređenim "
|
||
"u borbi jedan na jedan, što je i način na koji se uspostavlja hijerarhija "
|
||
"među samom elitom. Bilo kakva vrsta obmanjivanja svojih sunarodnika smatra "
|
||
"se, bez izuzetka, kukavičkom i neprihvatljivom.\n"
|
||
"\n"
|
||
"Dok ih ratoborna priroda i teritorijalna svest goni na divlju odbranu svojih "
|
||
"naseobina, zmagovi retko upadaju na područja već pod upravom neke od drugih "
|
||
"velikih rasa. Umesto toga naseljavaju se u nenaseljenim oblastima, gde "
|
||
"uspostavljaju svoj poredak. Pretežno se hrane velikom lovinom koju nalaze u "
|
||
"udolinama oko svojih domova, ali je poznato da se novoizlegli i niže zmaške "
|
||
"kaste hrane i vrstama mahovina i gljiva koje gaje duboko u svojim pećinama. "
|
||
"Izrada oklopa i oružja jedino je umeće koje zmagovi cene i niti znaju niti "
|
||
"traže drugih nauka pored ove. Ipak, malobrojni predmeti što ih izrađuju "
|
||
"kakvoće su skoro bez premca, s kojom se može meriti samo najbolje iz "
|
||
"patuljačkih kovnica.\n"
|
||
"\n"
|
||
"Zmagovi se legu iz jaja, i obično dostižu između 20 i 30 godina starosti. Za "
|
||
"jednog zmaga, smrt u boju je najpoželjniji način da se napusti ovaj svet. Za "
|
||
"razliku od starijih članova drugih rasa, zmagovi prirodno postaju sve "
|
||
"nasrtljiviji i neobuzdaniji kako se bliže kraju života, možda kako bi "
|
||
"osigurali sebi mesto u junačkim predanjima svoje vrste.\n"
|
||
"\n"
|
||
"<header>text='Rasprostranjenost'</header>\n"
|
||
"Postojbina zmagova beše arhipelag vulkanskih ostrva u <ref>dst='great_ocean' "
|
||
"text='Velikom okeanu'</ref> po imenu <ref>dst='morogor' text='Morogor'</"
|
||
"ref>. Sprega prenaseljenosti i postepenog tonjenja mnogih od tih ostrva "
|
||
"učini da se kolonije zmaške razmile do <ref>dst='great_continent' "
|
||
"text='Velikog kontinenta'</ref>. Zmagovi obično svijaju domove u planinskim "
|
||
"pećinama, blizu vulkana radi zaštite svojih jaja, izleglih i kovnica. Dok "
|
||
"zmagovi uživaju u toplom, unutrašnji im plam omogućava da se održe u "
|
||
"srazmerno hladnim predelima. Ovo im je dopustilo da nastane čak i neke "
|
||
"planine na dalekom severu Velikog kontinenta."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:87
|
||
msgid "race^Dwarf"
|
||
msgstr "patuljak"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:88
|
||
msgid "race+female^Dwarf"
|
||
msgstr "patuljka"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:89
|
||
msgid "race^Dwarves"
|
||
msgstr "patuljci"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:90
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The dwarves are a race famed for their miners, blacksmiths, merchants and "
|
||
#| "warriors. Considered as the third oldest race on the great continent "
|
||
#| "after the elves and trolls, their early history is shrouded in mystery. "
|
||
#| "Legends tell of a time long forgotten when their people began emerging "
|
||
#| "from their underground world through caves. Nothing is known about their "
|
||
#| "life prior to their arrival, or their reasons for entering the surface "
|
||
#| "world, but they have been an integral part of the history of the "
|
||
#| "continent since. Soon after their emergence from the underground, the "
|
||
#| "dwarves entered into conflict with the original inhabitants of the land, "
|
||
#| "the elves. The original reason for their dispute has been lost to "
|
||
#| "history, but the two races have since fought three long wars, interrupted "
|
||
#| "by a few decades of peace. During these wars the dwarves could not "
|
||
#| "dislodge the elves from the deep forests in the south, but managed to "
|
||
#| "consolidate their position in hills and the mountains in the north of the "
|
||
#| "continent, known now as the Northlands. Since then they have constructed "
|
||
#| "fantastic fortifications and settlements deep within the mountains and "
|
||
#| "crags of their territory.\n"
|
||
#| "\n"
|
||
#| "Possibly due to their isolation, the dwarves are generally distrustful or "
|
||
#| "hostile towards most other races, particularly the elves. The single "
|
||
#| "exception to this temperament is towards humans. This could be traced "
|
||
#| "back to the era of Haldric I and the arrival of humans and orcs to the "
|
||
#| "continent. At this point the dwarves began allowing some humans, mostly "
|
||
#| "dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain "
|
||
#| "areas of the Northlands. Their motivation was unsurprising. The plight of "
|
||
#| "these individuals reminded the dwarves of their early history of "
|
||
#| "persecution, eliciting a sense of solidarity. The dwarves also had much "
|
||
#| "to gain in forming a bond with these outcasts. They would settle in areas "
|
||
#| "where dwarves disliked living themselves; plains, forests, and swamps, "
|
||
#| "freeing them from defending these areas.\n"
|
||
#| "\n"
|
||
#| "Dwarves are of small stature by human measure, but they are by no means "
|
||
#| "fragile. Their warriors, tough and powerful are both feared and respected "
|
||
#| "throughout the continent for their prowess in battle. In addition, "
|
||
#| "dwarves are known for their calculating intellects and superb "
|
||
#| "craftsmanship. Dwarven smiths are renowned for their deadly weapons and "
|
||
#| "heavy armor. These accouterments are unrivaled in quality, possibly only "
|
||
#| "matched by those produced by drake armorers. Their intelligence and "
|
||
#| "natural inquisitiveness has also made them the most technically advanced "
|
||
#| "race on the continent. One of their most famous, and feared, discoveries "
|
||
#| "was a mysterious powder that produces an immense explosion when exposed "
|
||
#| "to fire or sparks. Certain dwarf warriors use this powder to hurl small "
|
||
#| "objects at tremendous speeds. Given their technological inclinations, "
|
||
#| "many dwarves tend to distrust magic users. However some practice a form "
|
||
#| "of magic based on the engraving of runes. Called runesmiths, they use "
|
||
#| "these carvings to enchant items in order to augment certain aspects of "
|
||
#| "their natures."
|
||
msgid ""
|
||
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
|
||
"warriors. Considered as the third oldest race on the great continent after "
|
||
"the elves and trolls, their early history is shrouded in mystery. Legends "
|
||
"tell of a time long forgotten when their people began emerging from their "
|
||
"underground world through caves. Nothing is known about their life prior to "
|
||
"their arrival, or their reasons for entering the surface world, but they "
|
||
"have been an integral part of the history of the continent since. Soon after "
|
||
"their emergence from the underground, the dwarves entered into conflict with "
|
||
"the original inhabitants of the land, the elves. The original reason for "
|
||
"their dispute has been lost to history, but the two races have since fought "
|
||
"three long wars, interrupted by a few decades of peace. During these wars "
|
||
"the dwarves could not dislodge the elves from the deep forests in the south, "
|
||
"but managed to consolidate their position in hills and the mountains in the "
|
||
"north of the continent, known now as the Northlands. Since then they have "
|
||
"constructed fantastic fortifications and settlements deep within the "
|
||
"mountains and crags of their territory.\n"
|
||
"\n"
|
||
"Possibly due to their isolation, the dwarves are generally distrustful or "
|
||
"hostile towards most other races, particularly the elves. The single "
|
||
"exception to this temperament is towards humans. This could be traced back "
|
||
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
|
||
"At this point the dwarves began allowing some humans, mostly dissidents and "
|
||
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
|
||
"Northlands. Their motivation was unsurprising. The plight of these "
|
||
"individuals reminded the dwarves of their early history of persecution, "
|
||
"eliciting a sense of solidarity. The dwarves also had much to gain in "
|
||
"forming a bond with these outcasts. They would settle in areas where dwarves "
|
||
"disliked living themselves; plains, forests, and swamps, freeing them from "
|
||
"defending these areas.\n"
|
||
"\n"
|
||
"Dwarves are of small stature by human measure, but they are by no means "
|
||
"fragile. Their warriors, tough and powerful are both feared and respected "
|
||
"throughout the continent for their prowess in battle. In addition, dwarves "
|
||
"are known for their calculating intellects and superb craftsmanship. Dwarven "
|
||
"smiths are renowned for their deadly weapons and heavy armor. These "
|
||
"accouterments are unrivaled in quality, possibly only matched by those "
|
||
"produced by drake armorers. Their intelligence and natural inquisitiveness "
|
||
"has also made them the most technically advanced race on the continent. One "
|
||
"of their most famous, and feared, discoveries was a mysterious powder that "
|
||
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
|
||
"warriors use this powder to hurl small objects at tremendous speeds. Given "
|
||
"their technological inclinations, many dwarves tend to distrust magic users. "
|
||
"However, some practice a form of magic based on the engraving of runes. "
|
||
"Called runesmiths, they use these carvings to enchant items in order to "
|
||
"augment certain aspects of their natures."
|
||
msgstr ""
|
||
"Patuljci su rasa čuvena po svojim rudarima, kovačima, trgovcima i ratnicima. "
|
||
"Smatraju se za treću najstariju rasu Velikog kontinenta, posle vilenjaka i "
|
||
"trolova, ali im je osvit istorije pod koprenom tajanstvenosti. Predanja "
|
||
"zbore o vremenu davno zaboravljenom kada je patuljački narod kroz pećine "
|
||
"počeo da izranja iz svog podzemnog sveta. Ništa se ne zna o njihovom životu "
|
||
"pre prispeća u površinski svet, niti razlozima koji su ih k njemu nagnali, "
|
||
"ali potom postadoše neotuđivi deo istorije kontinenta. Ubrzo po prispeću iz "
|
||
"podzemlja, patuljci se nađoše u sukobu sa prvobitnim prebivaocima zemlje, "
|
||
"vilenjacima. Iako su iskonski povodi njihovog spora odavno prepušteni "
|
||
"zaboravu istorije, dve rase otada vodiše tri duga rata, povremeno prekidana "
|
||
"nekolikim decenijama mira. Tokom ratova, patuljci ne smogaše izglaviti "
|
||
"vilenjake iz dubokih šuma na jugu, ali utvrdiše svoje položaje u brdima i "
|
||
"planinama na severu kontinenta, poznatim kao Severozemlje. Od tog vremena, "
|
||
"spraviše patuljci čudesne utvrde i naseobine duboko u planinama i krševima "
|
||
"svojih poseda.\n"
|
||
"\n"
|
||
"Može biti zbog svoje podvojenosti, patuljci su obično nepoverljivi ili "
|
||
"neprijateljski nastrojeni prema većini drugih rasa, posebno vilenjacima. "
|
||
"Jedini izuzetak ovakvom ophođenju čine prema ljudima, što se može ispratiti "
|
||
"do razdoblja Haldrika I i pristizanja ljudi i orkova na kontinent. U to "
|
||
"vreme patuljci počeše dopuštati nekim ljudima, ponajpre neistomišljenicima i "
|
||
"odmetnicima iz Vesnotskog kraljevstva, da naseljavaju određena područja "
|
||
"Severozemlja. Povod tome ne beše iznenađujuć; položaj ovih pojedinaca "
|
||
"podsećaše patuljke na sopstvene prapočetke progona, izazivajući osećanje "
|
||
"bliskosti. Patuljcima su imali i koristi od uspostavljanja veza sa "
|
||
"izgnanicima. Ovi bi naseljavali predele koji patuljcima nisu bili po volji — "
|
||
"ravnice, šume, močvare — rešavajući ih odbrane tih područja.\n"
|
||
"\n"
|
||
"Patuljci su omanjeg stasa po ljudskim merilima, ali nipošto krhki. Njihovih "
|
||
"se ratnika, žilavih i moćnih, širom kontinenta i plaši i poštuje po junaštvu "
|
||
"u boju. Pored toga, patuljci su poznati i po svojoj proračunatoj naravi i "
|
||
"sjajnom zanatstvu. Patuljački su kovači čuveni po smrtonosnim oružjima i "
|
||
"teškim oklopima, spremi kvaliteta bez ravne, s kojim se možda mogu meriti "
|
||
"jedino zmaški oružari. Oštroumnost i urođena ljubopitivost čini patuljke "
|
||
"tehnički najnaprednijom rasom na kontinentu. Jedno od najčuvenijih i "
|
||
"najstrašnijih otkrića im je tajanstveni crni prah koji izaziva zaglušujući "
|
||
"prasak kada se izloži plamenu ili varnici. Pojedini patuljački ratnici "
|
||
"koriste ovaj prah za upućivanje malih predmeta neizmernim brzinama ka "
|
||
"protivniku. S obzirom na svoje tehnološke težnje, mnogi su patuljci "
|
||
"nepoverljivi prema znalcima magije. Pa ipak, neki uvežbavaju oblike magije "
|
||
"zasnovane na rezbarenju runâ; znani kao runotvorci, gravurama mogu začarati "
|
||
"predmete kako bi im osnažili neke prirodne osobine."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:107
|
||
msgid "race^Elf"
|
||
msgstr "vilenjak"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:108
|
||
msgid "race+female^Elf"
|
||
msgstr "vilenjakinja"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:109
|
||
msgid "race^Elves"
|
||
msgstr "vilenjaci"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:111
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Compared to humans, elves are somewhat taller, more agile but less "
|
||
#| "sturdy. They have slightly pointy ears, pale skin and usually blond hair. "
|
||
#| "Few differences between humans and elves are more pronounced than the "
|
||
#| "Elves’ unusually long life — most, unless claimed by illness, accident or "
|
||
#| "war, live a full two and a half centuries. While some elves possessing a "
|
||
#| "high magical aptitude have been known to live an additional full century, "
|
||
#| "most elves begin to grow physically frail at some point between 250 and "
|
||
#| "300 years of age and pass away rapidly (generally within a year or two) "
|
||
#| "thereafter.\n"
|
||
#| "\n"
|
||
#| "Elves are naturally imbued with magic to a small degree. Though most are "
|
||
#| "unable to channel it directly, its latent presence gives them their keen "
|
||
#| "senses and long life. Many elves have magic-driven talents such as "
|
||
#| "marksmanship or stealth, allowing them to achieve tasks that most normal "
|
||
#| "beings would find astonishing. Those elves that learn to wield this power "
|
||
#| "in more general ways can become truly formidable in its use. Many choose "
|
||
#| "to use their gift to heal others.\n"
|
||
#| "\n"
|
||
#| "A few elves, venturing far down the paths of magic and mysticism, become "
|
||
#| "sensitive to the presence of cold iron and can even be burned by it. "
|
||
#| "Elvish legend hints that this was more common in the far past.\n"
|
||
#| "\n"
|
||
#| "Elves spend much of their time honing their talents and skills. Those not "
|
||
#| "adept at the magical arts typically devote their time honing their "
|
||
#| "physical skills. As a result, elves excel at archery, which is perhaps "
|
||
#| "their most important method of warfare. Most elvish troops carry a bow "
|
||
#| "and no other race can rival their archers in speed and accuracy. All "
|
||
#| "elves also share an intense affection for unspoiled nature. They often "
|
||
#| "feel uncomfortable in open unvegetated spaces. They live primarily in the "
|
||
#| "forests of the Great Continent; the Aethenwood in the southwest, Wesmere "
|
||
#| "in the northwest, and the great northern woods of which the Lintanir "
|
||
#| "Forest is the southernmost edge.\n"
|
||
#| "\n"
|
||
#| "Elves are the eldest race of the continent, with the possible exception "
|
||
#| "of trolls. Many of their settlements cannot be reliably dated, "
|
||
#| "undoubtedly having existed for over a millennium."
|
||
msgid ""
|
||
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
|
||
"They have slightly pointy ears, pale skin and usually blond hair. Few "
|
||
"differences between humans and elves are more pronounced than the Elves’ "
|
||
"unusually long life — most, unless claimed by illness, accident or war, live "
|
||
"a full two and a half centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live an additional full century, most elves "
|
||
"begin to grow physically frail at some point between 250 and 300 years of "
|
||
"age and pass away rapidly (generally within a year or two) thereafter.\n"
|
||
"\n"
|
||
"Elves are naturally imbued with magic to a small degree. Though most are "
|
||
"unable to channel it directly, its latent presence gives them their keen "
|
||
"senses and long life. Many elves have magic-driven talents such as "
|
||
"marksmanship or stealth, allowing them to achieve tasks that most normal "
|
||
"beings would find astonishing. Those elves that learn to wield this power in "
|
||
"more general ways can become truly formidable in its use. Many choose to use "
|
||
"their gift to heal others.\n"
|
||
"\n"
|
||
"A few elves, venturing far down the paths of magic and mysticism, become "
|
||
"sensitive to the presence of cold iron and can even be burned by it. Elvish "
|
||
"legend hints that this was more common in the far past.\n"
|
||
"\n"
|
||
"Elves spend much of their time honing their talents and skills. Those not "
|
||
"adept at the magical arts typically devote their time honing their physical "
|
||
"skills. As a result, elves excel at archery, which is perhaps their most "
|
||
"important method of warfare. Most elvish troops carry a bow and no other "
|
||
"race can rival their archers in speed and accuracy. All elves also share an "
|
||
"intense affection for unspoiled nature. They often feel uncomfortable in "
|
||
"open, unvegetated spaces. They live primarily in the forests of the Great "
|
||
"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
|
||
"the great northern woods of which the Lintanir Forest is the southernmost "
|
||
"edge.\n"
|
||
"\n"
|
||
"Elves are the eldest race of the continent, with the possible exception of "
|
||
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
|
||
"having existed for over a millennium."
|
||
msgstr ""
|
||
"Naspram ljudi, vilenjaci su nešto viši rastom, okretniji, ali nežnije građe. "
|
||
"Uši su im neznatno zašiljene, ten bled, a kosa uglavnom plava. Malo je "
|
||
"razlika između ljudi i vilenjaka izrazitijih od neobično dugog veka potonjih "
|
||
"— ne ophrva li ih bolest, udes ili rat, obično požive dva i po stoleća. Dok "
|
||
"su poznati vilenjaci visokih magijskih sklonosti koji su dočekali i kraj "
|
||
"trećeg stoleća, većina počinje fizički da posustaje između dvadesetpete i "
|
||
"tridesete decenije, da bi potom ubrzano svenuli za nepunu godinu ili dve.\n"
|
||
"\n"
|
||
"Vilenjaci su u maloj meri prirodno prožeti magijom. Iako se pretežno ne "
|
||
"umeju njome neposredno služiti, njeno potajno prisustvo pruža im oštra čula "
|
||
"i dug vek. Magija u vilenjaka potpomaže i izvesne veštine, poput streljaštva "
|
||
"ili prikrivanja, omogućavajući postignuća u njima većini ovosvetskih bića "
|
||
"zapanjujućim. Vilenjaci koji se nauče opštijim načinima upotrebe ove moći "
|
||
"mogu postati njeni istinski vladari. Mnogi izaberu da svoj dar primene u "
|
||
"vidanju drugih.\n"
|
||
"\n"
|
||
"Poneki vilenjak, koji se duboko otisne stazama magije i misticizma, postane "
|
||
"osetljiv na prisustvo hladnog gvožđa toliko da ga ovo može opeći. Vilenjačka "
|
||
"predanja nagoveštavaju češću pojavu ovoga u dalekoj prošlosti.\n"
|
||
"\n"
|
||
"Vilenjaci provode puno vremena izoštravajući svoju nadarenost i veštine. Oni "
|
||
"koji nisu pristali magijskim umećima obično se posvećuju fizičkim veštinama. "
|
||
"Ishod toga je vilenjačko nenadmašno streljaštvo, možda njihov najznačajniji "
|
||
"ratnički pravac. Gotovo svi vilenjački borci nose luk, a nijedna se druga "
|
||
"rasa ne može meriti s vilin-strelcima po hitrosti i preciznosti. Svi "
|
||
"vilenjaci takođe dele silnu privrženost neiskvarenoj prirodi. Često se "
|
||
"osećaju neprijatno na pustim neozelenjenim prostorima. Uglavnom žive po "
|
||
"šumama Velikog kontinenta: u Etenvudu na jugozapadu, Vesmeru na "
|
||
"severozapadu, i velikim severnim šumama Lintanira.\n"
|
||
"\n"
|
||
"Vilenjaci su najdrevnija rasa kontinenta, moguće s izuzetkom trolova. Mnogim "
|
||
"vilenjačkim naseobinama nije moguće pouzdano proceniti starost, koja se "
|
||
"zasigurno proteže više od milenijuma."
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:128
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Falcon"
|
||
msgstr "čovek"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:129
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Falcon"
|
||
msgstr "čovek"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:130
|
||
#, fuzzy
|
||
#| msgid "race^Humans"
|
||
msgid "race^Falcons"
|
||
msgstr "ljudi"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:131
|
||
msgid ""
|
||
"Falcons are birds of prey, noted for their exceptional speed and agility. "
|
||
"Lighter and with less powerful talons than other raptors, falcons instead "
|
||
"favor the use of their beak to kill their targets. Their keen eye and "
|
||
"capacity for domestication makes them a populous and well-known creature, "
|
||
"used both by nobles in sport, and by nomads or tribes who find them useful "
|
||
"in hunting for food. Falcons occasionally find a role on the field of war as "
|
||
"well, with certain falconers training their birds to distinguish between "
|
||
"friend and foe, making them a useful asset to aid in an army’s charge."
|
||
msgstr ""
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:141
|
||
msgid "race^Goblin"
|
||
msgstr "goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:142
|
||
msgid "race+female^Goblin"
|
||
msgstr "goblinka"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:143
|
||
msgid "race^Goblins"
|
||
msgstr "goblini"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:144
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Goblins are, despite their appearance, born as siblings to the orcs and "
|
||
#| "members of the same race. While other races usually bear children singly "
|
||
#| "or in pairs, orcs will have large litters of children all at once, "
|
||
#| "causing their populations to explode rather quickly. Within any litter, "
|
||
#| "there will only be one or two true orcs, who will grow to the full size "
|
||
#| "and strength of their race. A few more will be half-orcs, notably weaker "
|
||
#| "than their big brothers, and relegated to supporting roles in combat, "
|
||
#| "such as archery. The rest, often a full half of more of any litter, will "
|
||
#| "be goblins. Goblins are puny and quite frail, rarely growing past the "
|
||
#| "size and stature of a human child. Goblins are born into a lifetime of "
|
||
#| "near-slavery to their larger kin, and used as sword-fodder in battle. "
|
||
#| "They thrive in spite of their tragic fate; in part because they are so "
|
||
#| "very numerous, and also because their brother orcs are well aware how "
|
||
#| "dependent they are on the goblins.\n"
|
||
#| "\n"
|
||
#| "Goblins perform the bulk of manual labor needed by the orcs, with the "
|
||
#| "sole exception of jobs that require the brute strength of true orcs. "
|
||
#| "Those the orcs revel in as proof of their prowess."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Goblins are puny and quite frail, rarely growing past the size and stature "
|
||
"of a human child.\n"
|
||
"\n"
|
||
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
|
||
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
|
||
"in part because they are so very numerous, and also because their brother "
|
||
"orcs are well aware how dependent they are on the goblins. They perform the "
|
||
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
|
||
"that require the brute strength of true orcs. Those the orcs revel in as "
|
||
"proof of their prowess."
|
||
msgstr ""
|
||
"Goblini se, uprkos svojoj pojavi, rađaju kao srodnici orkova i pripadnici su "
|
||
"iste rase. Dok se kod drugih rasa deca obično rađaju pojedinačno ili u paru, "
|
||
"orkovi dobijaju velike nakote, zbog čega im brojnost brzo eksplodira. U "
|
||
"svakom nakotu biće samo jedan do dva prava orka, koji će narasti do pune "
|
||
"veličine i snage svojstvene svojoj rasi. Naći će se tu još nekoliko "
|
||
"poluorkova, uočljivo slabijih od svoje velike braće, koji će kao odrasli "
|
||
"dobiti sporedne uloge u borbi, poput streljaštva. Ostali, obično polovina "
|
||
"nakota pa i preko toga, biće goblini.\n"
|
||
"\n"
|
||
"Goblini su nejaki i prilično krhki, i retko prestižu po visini i stasu "
|
||
"ljudsku decu. Žive gotovo ropski pod svojim većim srodnicima, a u bojevima "
|
||
"se koriste kao potrošna roba. Uprkos svojoj tragičnoj sudbini, oni itekako "
|
||
"opstaju: donekle zato što su tako brojni, ali i jer su orkovi vrlo svesni "
|
||
"koliko zavise od goblina.\n"
|
||
"\n"
|
||
"U orkovskom društvu goblini izvode glavninu poslova, s izuzetkom samo onih "
|
||
"koji zahtevaju sirovu snagu istinskih orkova. U takvim poslovima uživaju "
|
||
"orkovi sami, kao u dokazu sopstvene moći."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:161
|
||
msgid "race^Gryphon"
|
||
msgstr "grifon"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:162
|
||
msgid "race+female^Gryphon"
|
||
msgstr "grifonka"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:163
|
||
msgid "race^Gryphons"
|
||
msgstr "grifoni"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:164
|
||
msgid ""
|
||
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
|
||
"predators and birds of prey. While occasionally tamed and ridden by the "
|
||
"daring, gryphons are very territorial and aggressive, particularly regarding "
|
||
"their nests.\n"
|
||
"\n"
|
||
"The means by which gryphons are able to fly despite their great weight has "
|
||
"been a source of debate for centuries, but it remains as mysterious as their "
|
||
"origins."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:182
|
||
msgid "race^Human"
|
||
msgstr "čovek"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:183
|
||
msgid "race+female^Human"
|
||
msgstr "čovek"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:184
|
||
msgid "race^Humans"
|
||
msgstr "ljudi"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:185
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The race of men is an extremely diverse one. Although they originally "
|
||
#| "came from the Old Continent, men have spread all over the world and split "
|
||
#| "into many different cultures and races. Although they are not imbued with "
|
||
#| "magic like other creatures, humans can learn to wield it and able to "
|
||
#| "learn more types than most others. They have no extra special abilities "
|
||
#| "or aptitudes except their versatility and drive. While often at odds with "
|
||
#| "other races, they can occasionally form alliances with the less "
|
||
#| "aggressive races such as elves and dwarves. The less scrupulous among "
|
||
#| "them do not shrink back from hiring orcish mercenaries, either. They have "
|
||
#| "no natural enemies, although the majority of men, like most people of all "
|
||
#| "races, have an instinctive dislike of the undead. Men are shorter than "
|
||
#| "the elves, but taller still than dwarves. Their skin color can vary, from "
|
||
#| "almost white to dark brown.\n"
|
||
#| "\n"
|
||
#| "<header>text='Subjects of the Crown'</header>\n"
|
||
#| "Many different groups of men exist, but the majority of them on the Great "
|
||
#| "Continent live under the rule of the Crown of Wesnoth. The humans first "
|
||
#| "appeared on the Great Continent from a land far across the ocean to the "
|
||
#| "West, the Green Isle, and soon established their capital at the inland "
|
||
#| "city of Weldyn. Over the following centuries they have built up a number "
|
||
#| "cities across the continent. The soldiers from the Crown of Wesnoth "
|
||
#| "protect the country, forming the most organized military force in the "
|
||
#| "known world. Its warriors come from the main provinces, where all men are "
|
||
#| "conscripted at an early age.\n"
|
||
#| "\n"
|
||
#| "<header>text='The Clansmen'</header>\n"
|
||
#| "The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
|
||
#| "geography consisting of more open plains and rolling hills than the "
|
||
#| "western, more civilized provinces. They are home to the Horse Clans, who "
|
||
#| "are allied with the Crown of Wesnoth but operate independently and "
|
||
#| "maintain their own identity. Some consider them to be a tributary state, "
|
||
#| "which sends food and soldiers to Crown in exchange for protection. Others "
|
||
#| "say they are on equal footing with the western half of Wesnoth. In any "
|
||
#| "case, the eastern provinces do not have a conscript army the way Western "
|
||
#| "Wesnoth does. Training for fighting is part of the way of life of the "
|
||
#| "Clans; the parents teach the children to ride horses, fight and shoot a "
|
||
#| "bow from an early age. In general, the Clan warriors are less organized "
|
||
#| "than the civilized fighters, and the strengths and weaknesses of these "
|
||
#| "groups complement each other."
|
||
msgid ""
|
||
"The race of men is an extremely diverse one. Although they originally came "
|
||
"from the Old Continent, men have spread all over the world and split into "
|
||
"many different cultures and races. Although they are not imbued with magic "
|
||
"like other creatures, humans can learn to wield it and are able to learn "
|
||
"more types than most others. They have no extra special abilities or "
|
||
"aptitudes except their versatility and drive. While often at odds with other "
|
||
"races, they can occasionally form alliances with the less aggressive races "
|
||
"such as elves and dwarves. The less scrupulous among them do not shrink back "
|
||
"from hiring orcish mercenaries, either. They have no natural enemies, "
|
||
"although the majority of men, like most people of all races, have an "
|
||
"instinctive dislike of the undead. Men are shorter than the elves, but "
|
||
"taller still than dwarves. Their skin color can vary, from almost white to "
|
||
"dark brown.\n"
|
||
"\n"
|
||
"<header>text='Subjects of the Crown'</header>\n"
|
||
"Many different groups of men exist, but the majority of them on the Great "
|
||
"Continent live under the rule of the Crown of Wesnoth. The humans first "
|
||
"appeared on the Great Continent from a land far across the ocean to the "
|
||
"West, the Green Isle, and soon established their capital at the inland city "
|
||
"of Weldyn. Over the following centuries they have built up a number cities "
|
||
"across the continent. The soldiers from the Crown of Wesnoth protect the "
|
||
"country, forming the most organized military force in the known world. Its "
|
||
"warriors come from the main provinces, where all men are conscripted at an "
|
||
"early age.\n"
|
||
"\n"
|
||
"<header>text='The Clansmen'</header>\n"
|
||
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
|
||
"geography consisting of more open plains and rolling hills than the western, "
|
||
"more civilized provinces. They are home to the Horse Clans, who are allied "
|
||
"with the Crown of Wesnoth but operate independently and maintain their own "
|
||
"identity. Some consider them to be a tributary state, which sends food and "
|
||
"soldiers to Crown in exchange for protection. Others say they are on equal "
|
||
"footing with the western half of Wesnoth. In any case, the eastern provinces "
|
||
"do not have a conscript army the way Western Wesnoth does. Training for "
|
||
"fighting is part of the way of life of the Clans; the parents teach the "
|
||
"children to ride horses, fight and shoot a bow from an early age. In "
|
||
"general, the Clan warriors are less organized than the civilized fighters, "
|
||
"and the strengths and weaknesses of these groups complement each other."
|
||
msgstr ""
|
||
"Ljudska je rasa do krajnjosti raznolika. Iako potiču sa Starog kontinenta, "
|
||
"ljudi se proširiše po celom svetu i razdeliše na mnoge kulture i podrase. "
|
||
"Iako nisu prožeti magijom kao druga stvorenja, ljudi je umeju spoznati i "
|
||
"vladati njenim raznovrsnijim vidovima nego većina ostalih. Nemaju posebnih "
|
||
"sposobnosti ni naklonjenosti do svoje svestranosti i nagona. Iako neretko u "
|
||
"zavadi sa drugim rasama, povremeno umeju stupiti u savez sa onim manje "
|
||
"ratobornim, poput vilenjaka ili patuljaka. Manje obzirni se ne ustručavaju "
|
||
"ni od unajmljivanja orkovskih plaćenika. Iako bez prirodnih neprijatelja, "
|
||
"većina ljudi gaji iskonsku odbojnost prema nemrtvima, kao što je slučaj i s "
|
||
"drugim rasama. Ljudi su niži rastom od vilenjaka, a viši od patuljaka. Boja "
|
||
"kože im je širokog raspona, od skoro bele do tamnosmeđe.\n"
|
||
"\n"
|
||
"<header>text='Podanici Krune'</header>\n"
|
||
"Mnoge su različite ljudske skupine, ali ih većina na Velikom kontinentu "
|
||
"potpada pod vlast Krune Vesnota. Prvi ljudi na Veliki kontinent stigoše iz "
|
||
"zemlje daleko preko okeana na zapadu, sa Zelenostrva, te ubrzo uspostaviše "
|
||
"svoju prestonicu, od mora daleki grad Veldin. Tokom narednih vekova podigoše "
|
||
"još mnoge gradove širom kontinenta. Vojnici vesnotske krune štite državu, "
|
||
"obrazujući najuređeniju vojničku silu poznatog sveta. Njeni budući ratnici "
|
||
"stižu iz glavnih pokrajina, gde se muškarci regrutuju još kao mladi.\n"
|
||
"\n"
|
||
"<header>text='Pripadnici Klanova'</header>\n"
|
||
"Istočne pokrajine vesnotske, poznate kao domovine Klanova, geografski su "
|
||
"pretežno otvorene ravnice i valovita brda, za razliku od zapadnih, "
|
||
"civilizovanijih pokrajina. Njih naseljavaju Konjički klanovi, pridruženi "
|
||
"Kruni Vesnota, ali delujući nezavisno i održavajući svoje poreklo. Neki ih "
|
||
"drže za vazalsku državu, što Kruni podaje hranu i vojnike u zamenu za "
|
||
"zaštitu. Drugi, pak, vele da su na ravnoj nozi sa zapadnom polovinom "
|
||
"Vesnota. Kako bilo, istočne pokrajine ne održavaju stajaću vojsku kako to "
|
||
"čini Zapadni Vesnot. Uvežbavanje za boj sastavni je deo života u Klanovima; "
|
||
"roditelji decu podučavaju jahanju, borenju i rukovanju lukom od malih nogu. "
|
||
"U preseku, klanski su ratnici slabije organizovani od civilizovanih boraca, "
|
||
"ali se vrline i mane ovih družina međusobno nadopunjuju."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:200
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "čovek"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:201
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "čovek"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:202
|
||
#, fuzzy
|
||
#| msgid "race+plural^Undead"
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "nemrtvi"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:203
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
|
||
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
|
||
"this far corner of the Great Continent is unknown. Their legends tell of "
|
||
"many long and perilous travels through far-flung lands, but the true origin "
|
||
"of their people is a topic of endless and heated debate among even the most "
|
||
"erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:224
|
||
msgid "race^Saurian"
|
||
msgstr "saurijanac"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:225
|
||
msgid "race+female^Saurian"
|
||
msgstr "saurijanka"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:226
|
||
msgid "race^Saurians"
|
||
msgstr "saurijanci"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:227
|
||
msgid ""
|
||
"Saurians are lizard-like creatures. Smaller and more slender than humans, "
|
||
"they rarely stand taller than a ten year old child, though from tip of snout "
|
||
"to end of tail a Saurian can be as long as the average man is tall. Light "
|
||
"and nimble, the warriors prefer to fight as they hunt — slipping through "
|
||
"enemy lines to target the weak and the injured while evading their "
|
||
"attackers.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Saurians are very mysterious creatures due to their tendency to live in "
|
||
"areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
|
||
"Saurians believe all the events in a life can be predicted by the use of a "
|
||
"complex form of astrology.\n"
|
||
"\n"
|
||
"Saurian culture is sharply segregated between the genders. Within each "
|
||
"gender the members compete, and through skill, determination, and reputation "
|
||
"establish a clear pecking order, with a chief at the top. On those occasions "
|
||
"when the two genders interact they do not contest for dominance; instead, "
|
||
"the situation determines the dominant gender. The chief of the males is "
|
||
"alpha within the clan's village or encampment while the chief of females is "
|
||
"dominant anywhere else. This continues down the rank structure with each "
|
||
"male or female being dominant over any member of the opposite gender with "
|
||
"lower rank and submitting to members of the opposite gender with higher "
|
||
"rank.\n"
|
||
"\n"
|
||
"The segregation and alternating gender-dominance of Saurian society is an "
|
||
"outgrowth of their clearly defined gender roles. It is the responsibility of "
|
||
"the female to hunt and find food, skills which ultimately train them to be "
|
||
"warriors: the skirmishers, flankers, and ambushers other races so fear. "
|
||
"Males, meanwhile, are responsible for guarding the clutch — the eggs left by "
|
||
"the females. While this leaves time for the males to develop and hone the "
|
||
"arts of astrology, healing, and magic, it also exposes them to significant "
|
||
"danger, as they are stationary targets for a Saurian clan's number one enemy "
|
||
"— other Saurian clans.\n"
|
||
"\n"
|
||
"New Saurian clans are started when the proper astrological signs are read. "
|
||
"Called a “hatching,” each female indicated by the conjunction selects a "
|
||
"group of individuals with lower rank and leave their source clan. Frequently "
|
||
"all females with a specific trait will be indicated, causing multiple clans "
|
||
"to “hatch” at the same time. Selection is a simple process: no group leaving "
|
||
"can be larger than any other, all the groups together cannot be larger than "
|
||
"the group being left, and higher ranking allows a female to overrule another "
|
||
"female's choice of who they take.\n"
|
||
"\n"
|
||
"Because of their rapid population growth, frequent splits in clans, and the "
|
||
"fact that cannibalism is not taboo, violence is one of the defining features "
|
||
"of Saurian life. This limits the growth of the Saurian culture to fits and "
|
||
"starts, as much of their knowledge is passed by oral tradition and their "
|
||
"possessions must be mobile.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Saurians can live in many different areas, though swamps are by far their "
|
||
"most common habitat.\n"
|
||
"\n"
|
||
"<header>text='Biology'</header>\n"
|
||
"Saurians live spectacularly short lives by comparison to most of the other "
|
||
"races of Wesnoth, reaching full adulthood within three years and often dying "
|
||
"by the time they are 10 to 15 years old. By far, the most common cause of "
|
||
"death is violence. Saurian females produce clutches of about 20 eggs roughly "
|
||
"once a year, which creates constant population pressure and would stress "
|
||
"most carnivores' food supply. Hunters and scavengers, Saurians have "
|
||
"extremely strong jaws and have a very powerful digestive system with highly "
|
||
"acidic fluids, making them capable of eating and digesting all of their prey "
|
||
"including skin, teeth, horns and bones. Further, they have no aversion to "
|
||
"eating carrion and even committing cannibalism, which are both regular "
|
||
"occurrences."
|
||
msgstr ""
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:253
|
||
msgid "race^Mechanical"
|
||
msgstr "mašina"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:254
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "mašine"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:255
|
||
msgid ""
|
||
"Animated neither by natural life nor by necromancy, the term "
|
||
"<italic>text='mechanical'</italic> describes a created artifact of an "
|
||
"intelligent being. Most mechanical things neither move nor think on their "
|
||
"own, but some do so as a result of magical enchantment."
|
||
msgstr ""
|
||
"Pokretani ni prirodnim životom ni nekromantijom, izraz "
|
||
"<italic>text='mašina'</italic> opisuje predmete koje su stvorila razumna "
|
||
"bića. Većina mašina se niti kreće niti razmišlja svojom voljom, ali neke "
|
||
"ipak to čine zaslugom magične začaranosti."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:264
|
||
msgid "race^Merman"
|
||
msgstr "morejac"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:265
|
||
msgid "race^Mermaid"
|
||
msgstr "morejka"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:266
|
||
#, fuzzy
|
||
#| msgid "race^Troll"
|
||
msgid "race^Merfolk"
|
||
msgstr "trol"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:268
|
||
msgid ""
|
||
"Something like a fusion between humans and fish, the merfolk are an "
|
||
"enigmatic race with both piscine and humanoid attributes. They have strong "
|
||
"tails that lend themselves to quick movement in any watery environment while "
|
||
"their dextrous hands and intelligent minds allow fine craftsmanship and "
|
||
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
|
||
"without difficulty. Despite being able to survive on land, they are much "
|
||
"quicker and more agile in the water and will rarely be found far from the "
|
||
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
|
||
"there and they struggle greatly to move over rough or forested terrain."
|
||
msgstr ""
|
||
"Nešto poput spoja čoveka i ribe, morejci su zagonetna rasa i ribljih i "
|
||
"čovekolikih svojstava. Imaju snažne repove koji im omogućavaju brzo kretanje "
|
||
"u svim vodenim okruženjima, a spretne ruke i pametne umove kojima su razvili "
|
||
"veštine izrade alatki i drugih predmeta. Po prirodi na granici između mora i "
|
||
"kopna, morejci bez problema mogu disati kako u vodi tako i na suvom. Iako "
|
||
"mogu da žive na kopnu, mnogo su brži i okretniji u vodi, pa se retko nalaze "
|
||
"podalje od okeana. Klone se suvog tla, pošto su na njemu trapavi i "
|
||
"nespretni, i jako se teško kreću po kršnim i šumskim područjima."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:276
|
||
msgid "race^Monster"
|
||
msgstr "čudovište"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:277
|
||
msgid "race+female^Monster"
|
||
msgstr "čudovište"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:278
|
||
msgid "race^Monsters"
|
||
msgstr "čudovišta"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:279
|
||
msgid ""
|
||
"The term “monster” incorporates many hideous beasts that haunt the caves, "
|
||
"wilderness, ocean depths, and other climes of the world. They figure largely "
|
||
"in the tales and nightmares of its denizens, as well."
|
||
msgstr ""
|
||
"Izrazom „čudovište“ opisuju se mnoge gnusne zveri što pohode pećine, "
|
||
"divljine, okeanske dubine i druga podneblja svetu. Takođe su ih pune priče i "
|
||
"noćne more stanovnika tih podneblja."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:286
|
||
msgid "race^Naga"
|
||
msgstr "nagajac"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:287
|
||
msgid "race^Nagini"
|
||
msgstr "nagajka"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:288
|
||
msgid "race^Nagas"
|
||
msgstr "nagajci"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:289
|
||
msgid ""
|
||
"The serpentine nagas are one of the least understood races of the Great "
|
||
"Continent. Part of this is due to their xenophobic nature and part is due to "
|
||
"their alien environment. Nagas are one of the few races capable of any "
|
||
"meaningful mobility in water, giving them access to a whole world "
|
||
"effectively forbidden to land dwellers and further separating them from the "
|
||
"terrestrial beings that they shun. Still, they are not true creatures of the "
|
||
"sea, and their inability to breathe water leaves them in trepidation of the "
|
||
"abyss. Living in coastal areas gives them an escape route on land against "
|
||
"denizens of the deep while keeping them out of reach of those who travel by "
|
||
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
|
||
"often faster and more nimble than their opponents. They sometimes find "
|
||
"themselves at odds with merfolk when their territories overlap, but overall "
|
||
"nagas tend to favor swamps and rivers as much as open water."
|
||
msgstr ""
|
||
"Zmijoliki nagajci jedna su od najmanje shvaćenih rasa na Velikom kontinentu, "
|
||
"delom zbog njihove ksenofobne prirode a delom zbog njihovog tuđinskog "
|
||
"okruženja. Nagajci su jedna od malobrojnih rasa sposobnih za delotvorno "
|
||
"kretanje u vodi, što im otvara vrata ka jednom celom svetu u suštini "
|
||
"zabranjenom stanovnicima kopna, ali ih i još više udaljava od kopnenih bića "
|
||
"kojih se klone. Pa ipak, nisu istinska morska stvorenja usled nemogućnost "
|
||
"disanja u vodi, zbog čega moraju ustuknuti pred bezdanom. Život u priobalnim "
|
||
"područjima otvara im kopneni put za beg od stvorenja iz dubine, dok ih drži "
|
||
"podalje od svih onih koji putuju na nogama, kopitima ili krilima. Iako su "
|
||
"nagajci ponešto krhkog stasa, obično su brži i okretniji od svojih "
|
||
"protivnika. Ponekad se nađu u sukobu sa morejcima kada im se teritorije "
|
||
"preklope, ali uglavnom vole močvare i reke više nego otvoreno more."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:297
|
||
msgid "race^Ogre"
|
||
msgstr "ogr"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:298
|
||
msgid "race+female^Ogre"
|
||
msgstr "ogrica"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:299
|
||
msgid "race^Ogres"
|
||
msgstr "ogrovi"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:300
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Ogres are a wild and uncivilized race who dwell mainly in the wilderness "
|
||
#| "of the Great Continent. Physically, they resemble humans and orcs but are "
|
||
#| "larger and stronger. Even their adolescents are more than a match for "
|
||
#| "most men. Ogres are distrusted in many populated areas and usually either "
|
||
#| "avoid them or are driven out by force. Instead, they lurk the mountainous "
|
||
#| "areas on the edges of civilization, where hungry ogre bandits provide a "
|
||
#| "constant threat to travelers and caravans. While ogres are not "
|
||
#| "particularly intelligent or quick, their toughness and physical strength "
|
||
#| "make them a valuable asset in the armies of other races. They are "
|
||
#| "especially valued by more ruthless commanders who don't mind the ogres' "
|
||
#| "brutality. Little is known about their biology or society, if they can "
|
||
#| "truly be said to have one, but they are said to attack alongside wolves "
|
||
#| "and other beasts. Whether this is a sign of cooperation, domestication, "
|
||
#| "or simply mutual opportunism is not known."
|
||
msgid ""
|
||
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
|
||
"the Great Continent. Physically, they resemble humans and orcs but are "
|
||
"larger and stronger. Even their adolescents are more than a match for most "
|
||
"men. Ogres are distrusted in many populated areas and usually either avoid "
|
||
"them or are driven out by force. Instead, they lurk the mountainous areas on "
|
||
"the edges of civilization, where hungry ogre bandits provide a constant "
|
||
"threat to travelers and caravans. While ogres are not particularly "
|
||
"intelligent or quick, their toughness and physical strength make them a "
|
||
"valuable asset in the armies of other races. They are especially valued by "
|
||
"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
|
||
"known about their biology or society, if they can truly be said to have one, "
|
||
"but they are said to attack alongside wolves and other beasts. Whether this "
|
||
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
|
||
"known."
|
||
msgstr ""
|
||
"Ogrovi su divlja i necivilizovana rasa što prebiva uglavnom po divljinama "
|
||
"Velikog kontinenta. Fizički nalikuju ljudima i orkovima, ali su veći i jači. "
|
||
"Čak su i mladi ogrovi više nego ravni većini ljudi. U mnogim naseljenim "
|
||
"područjima ne trpe ogrove, tako da ih ogrovi što izbegavaju što bivaju silom "
|
||
"izbacivani. Umesto toga vrebaju u planinskim oblastima na rubovima "
|
||
"civilizacije, gde su gladni ogrovski razbojnici stalna pretnja putnicima i "
|
||
"karavanima. Iako ogrovi nisu posebno oštroumni niti brzi, zbog svoje "
|
||
"žilavosti i fizičke snage rado su viđeni u vojskama drugih rasa. Posebno ih "
|
||
"cene bezobzirniji zapovednici kojima ne smeta ogrovska surovost. Malo se zna "
|
||
"o biologiji i društvenim odnosima ogrova, ako se uopšte može reći da ih "
|
||
"imaju, ali se priča da napadaju zajedno sa vukovima i drugim zverima. Da li "
|
||
"je to znak saradnje, pripitomljavanja ili prosto obostranog oportunizma, "
|
||
"nije poznato."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Orc"
|
||
msgstr "ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:309
|
||
msgid "race+female^Orc"
|
||
msgstr "orkinja"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:310
|
||
msgid "race^Orcs"
|
||
msgstr "orkovi"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:311
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "In appearance, orcs are half men and half beasts. They are taller, "
|
||
#| "sturdier and stronger than humans. They are warlike, savage, and cruel by "
|
||
#| "nature. Their blood is darker and thicker than that of normal humans and "
|
||
#| "they have little care for personal hygiene or their personal appearance. "
|
||
#| "Although Orcs are violent even among themselves creatures, they are pack-"
|
||
#| "oriented; an orc never travels long or lives alone in groups smaller than "
|
||
#| "half a dozen.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Almost every orc are a member of a tribe or a clan. Relations between "
|
||
#| "neighboring tribes are usually violent, except in cases of a mutual enemy "
|
||
#| "threatens their existence or prospects of great plunder override mutual "
|
||
#| "animosity. Occasionally, a single strong chieftain may emerge to lead "
|
||
#| "multiple tribes from time to time, usually through intimidation of "
|
||
#| "followers. An orc tribe in times of peace tends to focus almost solely on "
|
||
#| "strengthening itself in preparation for the next armed conflict. Orcs are "
|
||
#| "known to possess a crude system of writing — usually in blood — although "
|
||
#| "it’s most commonly used to trade insults or threats among tribal "
|
||
#| "leaders.\n"
|
||
#| "\n"
|
||
#| "Orc societies are based on little else but strength; might makes right, "
|
||
#| "and a leader leads and survives only as long as no one manages to wrest "
|
||
#| "the title from him. A constant struggle for power simmers among potential "
|
||
#| "tribal chiefs. An orcish leader rarely lives more than a handful of years "
|
||
#| "to enjoy his absolute authority before being killed for his position — "
|
||
#| "although history knows some notable exceptions. Orcs hold no particular "
|
||
#| "honor code and while indisputable raw strength is usually the preferred "
|
||
#| "method of displaying power, assassination, poisoning and backstabbing are "
|
||
#| "completely viable means to further one’s own goals.\n"
|
||
#| "\n"
|
||
#| "Orcs mostly live in rural areas, often in foothills or mountainous "
|
||
#| "regions, sometimes in caves. They grow no crops nor keep livestock, but "
|
||
#| "are competent hunters as a result of their physical stature and "
|
||
#| "brutality. Due to their large numbers they are capable of hunting an area "
|
||
#| "virtually clean of anything larger than rodents in relatively short "
|
||
#| "period of time. Due to this and their unstable leadership, orcish tribes "
|
||
#| "tend to lead a semi-nomadic lifestyle, never settling in one region for "
|
||
#| "too long. The larger tribes may establish themselves firmly in an area "
|
||
#| "for years or even decades and build large encampments almost resembling "
|
||
#| "cities, but even these are easily dismantled and abandoned if there is a "
|
||
#| "need to relocate the horde.\n"
|
||
#| "\n"
|
||
#| "The oldest known orcs have been around 50 to 60 years of age, but very "
|
||
#| "few individuals ever live to see over two or three decades before meeting "
|
||
#| "their end either in war or by the hand of one of their kin. The oldest "
|
||
#| "orcs are often shamans, which are perhaps the only ones most of their "
|
||
#| "kind sees as being trustworthy and neutral. The origins of this custom "
|
||
#| "are unknown, as the shamans do not directly contribute much to orcish "
|
||
#| "societies but only act as advisors — not something orcs tend to otherwise "
|
||
#| "tolerate. Shamans are in many ways the opposite of most other orcs: they "
|
||
#| "are often physically withered and frail in comparison and lack skill in "
|
||
#| "battle. Despite their reliance on raw strength, not nearly all orcs are "
|
||
#| "destined to grow to possess any. Many orcs are born smaller and weaker "
|
||
#| "than the rest, and already almost as newborns are put in their place by "
|
||
#| "their stronger siblings. The stronger ones will routinely grab most of "
|
||
#| "the food and thus grow stronger still, while their weaker siblings do "
|
||
#| "not. Many of these individuals tend to specialize in other skills, like "
|
||
#| "archery or assassination."
|
||
msgid ""
|
||
"In appearance, orcs resemble humans but with some bestial features. They are "
|
||
"taller, sturdier and stronger than humans. They are warlike, savage, and "
|
||
"cruel by nature. Their blood is darker and thicker than that of humans, and "
|
||
"they have little care for personal hygiene or their personal appearance. "
|
||
"Although Orcs are violent even among themselves, they are pack-oriented; an "
|
||
"orc never travels alone or lives in groups smaller than half a dozen.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Almost every orc is a member of a tribe or a clan. Relations between "
|
||
"neighboring tribes are usually violent, except in cases of a mutual enemy "
|
||
"threatens their existence or prospects of great plunder override mutual "
|
||
"animosity. Occasionally, a single strong chieftain may emerge to lead "
|
||
"multiple tribes from time to time, usually through intimidation of "
|
||
"followers. An orc tribe in times of peace tends to focus almost solely on "
|
||
"strengthening itself in preparation for the next armed conflict. Orcs are "
|
||
"known to possess a crude system of writing — usually in blood — although "
|
||
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
|
||
"\n"
|
||
"Orc societies are based on little else but strength; might makes right, and "
|
||
"a leader leads and survives only as long as no one manages to wrest the "
|
||
"title from him. A constant struggle for power simmers among potential tribal "
|
||
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
|
||
"his absolute authority before being killed for his position — although "
|
||
"history knows some notable exceptions. Orcs hold no particular honor code "
|
||
"and while indisputable raw strength is usually the preferred method of "
|
||
"displaying power, assassination, poisoning and backstabbing are completely "
|
||
"viable means to further one’s own goals.\n"
|
||
"\n"
|
||
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
|
||
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
|
||
"hunters as a result of their physical stature and brutality. Due to their "
|
||
"large numbers they are capable of hunting an area virtually clean of "
|
||
"anything larger than rodents in relatively short period of time. Due to this "
|
||
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
|
||
"lifestyle, never settling in one region for too long. The larger tribes may "
|
||
"establish themselves firmly in an area for years or even decades and build "
|
||
"large encampments almost resembling cities, but even these are easily "
|
||
"dismantled and abandoned if there is a need to relocate the horde.\n"
|
||
"\n"
|
||
"The oldest known orcs have been around 50 to 60 years of age, but very few "
|
||
"individuals ever live to see over two or three decades before meeting their "
|
||
"end either in war or by the hand of one of their kin. The oldest orcs are "
|
||
"often shamans, which are perhaps the only ones most of their kind sees as "
|
||
"being trustworthy and neutral. The origins of this custom are unknown, as "
|
||
"the shamans do not directly contribute much to orcish societies but only act "
|
||
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
|
||
"many ways the opposite of most other orcs: they are often physically "
|
||
"withered and frail in comparison and lack skill in battle.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Orkovi su pola nalik ljudima, pola zverima. Viši su, kršniji i snažniji od "
|
||
"ljudi, a po naravi ratoborni, divlji i okrutni. Krv im je tamnija i gušća od "
|
||
"čovekove, i nimalo se ne osvrću na ličnu higijenu ili pojavu. Iako su "
|
||
"nasilni i jedni prema drugima, čoporski su nastrojeni; jedan ork nikada ne "
|
||
"putuje sâm niti bivstvuje u družinama manjim od po desetka.\n"
|
||
"\n"
|
||
"<header>text='Društvo'</header>\n"
|
||
"Gotovo je svaki ork član nekog plemena ili klana. Odnosi među susednim "
|
||
"plemenima obično su nasilni, osim kada im zajednički neprijatelj zapreti "
|
||
"opstanku ili im veliko haranje na vidiku nadjača međusobne netrpeljivosti. "
|
||
"Povremeno, dogodi se da pojedini snažni poglavica uspostavi vlast i povede "
|
||
"više plemena, obično zastrašivanjem sledbenika. U vreme mira, orkovsko je "
|
||
"pleme usredsređeno poglavito na sopstveno jačanje u iščekivanju narednog "
|
||
"oružanog sukoba. Poznato je da orkovi poseduju grubu pismenost — obično "
|
||
"krvlju beleženom — iako se najvećma koristi za razmenu uvreda i pretnji među "
|
||
"plemenskim vođima.\n"
|
||
"\n"
|
||
"Orkovsko društvo zasniva se na malo čemu do snage; jači je u pravu, i vođ "
|
||
"vodi i opstaje samo dok mu niko ne može prigrabiti položaj. Neprekidna borba "
|
||
"za vlast ključa među izglednim plemenskim glavama. Retkost je orkovski vođ "
|
||
"koji poživi više od nekoliko godina uživajući u svojoj potpunoj vlasti, pre "
|
||
"nego ga drugi poseče u borbi za isto mesto — mada istorija beleži istaknute "
|
||
"izuzetke. Orkovi nemaju posebnog kôda časti, i dok se neosporivoj sirovoj "
|
||
"snazi obično daje prednost u ispoljavanju moći, atentati, trovanja i udari s "
|
||
"leđa potpuno su očekivani načini za postizanje ciljeva.\n"
|
||
"\n"
|
||
"Uobičajena staništa orkovima su područja u udolinama ili planinskim "
|
||
"oblastima, a ponekad pećine. Ne gaje useve niti drže stoku, ali su sposobni "
|
||
"lovci, zahvaljujući fizičkom stasu i okrutnosti. Usled svoje mnogobrojnosti, "
|
||
"umeju za kratko vreme izloviti područje gotovo nenaseljeno bilo čim većim od "
|
||
"glodarâ. Zaslugom toga i nestabilnosti vođstva, orkovska plemena teže "
|
||
"polunomadskom načinu života, nikad se ne zadržavajući predugo na istom "
|
||
"ognjištu. Viđena su veća plemena koja se tokom godina čvrsto ukorene na "
|
||
"nekom području, te podignu velike tabore skoro nalik gradovima, ali se čak i "
|
||
"takva lako razobliče i napuste čim naiđe potreba za premeštanje horde.\n"
|
||
"\n"
|
||
"Najstariji poznati orkovi doživeli su 50 do 60 leta, ali tek šačica "
|
||
"pojedinaca dočeka preko dve ili tri decenije pre susreta sa sudbinom, ili u "
|
||
"ratu ili od ruke nekog od svojih sunarodnika. Stari orkovi su obično šamani, "
|
||
"kao možda jedini na koje njihovi sunarodnici gledaju sa poverenjem i bez "
|
||
"neprijateljstva. Izvori ovakvog običaja nisu poznati, kako šamani malo "
|
||
"neposredno doprinose orkovskom društvu, već deluju kao savetnici — što "
|
||
"orkovi nemaju običaj da trpe. Šamani su u mnogom pogledu suprotnost drugim "
|
||
"orkovima: često su fizički sasušeni i krhki u poređenju, i nedostaje im "
|
||
"veštine za boj. Bez obzira na okrenutost sirovoj snazi, ne rađaju se baš svi "
|
||
"orkovi obdareni njome. Nemalo ih se izrodi manjih i slabijih, i već kao "
|
||
"novorođenčad snažniji srodnici postave ih na njihovo mesto. Jači će bez "
|
||
"osvrtanja grabiti veći deo hrane i tako još jačati, za razliku od slabijih. "
|
||
"Mnogi ovakvi pojedinci usavršavaju druge veštine, kao što su streljaštvo ili "
|
||
"ubijanje iz potaje."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:322
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:331
|
||
msgid "race^Troll"
|
||
msgstr "trol"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:332
|
||
msgid "race+female^Troll"
|
||
msgstr "trolkinja"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:333
|
||
msgid "race^Trolls"
|
||
msgstr "trolovi"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:334
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Trolls are ancient creatures, one of the oldest known races known to "
|
||
#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
|
||
#| "live extremely long lives inside deep caves or atop high mountains. The "
|
||
#| "most unique characteristic of trolls is an internal vitality that "
|
||
#| "sustains and heals them from within. As a result they live very different "
|
||
#| "lives from almost any known creature. Trolls have few real needs: they "
|
||
#| "require little food or water, and thus they have little incentive to "
|
||
#| "pursue much besides protection from those who are hostile towards them. "
|
||
#| "This in turn means they rarely have to worry about anything and can spend "
|
||
#| "much of their time sleeping or in contemplation. Trolls have a curious "
|
||
#| "affinity with nature. They do not relate with living things like elves "
|
||
#| "do, but instead with earth and stone. They are also somewhat curious of "
|
||
#| "their surroundings and many younger whelps even enjoy traveling and "
|
||
#| "seeing the world. As trolls grow older they tend to become increasingly "
|
||
#| "passive, gradually losing interest in their environment and spending more "
|
||
#| "of their time sleeping in a quiet, familiar corner of their home cave. "
|
||
#| "This is until they finally pass away as their bodies themselves slowly "
|
||
#| "turn into lifeless statues of stone.\n"
|
||
#| "\n"
|
||
#| "Trolls are seen by many as being little more than yet another race of "
|
||
#| "savage monsters. This common misconception is in part perpetuated by orcs "
|
||
#| "to persuade trolls to join their armies. Because they are rather simple "
|
||
#| "and do not understand the ways of other races or sometimes can even tell "
|
||
#| "them apart, it is usually easy for an orcish band to convince a group of "
|
||
#| "trolls that by joining them they get to exact revenge on those that have "
|
||
#| "before hunted them. These new recruits are then directed to attack "
|
||
#| "whoever the orcs themselves are currently in conflict with, whether "
|
||
#| "previously a foe of the trolls or not, accumulating even more enemies for "
|
||
#| "the misled trolls. The most common enemy of trolls are dwarves, and the "
|
||
#| "animosity between these two races is ancient.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Trolls have inhabited the mountains of the Great Continent longer than "
|
||
#| "the dwarves who migrated there. Trolls are a common sight on the mountain "
|
||
#| "ranges north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgid ""
|
||
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
|
||
"the Great Continent. They are large, slow, simple-minded, and live extremely "
|
||
"long lives inside deep caves or atop high mountains. The most unique "
|
||
"characteristic of trolls is an internal vitality that sustains and heals "
|
||
"them from within. As a result they live very different lives from almost any "
|
||
"known creature. Trolls have few real needs: they require little food or "
|
||
"water, and thus they have little incentive to pursue much besides protection "
|
||
"from those who are hostile towards them. This in turn means they rarely have "
|
||
"to worry about anything and can spend much of their time sleeping or in "
|
||
"contemplation. Trolls have a curious affinity with nature. They do not "
|
||
"relate with living things like elves do, but instead with earth and stone. "
|
||
"They are also somewhat curious of their surroundings and many younger whelps "
|
||
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
|
||
"become increasingly passive, gradually losing interest in their environment "
|
||
"and spending more of their time sleeping in a quiet, familiar corner of "
|
||
"their home cave. This is until they finally pass away as their bodies "
|
||
"themselves slowly turn into lifeless statues of stone.\n"
|
||
"\n"
|
||
"Trolls are seen by many as being little more than yet another race of savage "
|
||
"monsters. This common misconception is in part perpetuated by orcs to "
|
||
"persuade trolls to join their armies. Because they are rather simple and do "
|
||
"not understand the ways of other races or sometimes cannot even tell them "
|
||
"apart, it is usually easy for an orcish band to convince a group of trolls "
|
||
"that by joining them they get to exact revenge on those that have before "
|
||
"hunted them. These new recruits are then directed to attack whoever the orcs "
|
||
"themselves are currently in conflict with, whether previously a foe of the "
|
||
"trolls or not, accumulating even more enemies for the misled trolls. The "
|
||
"most common enemy of trolls are dwarves, and the animosity between these two "
|
||
"races is ancient.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Trolls have inhabited the mountains of the Great Continent longer than the "
|
||
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
|
||
"north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgstr ""
|
||
"Trolovi su prastara stvorenja, od najstarijih rasa za koje se zna da su "
|
||
"naseljavale Veliki kontinent. Veliki, tromi i prostodušni, provode izrazito "
|
||
"duge živote unutar dubokih pećina ili povrh visokih planina. Jedinstvena "
|
||
"osobina trolova jeste unutrašnja životnost koja ih održava i zalečuje "
|
||
"povrede. To ih nagoni bivstvovanju sasvim drugačijem od gotovo bilo kojeg "
|
||
"drugog znanog bića. Stvarne potrebe su im malobrojne, tek malo hrane i vode, "
|
||
"te nemaju drugih delatnih pobuda zaštite od prema njima neprijateljski "
|
||
"nastrojenih. Iz ovoga sledi da se retko brinu oko bilo čega, provodeći veći "
|
||
"deo dana u spavanju i razmatranju. Trolovi su na čudan način naklonjeni "
|
||
"prirodi — ne tiču ih se, kao vilenjaka, žive tvari, već tlo i stenje. Takođe "
|
||
"ispoljavaju znatiželju prema svom okruženju, da mnogi mlađi štenci uživaju "
|
||
"putujući i razgledajući sveta. Kako stare, trolovi postaju sve bezvoljniji, "
|
||
"postepeno gubeći zanimanje za svet što ih okružuje i provodeći sve više "
|
||
"vremena dremajući u tihom, poznatom kutku svoje domaće pećine. I tako sve "
|
||
"dok tiho ne zgasnu, dok im se sama tela polako pretvaraju u beživotne kamene "
|
||
"kipove.\n"
|
||
"\n"
|
||
"Mnogi na trolove gledaju kao na tek nešto više od još jedne rase divljih "
|
||
"nemani. Ovu uobičajenu zabludu delom podstiču orkovi kako bi nagnali trolove "
|
||
"da se pridruže njihovim vojskama. Kako su trolovi srazmerno naivni i ne "
|
||
"razumeju puteve drugih rasa, da ih ponekad čak ne umeju ni razlikovati, "
|
||
"orkovskoj je družini obično lako ubediti skupinu trolova da će, pridruživši "
|
||
"im se, moći da se osvete onima koji ih ranije loviše. Tako stečeni saborci "
|
||
"zatim se upućuju u napad na bilo koga trenutno suprotstavljenog samim "
|
||
"orkovima, bilo da su zaista neprijatelji i trolovima ili ne, tako "
|
||
"nakupljajući još više neprijatelja zavaranim trolovima. Najčešći suparnik "
|
||
"trolovima su patuljci, dve rase među kojima vlada drevna mržnja.\n"
|
||
"\n"
|
||
"<header>text='Rasprostranjenost'</header>\n"
|
||
"Trolovi prebivaše u planinama Velikog kontinenta duže od patuljaka koji tu "
|
||
"pristigoše. Uobičajen su prizor na planinskim vencima severno i istočno od "
|
||
"Vesnota, i kuda god se kreću orkovske horde."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:354
|
||
msgid "race^Undead"
|
||
msgstr "nemrtav"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:355
|
||
msgid "race+female^Undead"
|
||
msgstr "nemrtva"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:356
|
||
msgid "race+plural^Undead"
|
||
msgstr "nemrtvi"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:357
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Undead are not really a single race of creatures, although often treated "
|
||
#| "as such. Almost any dead creature can, by a sufficiently skilled "
|
||
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
|
||
#| "most part unnatural but mindless constructs, obeying whoever created them "
|
||
#| "without question nor thought. A greater mystery of necromancy is in how "
|
||
#| "constructs are sustained without continuous effort from the necromancer. "
|
||
#| "An undead creature does not require the constant attention of the "
|
||
#| "necromancer to command and sustain, but can work autonomously according "
|
||
#| "to the commands of it’s master. Only rarely, perhaps once every few "
|
||
#| "months, does the necromancer need to maintain his creation.\n"
|
||
#| "\n"
|
||
#| "Necromancy is almost solely limited to humans. Even the legends of "
|
||
#| "magically apt races like elves and mermen tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "While undead lords arrived on the Great Continent in considerable numbers "
|
||
#| "only in the wake of Haldric I, they were not completely unheard of by "
|
||
#| "elves and dwarves before that."
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
|
||
"be reanimated and rise again in undeath. Undead are for the most part "
|
||
"unnatural but mindless constructs, obeying whoever created them without "
|
||
"question nor thought. A greater mystery of necromancy is in how constructs "
|
||
"are sustained without continuous effort from the necromancer. An undead "
|
||
"creature does not require the constant attention of the necromancer to "
|
||
"command and sustain, but can work autonomously according to the commands of "
|
||
"its master. Only rarely, perhaps once every few months, does the necromancer "
|
||
"need to maintain his creation.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"While undead lords arrived on the Great Continent in considerable numbers "
|
||
"only in the wake of Haldric I, they were not completely unheard of by elves "
|
||
"and dwarves before that."
|
||
msgstr ""
|
||
"Nemrtvi nisu zbilja jedinstvena rasa, ali su stvorenja često držana za "
|
||
"takva. Dovoljno izvešten nekromant može povratiti i podići u nesmrt gotovo "
|
||
"svako mrtvo stvorenje. Nemrtvi su pretežno protivprirodne ali beslovesne "
|
||
"tvorevine, štujući bez pitanja i promisli onoga koji ih je stvorio. Velika "
|
||
"je tajna nekromantije kako se ove tvorevine mogu održavati bez trajnog "
|
||
"napora nekromanata. Za održavanje i komandovanje nemrtvim stvorenjem "
|
||
"nekromantu nije neophodna neprekidna posvećenost, već ona mogu samostalno "
|
||
"izvršavati volju svoga gospodara. Tek povremeno, možda jednom u nekoliko "
|
||
"meseci, nekromant mora da poradi na svojoj tvorevini.\n"
|
||
"\n"
|
||
"Nekromantija je bezmalo potpuno u vlasti ljudi. Čak i predanja o magiji "
|
||
"vičnim rasama poput vilenjaka ili morejaca, retko zbore o nekima od njihove "
|
||
"sorte što se baviše mračnim zanatom. Nagađa se da nekromantska magija "
|
||
"zahteva znatnu prilagodljivost i visprenost uma, do krajnjosti koje se "
|
||
"najčešće nalaze u ljudi. Konačni je naum većine nekromanata okretanje iste "
|
||
"te veštine očuvavanja i prožimanja životom k njima samima, izmenivši se bez "
|
||
"obzira na cenu, bežeći smrti održavanjem sopstvenog uma i duha.\n"
|
||
"\n"
|
||
"<header>text='Rasprostranjenost'</header>\n"
|
||
"Dok nemrtvi gospodari pristigoše na Veliki kontinent u znatnom broju tek na "
|
||
"tragu Haldrika I, nije da se o njima i pre toga nije ponešto čulo među "
|
||
"vilenjacima i patuljcima."
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:370
|
||
msgid "race^Wolf"
|
||
msgstr "vuk"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:371
|
||
msgid "race+female^Wolf"
|
||
msgstr "vučica"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:372
|
||
msgid "race^Wolves"
|
||
msgstr "vukovi"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:373
|
||
msgid ""
|
||
"Wolves are predatory canines encountered frequently in the wilderness. "
|
||
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
|
||
"civilians and untrained soldiers with ease, but it is their tendency to "
|
||
"travel in packs and attack in an organized manner that makes them "
|
||
"particularly fearsome to travelers. They tend to stay away from "
|
||
"civilization, though, only occasionally venturing close to prey upon "
|
||
"livestock."
|
||
msgstr ""
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:382
|
||
msgid "race^Wose"
|
||
msgstr "iver"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:383
|
||
msgid "race^Woses"
|
||
msgstr "iveri"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:384
|
||
msgid ""
|
||
"The mighty wose resides within the deepest forests of the known world. To "
|
||
"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
|
||
"yet noble, tree. As guardians of the forest, the woses share a connection to "
|
||
"the woodlands deeper than even the elves’. While the woses are a peaceful "
|
||
"race, disturbance of the ancient forests, which they tend, will incite the "
|
||
"wrath of nature itself. Woses are slow moving creatures that may spend "
|
||
"centuries standing in one location undisturbed by the ebb and flow of time.\n"
|
||
"\n"
|
||
"Although they practice no magic of their own, the woses share a deep "
|
||
"connection to faerie. What little is known of this ancient race comes from "
|
||
"elvish scholars who believe that this mystical power, which the mightiest "
|
||
"elves have dedicated their lives to master, is inherent to the wose. Though "
|
||
"woses resemble them, they share no ancestry with trees. Woses are believed "
|
||
"to be some of the oldest creatures in the world, perhaps even more ancient "
|
||
"than the forests in which they dwell, and it is thought that the power of "
|
||
"faerie has given these beings the eternal task of serving as wardens of the "
|
||
"forest.\n"
|
||
"\n"
|
||
"Woses are not warlike in the least and are ill-accustomed to combat. They "
|
||
"will however respond with indiscriminate violence in defense of their "
|
||
"forested territory. Woses are slow moving and are vulnerable away from the "
|
||
"woodlands. Due to their close connection with faerie, woses are particularly "
|
||
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
|
||
"physical assault has left it grievously vulnerable to flame. Their thick "
|
||
"bark and ability to harness the power of faerie to regenerate quickly when "
|
||
"injured allows the wose to survive an enemy onslaught long enough to respond "
|
||
"with a crushing might belied by its peaceful, plodding nature. Within its "
|
||
"forest home, the wose can disappear amongst the trees and ambush even the "
|
||
"best-trained elvish scout.\n"
|
||
"\n"
|
||
"The life span of the wose is unknown, although the most ancient members of "
|
||
"this race have lived many hundreds of years and have grown to massive "
|
||
"heights. It is thought that unless a wose falls in battle, it will find no "
|
||
"natural end. Content to pass the centuries standing like a sentry, "
|
||
"uninterested in the goings-on of the civilized world, the wose will stir "
|
||
"only to march to the defense of the natural world and the forests it calls "
|
||
"home."
|
||
msgstr ""
|
||
|
||
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
|
||
msgid "+1 max HP"
|
||
msgstr "+1 maks. UP"
|
||
|
||
#: src/help/help.cpp:181
|
||
msgid "Close"
|
||
msgstr "Zatvori"
|
||
|
||
#: src/help/help.cpp:184
|
||
msgid "The Battle for Wesnoth Help"
|
||
msgstr "Pomoć „Boja za Vesnot“"
|
||
|
||
#: src/help/help.cpp:241
|
||
msgid "Parse error when parsing help text: "
|
||
msgstr "Greška pri raščlanjivanju teksta pomoći: "
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Cores</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orc"
|
||
#~ msgid "race^Roc"
|
||
#~ msgstr "ork"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Orc"
|
||
#~ msgid "race+female^Roc"
|
||
#~ msgstr "orkinja"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orcs"
|
||
#~ msgid "race^Rocs"
|
||
#~ msgstr "orkovi"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Order and Number of Strikes'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Multiplayer Modifications</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Redosled i broj udara'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Pure Map Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Scenario Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Fundamentals of Gameplay"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Fundamentals of Gameplay</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr "Temelji izvođenja"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Chance to Hit</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Mixed Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Defense Caps</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Chance to Hit'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Izgledi za pogodak'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text=Damage</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Campaigns and Scenarios</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text=Šteta</header>"
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "morejci"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Doprinosioci"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Human"
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "čovek"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Human"
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "čovek"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+plural^Mechanical"
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "mašine"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "vrebanje"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Plague:\n"
|
||
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~| "unit identical to and on the same side as the unit with the Plague "
|
||
#~| "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgid ""
|
||
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~ "unit identical to and on the same side as the unit with the Plague "
|
||
#~ "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgstr ""
|
||
#~ "Kuga:\n"
|
||
#~ "Kada jedinica nastrada pod napadom kuge, biva zamenjena istovetnom "
|
||
#~ "jedinicom ali na strani one koja je bacila kugu. Ne radi na nemrtvima ili "
|
||
#~ "jedinicama u selu."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "oštroumnost"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "hitrost"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "žilavost"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "kršnost"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "neustrašivost"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "neukroćenost"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "odanost"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "nemrtvost"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "mehaničnost"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "elementarnost"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "spretnost"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "zdravlje"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "priglupost"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "tromost"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "krhkost"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "starost"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "In combat, your units will inevitably take damage. When a unit "
|
||
#~| "<ref>dst='experience_and_advancement' text='advances'</ref>, it will "
|
||
#~| "heal fully. This can happen as you finish fighting an enemy, whether it "
|
||
#~| "is your turn or not. Wesnoth offers several other ways for your units to "
|
||
#~| "heal, all of which take place at the beginning of your turn, before you "
|
||
#~| "take action."
|
||
#~ msgid ""
|
||
#~ "In combat, your units will inevitably take damage. When a unit "
|
||
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
|
||
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
|
||
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
|
||
#~ "which take place at the beginning of your turn, before you take action."
|
||
#~ msgstr ""
|
||
#~ "Vaše jedinice će neizbežno trpeti oštećenja u borbi. Kada jedinica "
|
||
#~ "<ref>dst='experience_and_advancement' text='isprednjači'</ref>, biće "
|
||
#~ "potpuno izlečena. Do ovoga može doći kad god završi borbu sa protivnikom, "
|
||
#~ "bez obzira da li je vaš potez ili ne. Vesnot pruža i nekoliko drugih "
|
||
#~ "mogućnosti za lečenje, koje se sve odigravaju na početku vašeg poteza, "
|
||
#~ "pre nego što preuzmete komandu."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Frakcije"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Pregled"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "To begin with, it’s best to click the <bold>text='Tutorial'</bold> button "
|
||
#~ "at the main menu. This will take you to the interactive tutorial, which "
|
||
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
|
||
#~ "you play the Heir to the Throne campaign first — click "
|
||
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
|
||
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
|
||
#~ "challenging, you may wish to start on easy."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Za početak, najbolje je da kliknete na dugme <italic>text='Podučavanje'</"
|
||
#~ "italic> u glavnom meniju. To će vas odvesti u interaktivno podučavanje, "
|
||
#~ "gde ćete biti naučeni osnovama Vesnota. Potom, preporučujemo da prvo "
|
||
#~ "odigrate pohod „Naslednik prestola“ — kliknite na <italic>text='Pohod'</"
|
||
#~ "italic>, pa <italic>text='Naslednik prestola'</italic>. Kako "
|
||
#~ "<italic>text='Boj za Vesnot'</italic> može biti vrlo izazovan, možete se "
|
||
#~ "odlučiti da počnete od <italic>text='lakog'</italic>."
|
||
|
||
#~ msgid ""
|
||
#~ "These pages outline all you need to know to play <italic>text='Battle for "
|
||
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
|
||
#~ "the game. As you play the game, new information is added to these pages "
|
||
#~ "as you come across new aspects of the game. For more detailed information "
|
||
#~ "on special situations and exceptions, please follow the links included."
|
||
#~ msgstr ""
|
||
#~ "Ove stranice pružaju osvrt na sve što je nephodno da znate da biste "
|
||
#~ "zaigrali <italic>text='Boj za Vesnot'</italic> — način igranja i osnovnu "
|
||
#~ "mehaniku koja pogoni igru. Dok budete igrali, stranice će biti "
|
||
#~ "dopunjavane podacima koji će predstavljati nove uglove igre na koje "
|
||
#~ "budete nailazili. Zaželite li detaljnije informacije o posebnim "
|
||
#~ "okolnostima i izuzecima, možete ispratiti ubačene veze."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
|
||
#~ "follow on from each other, telling a story. In a campaign, you often need "
|
||
#~ "to play more carefully, preserving your best troops so that they can be "
|
||
#~ "used again in later scenarios in the campaign."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Pohodi'</italic> se sastoje od više scenarija koji se "
|
||
#~ "nastavljaju jedan na drugi, pletući svoju priču. U pohodima često morate "
|
||
#~ "igrati opreznije, čuvajući svoje najbolje snage kako biste ih mogli "
|
||
#~ "upotrebiti u nastupajućim scenarijima."
|
||
|
||
#~ msgid ""
|
||
#~ "The game takes place over a series of battles, called "
|
||
#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
|
||
#~ "the troops of one or more adversaries. You can play against the computer, "
|
||
#~ "or with friends who each take turns sitting at the computer (hotseat "
|
||
#~ "play). If your computer is connected to a computer network, you can also "
|
||
#~ "play against other people connected to that network. If your computer has "
|
||
#~ "a connection to the Internet, you can play against other people across "
|
||
#~ "the Internet."
|
||
#~ msgstr ""
|
||
#~ "Igra se proteže preko niza bitaka, koje se nazivaju "
|
||
#~ "<italic>text='scenarijima'</italic>. Svaki scenario sudara vaše snage sa "
|
||
#~ "snagama jednog ili više suparnika. Možete igrati protiv računara, ili "
|
||
#~ "prijateljâ koji se po potezima smenjuju ispred računara (tzv. usijana "
|
||
#~ "igra). Ako vam je računar povezan u mreži, možete takođe igrati sa "
|
||
#~ "drugima povezanim u istu tu mrežu. Ako imate vezu sa Internetom, možete "
|
||
#~ "igrati sa ljudima širom sveta."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Iskustvo i napredovanje"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
|
||
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
|
||
#~ "fight. They also suffer a quarter less damage from poison."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Jedinice istaknutog <italic>text='zdravlja'</italic> imaju 1 UP plus 1 UP "
|
||
#~ "po nivou više nego obične, i zaceljuju uobičajena 2 UP posle svakog "
|
||
#~ "poteza u kome se nisu borile. Takođe trpe za četvrt manje štete od otrova."
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Pomoć"
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Jedinice s ovim posebnim napadom'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Jedinice s ovom sposobnošću'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "vođ:"
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "regruti:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "epoha:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "frakcije:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Frakcije se koriste samo u višeigranju"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Terrain"
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "teren"
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "nivo"
|
||
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "napreduje iz: "
|
||
|
||
#, fuzzy
|
||
#~| msgid "Factions:"
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "frakcije:"
|
||
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "razni"
|
||
|
||
#~ msgid "Race: "
|
||
#~ msgstr "rasa: "
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "sposobnosti: "
|
||
|
||
# well-spelled: спос
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "dogradnje spos.: "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "UP: "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "kretanje: "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "košta: "
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "poredak: "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "traži IP: "
|
||
|
||
# >> Title to table of attacks.
|
||
#~ msgid "unit help^Attacks"
|
||
#~ msgstr "Napadi"
|
||
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "naziv"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "tip"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "udari"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "domet"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "posebno"
|
||
|
||
# >> Title to table of resistances.
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Otpornosti"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "tip napada"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "otpornost"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "teren"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "odbrana"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "trošak kretanja"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Nazad"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Napred >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Uput na nepoznatu temu: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "iskvarena izvorna datoteka"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "kasta"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Drake Fighter'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Jedan od pojavnih oblika zmagova: može postati ili <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='sudarač'</ref> ili <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='borac'</ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "aerijum"
|
||
|
||
#~ msgid ""
|
||
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
|
||
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
|
||
#~ "text='breeding pens'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Vrlo velika građevina nalik na zamak, koja je dom <ref>dst='flight' "
|
||
#~ "text='letu'</ref>. Sadrži <ref>dst='breeding_pen' text='plodnike'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "plodnik"
|
||
|
||
#~ msgid ""
|
||
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
|
||
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>’s eye."
|
||
#~ msgstr ""
|
||
#~ "Odeljak <ref>dst='aerie' text='aerijuma'</ref> u kojem beslovesne "
|
||
#~ "<ref>dst='breeder' text='rasplodnice'</ref> bivstvuju pod okom "
|
||
#~ "<ref>dst='dominant' text='nadmoćnika'</ref>."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "rasplodni ciklus"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "Vreme koje prođe između dva polaganja <ref>dst=egg text='jaja'</ref>."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Svetski okean"
|
||
|
||
#~ msgid ""
|
||
#~ "The World Ocean is the name of the open seas that surround the "
|
||
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
|
||
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
|
||
#~ "deadly waterfall."
|
||
#~ msgstr ""
|
||
#~ "Svetski okean je naziv otvorenog mora koje okružuje arhipelag "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>. Zmagovi veruju da se okončava "
|
||
#~ "<ref>dst='abyss' text='Bezdanom'</ref>, neizmernim i smrtonosnim "
|
||
#~ "vodopadom."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Novi kontinent"
|
||
|
||
#~ msgid ""
|
||
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
|
||
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
|
||
#~ msgstr ""
|
||
#~ "Veliki kontinent istočno od <ref>dst='morogor' text='Morogora'</ref>. Za "
|
||
#~ "njegovo postojanje zmagovi nisu znali pre Galunovog leta."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Bezdan"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "U zmaškoj kosmologiji, neizmeran i smrtonosan vodopad preko kojeg okean "
|
||
#~ "pada sa sveta-diska."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Spiralni put"
|
||
|
||
#~ msgid ""
|
||
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
|
||
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
|
||
#~ "Path'</ref>"
|
||
#~ msgstr ""
|
||
#~ "Kvazitajna organizacija u zmagova, posvećena izbegavanju maltuzijanskog "
|
||
#~ "konačnog rata. Vidi: <ref>dst='straight_path' text='pravi put'</ref>."
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "pravi put"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
|
||
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
|
||
#~ "Path'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Zmaška tradicija neprekidnog širenja i osvajanja. Ovaj izraz obično "
|
||
#~ "koriste članovi <ref>dst='spiral_path' text='Spiralnog puta'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "nadmoćnik"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
|
||
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
|
||
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
|
||
#~ "privileges on others."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst='aspirant' text='Stremilac'</ref> koji izađe kao vođa zmagova, "
|
||
#~ "jedini je zmag u plemenu kome je dozvoljeno da se pari sa "
|
||
#~ "<ref>dst='breeder' text='rasplodnicama'</ref>. Retko, on može dati pravo "
|
||
#~ "razmnožavanja i drugima."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "vulkanada"
|
||
|
||
#~ msgid ""
|
||
#~ "The (irregular) period between consecutive eruptions of "
|
||
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
|
||
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
|
||
#~ msgstr ""
|
||
#~ "Period, ne sasvim ujednačen, između uzastopnih erupcija "
|
||
#~ "<ref>dst='mount_morogor' text='Morogornika'</ref>. Na njemu se zasniva "
|
||
#~ "<ref>dst='long_count' text='dugobrojni'</ref> kalendar."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "beležnik"
|
||
|
||
#~ msgid ""
|
||
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
|
||
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
|
||
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
|
||
#~ "they recruit their members from all of the other castes."
|
||
#~ msgstr ""
|
||
#~ "Beležnik je zmaški čuvar svitaka koji je ovladao "
|
||
#~ "<ref>dst='drakish_script' text='zmaškim pismom'</ref>. Beležnici su "
|
||
#~ "jedina zmaška <ref>dst='caste' text='kasta'</ref> koja nije biološki "
|
||
#~ "određena: njihovi članovi stižu iz svih ostalih kasta."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "polaganje"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr "Deo <ref>dst='breeding_cycle' text='rasplodnog ciklusa'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "izleganje"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "izlešče"
|
||
|
||
# >? No sense.
|
||
#~ msgid ""
|
||
#~ "A young drake that has not yet seen another generation hatch. The younger "
|
||
#~ "of the current generation of hatchlings are the most aggressive is the "
|
||
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Mladi zmag koji još nije doživeo izleganje narednog pokoljenja. Mlađi u "
|
||
#~ "trenutnom pokoljenju izleščadi ponašaju se najnasrtljivije unutar "
|
||
#~ "<ref>dst='flight' text='leta'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "rojenik"
|
||
|
||
#~ msgid ""
|
||
#~ "A young drake that has seen another generation hatch. If the "
|
||
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
|
||
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Mladi zmag koji je doživeo izleganje narednog pokoljenja. Ako "
|
||
#~ "<ref>dst='flight' text='let'</ref> može da priušti gubitak jednog "
|
||
#~ "pokoljenja, započinje <ref>dst='swarming' text='rojenje'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "rasplodnica"
|
||
|
||
#~ msgid ""
|
||
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
|
||
#~ "that become breeders have to be handled with extra care. The number of "
|
||
#~ "breeders is also limited by the amounts of non-breeders around, since "
|
||
#~ "breeders can't take care of their food for themselves when laying. Drake "
|
||
#~ "breeders become fertile after the next <ref>dst='hatching' "
|
||
#~ "text='hatching'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Ženka zmaga. Ženke su retke, pošto se <ref>dst='egg' text='jajima'</ref> "
|
||
#~ "iz kojih postaju rasplodnice mora posvetiti posebna briga. Broj "
|
||
#~ "rasplodnica takođe je ograničen brojem drugih zmagova, pošto rasplodnice "
|
||
#~ "ne mogu same da se staraju o ishrani tokom polaganja. Zmaške rasplodnice "
|
||
#~ "postaju plodne po narednom <ref>dst='hatching' text='izleganju'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "jaje (zmaško)"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
|
||
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
|
||
#~ "laid and to some extent the ambient temperature."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst=caste text='Kastu'</ref> kojoj će <ref>dst='hatchling' "
|
||
#~ "text='izlešče'</ref> pripadati određuje trenutak polaganja i, donekle, "
|
||
#~ "temperatura okoline."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "let"
|
||
|
||
#~ msgid ""
|
||
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
|
||
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
|
||
#~ "text='Dominant'</ref>, who confers mating privileges."
|
||
#~ msgstr ""
|
||
#~ "Zmaško pleme, koje živi u <ref>dst='aerie' text='aerijumu'</ref> i "
|
||
#~ "upravlja lovnim zabranom. Svako pleme ima jednog <ref>dst='dominant' "
|
||
#~ "text='nadmoćnika'</ref>, koji dodeljuje pravo na paranje."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "stremilac"
|
||
|
||
#~ msgid ""
|
||
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
|
||
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
|
||
#~ "secretion of the hormone is caused by hunt and combat actions in which "
|
||
#~ "the drake is involved."
|
||
#~ msgstr ""
|
||
#~ "Muški zmag koji je prošao kroz hormonalni preobražaj, čineći ga sposobnim "
|
||
#~ "za parenje sa <ref>dst='breeder' text='rasplodnicama'</ref>. Lučenje tog "
|
||
#~ "hormona izazivaju lov i borbena dejstva u kojima je zmag učestvovao."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "usponik"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Zmaški naziv za istinskog <ref>dst='unit_Fire Dragon' text='zmaja'</ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "primoćnik"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
|
||
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
|
||
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
|
||
#~ "likeliest to be granted mating privileges, especially after a notable "
|
||
#~ "service."
|
||
#~ msgstr ""
|
||
#~ "Jedan od <ref>dst='aspirant' text='stremilaca'</ref> <ref>dst='dominant' "
|
||
#~ "text='nadmoćnikovih'</ref> zamenika. Obično nadmoćnik ima po jednog iz "
|
||
#~ "svake <ref>dst=caste text='kaste'</ref> različite od svoje. Ponekad "
|
||
#~ "bivaju imenovani dodatni primoćnici za posebne dužnosti. Primoćnici su "
|
||
#~ "među najizglednijima za dobijanje prava na parenje, naročito posle "
|
||
#~ "istaknute službe."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "roj"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst='swarmlings' text='Rojenici'</ref> koji su napustili "
|
||
#~ "<ref>dst='aerie' text='aerijum'</ref> da bi zasnovali novi."
|
||
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "rojenje"
|
||
|
||
#~ msgid ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgstr ""
|
||
#~ " <ref>dst='flight' text='Let'</ref> radi zasnivanja zmaškog "
|
||
#~ "<ref>dst='aerie' text='aerijuma'</ref>, koji se ponavlja svakog "
|
||
#~ "<ref>dst='breeding_cycle' text='rasplodnog ciklusa'</ref>. Vidi: "
|
||
#~ "<ref>dst='swarm' text='roj'</ref>."
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "trkači"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr "Zmaški izraz za odbegle robove koji se tretiraju kao lovina."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Morogornik"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Vulkanska planina na središnjem ostrvu arhipelaga <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "dugobrojac"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Zmaški kalendar zasnovan na <ref>dst='vulcaniad' text='vulkanadi'</ref> i "
|
||
#~ "<ref>dst=breeding_cycle text='rasplodnim ciklusima'</ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "dugosvinjsko"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Južnomorski pidžin za ljudsko meso, koji služi kao prevod zmaške reči "
|
||
#~ "istog značenja."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "keramika"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
|
||
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
|
||
#~ "generate the amount of heat to cure the pieces to full strength."
|
||
#~ msgstr ""
|
||
#~ "Zmagovi obrađuju metal, ali su majstori u veštini obrade keramike. Samo "
|
||
#~ "<ref>dst='unit_Drake Burner' text='kremeni'</ref> mogu proizvesti "
|
||
#~ "dovoljnu toplotu za očvršćivanje keramike do pune otpornosti."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "zmaški (pismo)"
|
||
|
||
#~ msgid ""
|
||
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
|
||
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
|
||
#~ "text='Recorder'</ref> vocation."
|
||
#~ msgstr ""
|
||
#~ "Pisani jezik zmagova. Zapisuju ga na <ref>dst='ceramic' "
|
||
#~ "text='keramičkim'</ref> tablicama članovi <ref>dst='recorder' "
|
||
#~ "text='beležničke'</ref> profesije."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "zmaški (jezik)"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "Jezik kojim govore zmagovi."
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "ravnica"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
|
||
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
|
||
#~ "is both very easy to move across, but is also difficult to defend oneself "
|
||
#~ "in. Typically, those units that perform best on grassland are either "
|
||
#~ "cavalry, or very agile units which take advantage of the open space.\n"
|
||
#~ "\n"
|
||
#~ "Most units have defense of 30 to 40% on grassland."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Ravnica'</italic> predstavlja otvorene prostore, bilo "
|
||
#~ "obrađene, pokošene za ispašu, ili divlje. Ravnicom je lako kretati se, "
|
||
#~ "ali je teško u njoj braniti se. Jedinice koje se dobro nose u ravnici su "
|
||
#~ "obično ili konjičke, ili vrlo okretne jedinice, kojima otvoreni prostori "
|
||
#~ "idu na ruku.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica ima odbranu od 30 do 40% u ravnici."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "drum"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
|
||
#~ "travelers passing over them. As far as gameplay is concerned, roads "
|
||
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Drumovi'</italic> su staze ugažene zemlje, nastale "
|
||
#~ "prelascima mnogih putnika preko njih. Što se igranja tiče, drumovi dođu "
|
||
#~ "isto što i <ref>dst='terrain_flat' text='ravnica'</ref>.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "šuma"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defense to most units than open ground. "
|
||
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
|
||
#~ "gained by stealth is negated. Elves are an exception to this general rule "
|
||
#~ "for forests. Not only do they possess full movement in forests, but they "
|
||
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
|
||
#~ "to this rule; though they are able to plow through the forests without "
|
||
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
|
||
#~ "them to receive no defensive bonus.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Šume'</italic> predstavljaju bilo koje zemljište sa "
|
||
#~ "dovoljno rastinja da ograniči pokretljivost kroz njih. Iako usporavaju "
|
||
#~ "skoro svakoga, šume većini jedinica pružaju i veću zaštitu nego otvoren "
|
||
#~ "teren. Konjica, međutim, ima toliko problema u kretanju, da im je svaka "
|
||
#~ "koristi od prikrivenosti negirana. Vilenjaci su izuzetak ovih opštih "
|
||
#~ "pravila o šumi. Ne samo da se mogu neometano kretati u njoj, već imaju i "
|
||
#~ "značajnu odbrambenu dobit. Patuljci su još jedan izuzetak; iako mogu da "
|
||
#~ "se probijaju kroz šumu bez mnogo gubitka u brzini, njihova potpuna "
|
||
#~ "neupoznatost sa takvim terenom vodi maloj zaštićenosti u borbi.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica ima 50% zaštite u šumi, ali je konjica ograničena na 30%. "
|
||
#~ "Vilenjaci, s druge strane, dobijaju čak 60 do 70% u odbrani, čak i na "
|
||
#~ "konjima. Patuljci obično dobijaju svega 30%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "brda"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
|
||
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
|
||
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
|
||
#~ "enough familiarity with the terrain that they can pass through it without "
|
||
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
|
||
#~ "that any defensive aid lent by cover is negated.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Brda'</italic> čini svaki razumno neravan teren, sa "
|
||
#~ "dovoljno udolina i uzvišica da pruži nekakvu zaštitu. Većini jedinica je "
|
||
#~ "teško kretati se brdima. Patuljci, trolovi i orkovi su dovoljno upoznati "
|
||
#~ "sa ovakvim terenom, da im kretanje ne bude otežano. Konjica ima ozbiljnih "
|
||
#~ "problema, koji negiraju moguće koristi u odbrani.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica ima oko 50% zaštite u brdima, dok je konjica ograničena "
|
||
#~ "na 40%. Patuljci uživaju čak 60% zaštite u brdima.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "planine"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
|
||
#~ "to climb over obstacles to move. By this nature, they provide a "
|
||
#~ "considerable defensive bonus for most troops, but they also severely "
|
||
#~ "impede any passage through them. Most cavalry simply cannot enter "
|
||
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
|
||
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
|
||
#~ "mountainous terrain, and have a very easy time getting around.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
|
||
#~ "70%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Planine'</italic> su dovoljno strme da jedinice često "
|
||
#~ "moraju da se veru preko prepreka da bi se kretale. Stoga, planine pružaju "
|
||
#~ "priličnu zaštitu većini jedinica, ali ih takođe i ozbiljno ograničavaju u "
|
||
#~ "kretanju. Većina konjičkih jedinica jednostavno ne može ići planinskim "
|
||
#~ "terenom; izuzetak tome je vilenjačka konjica, kao goblinski vukosedlaši. "
|
||
#~ "Planine su i patuljcima i trolovima domaći teren, te se oni vrlo lako "
|
||
#~ "snalaze po njima.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica ima oko 60% zaštite u planini, a patuljci uživaju 70%."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "močvara"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
|
||
#~ "slow down nearly everyone, and inhibit their ability to defend "
|
||
#~ "themselves. An exception to this is any race bodily skilled in navigating "
|
||
#~ "water; these receive both full movement and a defensive bonus. Those that "
|
||
#~ "make their living in the wetlands are also adept at using this terrain "
|
||
#~ "for cover.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Močvaru'</italic> čine sve vrste kliznog zemljišta. Močvare "
|
||
#~ "usporavaju skoro svakog, a i smetaju odbrani. Izuzetak tome su rase vešte "
|
||
#~ "u kretanju vodom, koje imaju i punu pokretljivost i zaštitu. Oni koji "
|
||
#~ "prebivaju u ovakvim krajevima, takođe su umešni u korišćenju močvarnog "
|
||
#~ "terena za skrivanje.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica mora se pomiriti sa 30% zaštite u močvarama. Nasuprot "
|
||
#~ "njima, morejci, nagajci i saurijanci uživaju čak 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "plitka voda"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
|
||
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
|
||
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
|
||
#~ "water reaches up almost to their heads, have an extremely hard time of "
|
||
#~ "this. The exception is any race whose bodies naturally lend themselves to "
|
||
#~ "swimming, for which they receive a considerable defensive bonus and full "
|
||
#~ "movement.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
|
||
#~ "naga and mermen enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Plitka voda'</italic> predstavlja vodene pojaseve koji "
|
||
#~ "dosežu otprilike do ljudskog struka. To je već dovoljno da uspori skoro "
|
||
#~ "svakoga i ostavi ih nezaštićene pri napadu. Patuljcima to posebno teško "
|
||
#~ "pada, pošto im voda doseže skoro do glava. Izuzetak su rase prirodno "
|
||
#~ "prilagođene plivanju, koje stoga imaju punu pokretljivost i značajnu "
|
||
#~ "dobit u odbrani.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica trpi svega 20 do 30% zaštite u plitkoj vodi, dok nagajci "
|
||
#~ "i morejci uživaju 60%"
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "duboka voda"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
|
||
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
|
||
#~ "the domain of units which can either fly, or are exceptionally strong "
|
||
#~ "swimmers.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and naga both receive 50% defense in deep water, with full "
|
||
#~ "movement."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Duboka voda'</italic> predstavlja sve pojaseve dovoljno "
|
||
#~ "duboke da pređu čoveku preko glave. Većina jedinica ne može ući u duboku "
|
||
#~ "vodu; ona je pogodna onima koji ili lete, ili su odlični plivači.\n"
|
||
#~ "\n"
|
||
#~ "I morejci i nagajci imaju 50% zaštite u dubokoj vodi, uz punu "
|
||
#~ "pokretljivost."
|
||
|
||
#~ msgid "Frozen"
|
||
#~ msgstr "klizavica"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
|
||
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
|
||
#~ "harder time defending themselves. Note that swimming units, even those "
|
||
#~ "who can breathe underwater, cannot swim underneath ice.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 20 to 40% defense in frozen terrain."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Klizavi'</italic> teren označava svaku ravničarsku oblast "
|
||
#~ "koja je prekrivena snegom ili ledom. Usporava većinu jedinica, i otežava "
|
||
#~ "im odbranu. Imajte u vidu da plivačke jedinice, čak i one što mogu da "
|
||
#~ "dišu pod vodom, ne mogu plivati pod ledom.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica ima 20 do 40% zaštite na klizavici."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "zamak"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~ "Nearly all units receive a considerable bonus to their defense by being "
|
||
#~ "stationed in a castle, and most units receive full movement in a castle. "
|
||
#~ "Stationing units in a castle represents its defensive capability. Without "
|
||
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
|
||
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 60% defense in a castle.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Zamkovi'</italic> označavaju sva trajna utvrđenja. Skoro "
|
||
#~ "sve jedinice dobijaju značajnu zaštitu dok se nalaze u zamku, a većina "
|
||
#~ "dobija i punu pokretljivost. Postavljanje jedinica u zamku odražava "
|
||
#~ "njegovu odbrambenu namenu; ako je neko polje zamka prazno, neprijatelj "
|
||
#~ "može prosto ući na njega i tako uživati istu odbranu kao i bilo ko drugi "
|
||
#~ "u zamku.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica dobija oko 60% zaštite u zamku.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "pesak"
|
||
|
||
#~ msgid ""
|
||
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
|
||
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
|
||
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
|
||
#~ "easier for them to navigate.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in sand."
|
||
#~ msgstr ""
|
||
#~ "Nepostojanost <italic>text='peska'</italic> čini ga većini jedinica težim "
|
||
#~ "za prelazak, i ostavlja ih otvorenim za napade. Nasuprot tome, široka "
|
||
#~ "stopala i zmijolika tela reptilskih rasa znatno olakšavaju kretanje "
|
||
#~ "peskom.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica dobije 20 do 40% zaštite u pesku."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "pustinja"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
|
||
#~ "than small sand pits or beaches, however for gameplay purposes they are "
|
||
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Pustinje'</italic> su ponešto različitog sastava od malih "
|
||
#~ "peščanih jama ili plaža, ali su u okviru igre istovetne. Vidi "
|
||
#~ "<ref>dst='terrain_sand' text='pesak'</ref>."
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "pećina"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
|
||
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
|
||
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
|
||
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
|
||
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
|
||
#~ "their small size can navigate many obstacles that other races cannot. "
|
||
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='illuminated'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
|
||
#~ msgstr ""
|
||
#~ "U <italic>text='pećinski'</italic> teren spadaju sva podzemna okna sa "
|
||
#~ "dovoljno prostora da se kroz njih kreće. Većini jedinica to je potpuno "
|
||
#~ "nepoznat teren, i stoga su i usporene i ranjive u odbrani. Patuljci i "
|
||
#~ "trolovi, kojima su nasuprot tome domovi u pećinama, lako se kreću njima. "
|
||
#~ "Posebno uživaju patuljci, koji vrlinom svog niskog rasta mogu zaobilaziti "
|
||
#~ "prepreke nesavladive drugim rasama. Povremeno su pećine "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='obasjane'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica dobija 20 do 40% zaštite u pećinama, dok patuljci imaju "
|
||
#~ "50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "stenovita pećina"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
|
||
#~ "water and wind, carrying erosive particles that carve the rock. It "
|
||
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
|
||
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
|
||
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
|
||
#~ "who by dint of their small size have the full advantage of navigation in "
|
||
#~ "such topography. Occasionally caves are "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
|
||
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Stenovite pećine'</italic> nastaju dejstvom vode i vetra, "
|
||
#~ "koji nose erozivne čestice koje stružu stene. Usled mnogih nazubljenja i "
|
||
#~ "udubljenja, većini jedinica je kretanje otežano, ali se mogu dobro "
|
||
#~ "skrivati. Patuljci i trolovi, koji su glavni naseljenici pećina, lako se "
|
||
#~ "kreću ovim terenom. Patuljci posebno, usled svoje male visine, su u punoj "
|
||
#~ "prednosti u ovim pećinama. Povremeno su pećine "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='obasjane'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica ima oko 50% zaštite u stenovitim pećinama, konjica 40%, a "
|
||
#~ "patuljci čak 60%."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "obasjana pećina"
|
||
|
||
#~ msgid ""
|
||
#~ "Rare patches of the underground world are illuminated by light from the "
|
||
#~ "surface shining down into the gloomy darkness. This provides an attack "
|
||
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
|
||
#~ "In all other regards this terrain is functionally identical to normal "
|
||
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Retki predeli podzemnog sveta obasjani su svetlošću dana što se probija "
|
||
#~ "kroz pukotine u sumornu tamu. Ovo pruža dobit u napadu zakonitim "
|
||
#~ "jedinicama, a uklanja dobit haotičnim. U svakom pogledu, obasjana pećina "
|
||
#~ "je ista kao i običan <ref>dst='terrain_cave' text='pećinski teren'</ref>."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "gljivarski gaj"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
|
||
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
|
||
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
|
||
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
|
||
#~ "completely mired and lack proper freedom of movement in combat. Undead "
|
||
#~ "units have a natural affinity for decay and function quite well in "
|
||
#~ "mushroom forests.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
|
||
#~ "receive only 20%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Gljivarski gajevi'</italic> su nepregledne podzemne šume "
|
||
#~ "ogromnih pečurki, koje odlično uspevaju u vlažnoj tami. Većini jedinica "
|
||
#~ "je problem koračati preko sunđeraste podloge od manjih pečuraka, ali zato "
|
||
#~ "imaju obilje zaklona iza većih stabljika. Konjičke jedinice su, međutim, "
|
||
#~ "potpuno upetljane i nedostaje im sloboda kretanja u borbi. S obzirom na "
|
||
#~ "svoju sklonost raspadanju, nemrtve jedinice delaju sasvim dobro u ovim "
|
||
#~ "gljivičnim šumama.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica prima 50 do 60% zaštite u gljivarskim gajevima, ali "
|
||
#~ "konjica svega 20%."
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "selo"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
|
||
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
|
||
#~ "navigating villages, and most units gain a defensive bonus from being "
|
||
#~ "stationed in a village. Villages allow units the resources to clean and "
|
||
#~ "tend to their wounds, which allows any unit stationed therein to heal "
|
||
#~ "eight hitpoints each turn, or to be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Sela'</italic> čine bilo kakve skupine građevina, ljudskih "
|
||
#~ "ili drugih. Skoro sve jedinice, čak i konjica, nemaju problema u kretanju "
|
||
#~ "kroz sela, a većina ih dobija i prednost u odbrani dok su u selu. "
|
||
#~ "Jedinice se u selu mogu okrepiti i izvidati povrede, usled čega svaka "
|
||
#~ "jedinica dobija 8 UP po potezu dok se nalazi u selu; takođe, biva "
|
||
#~ "isceljena ukoliko je otrovana.\n"
|
||
#~ "\n"
|
||
#~ "Većina jedinica dobija 50 do 60% zaštite u selima, a konjica samo 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "podvodno selo"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
|
||
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
|
||
#~ "have a hard time navigating and defending these villages. However, like "
|
||
#~ "any village, the facilites are available to all creatures which allow "
|
||
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
|
||
#~ "eight hitpoints each turn, or be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
|
||
#~ "based units usually have a low defense."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Podvodna sela'</italic> su domovi morejcima i nagajcima. "
|
||
#~ "Dok se vodo-bivstvujuća stvorenja u njima osećaju kao kod kuće, "
|
||
#~ "stanovnicima kopna otežano je kretanje kroz ova sela i njihova odbrana. "
|
||
#~ "Međutim, kao i bilo koje selo, pružaju sredstva za vidanje svim "
|
||
#~ "stvorenjima čije su jedinice sposobne za staranje o svojim povredama. "
|
||
#~ "Jedinica koja boravi u selu izvidaće osam udarpoena po potezu, ili biti "
|
||
#~ "isceljena od otrova.\n"
|
||
#~ "\n"
|
||
#~ "Morejci i nagajci uživaju 60% odbrane u podvodnim selima, dok je za "
|
||
#~ "kopnene jedinice taj postotak obično nizak."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "rascep"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
|
||
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
|
||
#~ "are noted for sheer walls which would take days to traverse. As far as "
|
||
#~ "gameplay is concerned, only units capable of flying can cross this "
|
||
#~ "terrain."
|
||
#~ msgstr ""
|
||
#~ "U <italic>text='rascep'</italic> se računa kakav bezdan ili klanac, onaj "
|
||
#~ "koji se, kako mu ime kaže, ne može peške prevaliti. Bezdani su poznati po "
|
||
#~ "tektonskim zidovima, za koje bi bili potrebni dani da se pređu. Što se "
|
||
#~ "igranja tiče, samo letačke jedinice mogu preći preko ovakvog terena."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "lava"
|
||
|
||
#~ msgid ""
|
||
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
|
||
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
|
||
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
|
||
#~ "only be crossed by those units capable of flying a considerable distance "
|
||
#~ "above it. The molten magma also produces a substantial glow, illuminating "
|
||
#~ "the area immediately above it. This provides an attack bonus for lawful "
|
||
#~ "units and removes the attack bonus from chaotic units."
|
||
#~ msgstr ""
|
||
#~ "Opasnosti u pokušajima savladavanja <italic>text='lave'</italic> "
|
||
#~ "očigledne su. Što se kretanja tiče, lava spada u "
|
||
#~ "<ref>dst='terrain_unwalkable' text='neprohodan'</ref> teren, te je mogu "
|
||
#~ "preći samo jedinice koje mogu da lete povisoko iznad. Rastopljena magma "
|
||
#~ "takođe proizvodi značajno isijavanje, osvetljavajući okolnu oblast. Ovo "
|
||
#~ "pruža zakonitim jedinicama prednost u napadu, a oduzima je haotičnim."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "rečni gaz"
|
||
|
||
#~ msgid ""
|
||
#~ "When a river happens to be extremely shallow, passing over it is a "
|
||
#~ "trivial matter for land based units. Moreover, any creature best adapted "
|
||
#~ "to swimming has full mobility even at such places in the river. As far as "
|
||
#~ "gameplay is concerned, a river ford is treated as either grassland or "
|
||
#~ "shallow water, choosing whichever one offers the best defensive and "
|
||
#~ "movement bonuses for the unit on it."
|
||
#~ msgstr ""
|
||
#~ "Na mestima gde je reka vrlo plitka, kopnene jedinice je mogu lako "
|
||
#~ "pregaziti. Sva stvorenja prilagođena plivanju imaju punu pokretljivost u "
|
||
#~ "takvim pojasevima reke. U pogledu izvođenja, rečni gaz uzima se ili kao "
|
||
#~ "ravnica ili kao plitka voda, već prema tome koje pruža bolju zaštitu i "
|
||
#~ "pokretljivost jedinici koja stoji na njemu."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "obalski greben"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
|
||
#~ "and sand. This provides most land units with a more steady footing and "
|
||
#~ "defensive positions than wading in shallow water normally would and also "
|
||
#~ "grants most water-dwelling races an exceptionally high defense.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and Naga both receive 70% defense on coastal reefs."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Obalski grebeni'</italic> su plićaci sačinjeni od kamena, "
|
||
#~ "korala i peska. Većini kopnenih jedinica pružaju bolji oslonac i "
|
||
#~ "odbrambeni položaj nego što je uobičajeno za gaženje kroz plitku vodu, a "
|
||
#~ "vodo-bivstvujućim rasama predstavljaju izvanrednu zaštitu.\n"
|
||
#~ "\n"
|
||
#~ "I morejci i nagajci uživaju 70% zaštite na obalskim grebenima."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "most"
|
||
|
||
#~ msgid ""
|
||
#~ "To those capable of building one, the ability to lay a "
|
||
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
|
||
#~ "of waterways, whose fords come and go with the rise and fall of the "
|
||
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
|
||
#~ "which is no laughing matter in the cold months of the year.\n"
|
||
#~ "\n"
|
||
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
|
||
#~ "for gameplay purposes, it is treated either as grassland or the "
|
||
#~ "underlying water, whichever offers the best movement and defensive "
|
||
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
|
||
#~ "and a land unit are not capable of occupying a bridge hex at the same "
|
||
#~ "time."
|
||
#~ msgstr ""
|
||
#~ "Onima koji su kadri da ih grade, <italic>text='mostovi'</italic> pružaju "
|
||
#~ "slobodu od hirovitih prirodnih vodenih tokova, čiji prelazi izranjaju i "
|
||
#~ "nestaju sa skokovima i padovima vodostaja. A da se ne pominje luksuz "
|
||
#~ "suvih stopala, što nikako nije za zanemariti u hladnijim mesecima "
|
||
#~ "godine.\n"
|
||
#~ "\n"
|
||
#~ "Bilo za kopnene ili plivačke jedinice, most je najbolje od oba sveta. U "
|
||
#~ "okviru igre, uzima se ili kao ravnica ili kao plitka voda, prema tome "
|
||
#~ "koja opcija više odgovara zaštiti i kretanju jedinice na mostu. Imajte u "
|
||
#~ "vidu da plivajuća i kopnena jedinica ipak ne mogu stajati zajedno na "
|
||
#~ "polju mosta."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "neprolaz"
|
||
|
||
#~ msgid ""
|
||
#~ "Obstacles that not even the most determined traveler may overcome include "
|
||
#~ "solid walls of stone and mountains so tall and steep that they are "
|
||
#~ "constantly wreathed in cloud. Even flying creatures cannot navigate the "
|
||
#~ "jagged peaks at such rarified heights, and not even the fiercest troll "
|
||
#~ "can smash through thick walls of stone."
|
||
#~ msgstr ""
|
||
#~ "U prepreke koje ni najuporniji putnik ne može savladati spadaju čvrsti "
|
||
#~ "kameni bedemi i planine tako strme i visoke da su neprekidno ovenčane "
|
||
#~ "oblacima. Čak se ni leteća stvorenja ne mogu probiti između nazubljenih "
|
||
#~ "vrhova na proređenim visinama, niti najsuroviji trol razvaliti zbijeni "
|
||
#~ "zidni kamen."
|
||
|
||
#~ msgid ""
|
||
#~ "Berserk:\n"
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
#~ msgstr ""
|
||
#~ "Bezglavost:\n"
|
||
#~ "Bilo da se upotrebljava u napadu ili odbrani, borba traje sve dok jedna "
|
||
#~ "upetljana jedinica ne nastrada, ili prođe 30 rundi napada."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magičnost:\n"
|
||
#~ "Napad uvek ima 70% izgleda da pogodi, bez obzira na odbrambenu sposobnost "
|
||
#~ "napadnute jedinice."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "prvi udar"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Prvi udar:\n"
|
||
#~ "Jedinica uvek udara prva u borbi, čak i kada se brani."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Hranjenje:\n"
|
||
#~ "Jedinici se dodaje jedan udarpoen najvećem broju kad god ubije živu "
|
||
#~ "jedinicu."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Neka oružja imaju posebne osobine koje uvećavaju učinkovitost kada se "
|
||
#~ "njima napada.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Berserk:\n"
|
||
#~| "Whether used offensively or defensively, this attack presses the "
|
||
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~| "have occurred."
|
||
#~ msgid ""
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
#~ msgstr ""
|
||
#~ "Bezglavost:\n"
|
||
#~ "Bilo da se upotrebljava u napadu ili odbrani, borba traje sve dok jedna "
|
||
#~ "upetljana jedinica ne nastrada, ili prođe 30 rundi napada."
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "prvi udar"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Magical:\n"
|
||
#~| "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~| "ability of the unit being attacked."
|
||
#~ msgid ""
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the champion being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magičnost:\n"
|
||
#~ "Napad uvek ima 70% izgleda da pogodi, bez obzira na odbrambenu sposobnost "
|
||
#~ "napadnute jedinice."
|