9999 lines
398 KiB
Text
9999 lines
398 KiB
Text
# translation of pl.po to
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# Polish translations for Battle for Wesnoth package.
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# Copyright (C) 2004 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth package.
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# Automatically generated, 2005.
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msgid ""
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msgstr ""
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"Project-Id-Version: pl\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2024-09-17 21:18-0500\n"
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"PO-Revision-Date: 2020-09-15 21:31+0200\n"
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"Last-Translator: Liam Tailor <liado@wp.pl>\n"
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"Language-Team: z.banach@wsisiz.edu.pl\n"
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"Language: pl\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
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"|| n%100>=20) ? 1 : 2);\n"
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"X-Poedit-Basepath: /usr/local/share/wesnoth\n"
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"X-Generator: Poedit 2.4.1\n"
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"X-Poedit-SearchPath-0: /usr/local/share/wesnoth\n"
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#. [time]: id=underground
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#. [editor_times]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500
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#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
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msgid "Underground"
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msgstr "Podziemie"
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#. [label]
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#. [trait]: id=undead
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183
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#: data/core/macros/traits.cfg:55
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msgid "undead"
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msgstr "nieumarły"
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#. [label]
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#. [chance]
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#. [trait]: id=fearless
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196
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#: data/campaigns/World_Conquest/resources/data/training.cfg:285
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#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
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msgid "fearless"
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msgstr "nieustraszony"
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#. [label]
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague({TYPE}), type={TYPE}
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48
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#: data/core/macros/weapon_specials.cfg:41
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#: data/core/macros/weapon_specials.cfg:52
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msgid "plague"
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msgstr "zaraza"
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7
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#: data/core/macros/weapon_specials.cfg:53
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msgid ""
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"When a unit is killed by a Plague attack, that unit is replaced with a "
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"Walking Corpse on the same side as the unit with the Plague attack. This "
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"doesn’t work on Undead or units in villages."
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msgstr ""
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"Zaraza:\n"
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"Jednostka zabita atakiem z zarazą zostaje zastąpiona chodzącym trupem "
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"stojącym po tej samej stronie, co jednostka atakująca. Zaraza nie działa na "
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"nieumarłych ani jednostki w wioskach."
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703
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#: data/core/macros/abilities.cfg:130
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msgid "steadfast"
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msgstr "niezłomny"
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704
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#: data/core/macros/abilities.cfg:131
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msgid "female^steadfast"
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msgstr "niezłomna"
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#. [illuminates]: id=illumination_song_verse
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#. [illuminates]: id=illumination
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344
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#: data/core/macros/abilities.cfg:238
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msgid "female^illuminates"
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msgstr "oświetla"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
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#: data/core/macros/abilities.cfg:9
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msgid "heals +4"
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msgstr "leczy +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675
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#: data/core/macros/abilities.cfg:10
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msgid "female^heals +4"
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msgstr "leczy +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676
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msgid ""
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"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
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"\n"
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"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Leczy +4:\n"
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"Jednostka leczy sąsiednie jednostki na początku każdej tury.\n"
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"\n"
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"Jednostka pod opieką leczącego może odzyskać do 4 PŻ na turę lub uchronić "
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"się od efektów działania trucizny.\n"
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"Otruta jednostka nie zostanie wyleczona przez leczącego. Musi szukać opieki "
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"w wiosce lub u uzdrowiciela."
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#. [heals]: id=healing
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749
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#, fuzzy
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#| msgid " This unit is capable of basic healing."
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msgid "This unit is capable of basic healing and slowing dehydration."
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msgstr " Jednostka posiada umiejętności leczenia."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
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#: data/core/macros/abilities.cfg:35
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msgid "heals +8"
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msgstr "leczy +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699
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#: data/core/macros/abilities.cfg:36
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msgid "female^heals +8"
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msgstr "leczy +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Leczy +8:\n"
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"Jednostka łączy leki ziołowe z magią, by leczyć jednostki szybciej i lepiej "
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"niż jest to zwykle możliwe w warunkach polowych.\n"
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"\n"
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"Jednostka pod opieką uzdrowiciela może odzyskać do 8 PŻ na turę lub uchronić "
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"się od efektów działania trucizny.\n"
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"Otruta jednostka nie zostanie wyleczona przez leczącego. Musi szukać opieki "
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"w wiosce lub u uzdrowiciela."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
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#, fuzzy
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#| msgid "heals +4"
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msgid "heals +12"
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msgstr "leczy +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
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#, fuzzy
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#| msgid "female^heals +4"
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msgid "female^heals +12"
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msgstr "leczy +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730
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#, fuzzy
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#| msgid ""
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 12 HP per turn, or stop "
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"poison from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Leczy +8:\n"
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"Jednostka łączy leki ziołowe z magią, by leczyć jednostki szybciej i lepiej "
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"niż jest to zwykle możliwe w warunkach polowych.\n"
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"\n"
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"Jednostka pod opieką uzdrowiciela może odzyskać do 8 PŻ na turę lub uchronić "
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"się od efektów działania trucizny.\n"
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"Otruta jednostka nie zostanie wyleczona przez leczącego. Musi szukać opieki "
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"w wiosce lub u uzdrowiciela."
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755
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#, fuzzy
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#| msgid ""
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#| " This unit is capable of healing those around it, and curing them of "
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#| "poison."
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msgid ""
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"This unit is capable of healing those around it, slowing dehydration, and "
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"curing them of poison."
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msgstr ""
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" Jednostka posiada umiejętności leczenia otaczających ją jednostek oraz "
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"potrafi wyleczyć je z zatrucia."
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#. [artifact]
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#. [chance]
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#. [teleport]: id=teleport
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#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699
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#: data/campaigns/World_Conquest/resources/data/training.cfg:785
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#: data/core/macros/abilities.cfg:253
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msgid "teleport"
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msgstr "teleportacja"
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#. [artifact]
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#. [regenerate]: id=regenerates
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#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54
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#: data/core/macros/abilities.cfg:94
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msgid "regenerates"
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msgstr "regeneruje się"
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#. [chance]
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#. [trait]: id=healthy
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#: data/campaigns/World_Conquest/resources/data/training.cfg:257
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#: data/core/macros/traits.cfg:229
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msgid "Always rest heals"
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msgstr "Zawsze leczy się przez odpoczynek"
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#. [chance]
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#. [damage]: id=backstab
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#: data/campaigns/World_Conquest/resources/data/training.cfg:438
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#: data/core/macros/weapon_specials.cfg:21
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msgid "backstab"
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msgstr "cios w plecy"
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#. [chance]
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#. [dummy]: id=feeding
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#: data/campaigns/World_Conquest/resources/data/training.cfg:500
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#: data/core/macros/abilities.cfg:389
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msgid "feeding"
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msgstr "żerowanie"
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#. [chance]
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#. [leadership]: id=leadership
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#: data/campaigns/World_Conquest/resources/data/training.cfg:527
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#: data/core/macros/abilities.cfg:199
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msgid "leadership"
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msgstr "dowodzenie"
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#. [hides]: id=ambush
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
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#: data/core/macros/abilities.cfg:285
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msgid "ambush"
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msgstr "zasadzka"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
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msgid "Castle"
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msgstr "Zamek"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
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msgid "Cave"
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msgstr "Jaskinia"
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#. [hides]: id=concealment
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21
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#: data/core/macros/abilities.cfg:348
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msgid "concealment"
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msgstr "ukrywanie się"
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#. [drains]: id=drains
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
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#: data/core/macros/weapon_specials.cfg:166
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msgid "drains"
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msgstr "wysysa"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
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msgid "firststrike"
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msgstr "pierwszy cios"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
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msgid "Forest"
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msgstr "Las"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
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msgid "Frozen"
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msgstr "Zamarznięty"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
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msgid "Hills"
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msgstr "Wzgórza"
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#. [chance_to_hit]: id=marksman
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39
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#: data/core/macros/weapon_specials.cfg:86
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msgid "marksman"
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msgstr "strzelec wyborowy"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42
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msgid "Mushroom Grove"
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msgstr "Grzybowy gaj"
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#. [hides]: id=nightstalk
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45
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#: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329
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msgid "nightstalk"
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msgstr "skradanie się"
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#. [poison]: id=poison
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
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#: data/core/macros/weapon_specials.cfg:188
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msgid "poison"
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msgstr "trucizna"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
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msgid "Sand"
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msgstr "Piasek"
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#. [skirmisher]: id=skirmisher
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60
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#: data/core/macros/abilities.cfg:219
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msgid "skirmisher"
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msgstr "harcownik"
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#. [slow]: id=slow
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
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#: data/core/macros/weapon_specials.cfg:64
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msgid "slows"
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msgstr "spowalnia"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
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msgid "Swamp"
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msgstr "Bagno"
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#. [heals]: id=curing
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
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#: data/core/macros/abilities.cfg:61
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msgid "cures"
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msgstr "uzdrawia"
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#. [section]: id=editor
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#: data/core/editor/help.cfg:5
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msgid "Map and Scenario Editor"
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msgstr ""
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#. [section]: id=editor_mode_terrain
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#. [topic]: id=..editor_mode_terrain
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#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377
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#, fuzzy
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#| msgid "Terrain Modifiers"
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msgid "Terrain Editor"
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msgstr "Modyfikatory terenowe"
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#. [section]: id=editor_mode_scenario
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#. [topic]: id=..editor_mode_scenario
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#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
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#, fuzzy
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#| msgid "Terrain Modifiers"
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msgid "Scenario Editor"
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msgstr "Modyfikatory terenowe"
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:28
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msgid "Paint Tool"
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:29
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msgid ""
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"Paint terrain tiles on the map.\n"
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"\n"
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"The paint tool utilizes the brush sizes and the terrain palette.\n"
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"\n"
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"<bold>text='Keyboard Modifiers'</bold>\n"
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"\n"
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"• Shift+mouse click: If a base terrain is selected, change the base without "
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"changing the overlay. If an overlay is selected, change the overlay without "
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"changing the base.\n"
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"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
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"had been selected on the terrain palette (picks up both base and overlay).\n"
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"\n"
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"<bold>text='Brush Sizes'</bold>\n"
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"\n"
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"The selected brush changes the size of the tool:"
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:41
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msgid "Paint single hexes."
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:42
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msgid "Paint seven hexes at a time."
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:43
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msgid "Paint nineteen hexes at a time."
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
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msgid "Paint three hexes in a line."
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:52
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msgid "Fill Tool"
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:53
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msgid ""
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"Fill continuous regions of terrain with a different one.\n"
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"\n"
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"The fill tool utilizes the terrain palette.\n"
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||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
||
"changing the overlay. If an overlay is selected, change the overlay without "
|
||
"changing the base.\n"
|
||
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
||
"had been selected on the terrain palette (picks up both base and overlay)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:67
|
||
msgid "Select Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:68
|
||
msgid ""
|
||
"Selects a set of hex fields, for use with with the cut, copy and fill-"
|
||
"selection buttons below the menu bar.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
|
||
"cursor, and adjoining hexes of the same terrain type.\n"
|
||
"• Control+mouse click: Unselect hexes.\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
||
"\n"
|
||
"The selected brush changes the size of the tool:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:78
|
||
msgid "Select single hexes."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:79
|
||
msgid "Select seven hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:80
|
||
msgid "Select nineteen hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
|
||
msgid "Select three hexes in a line."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:89
|
||
msgid "Clipboard and Paste Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:90
|
||
msgid ""
|
||
"Rotate, flip and paste the terrain in the clipboard\n"
|
||
"\n"
|
||
"Hexes can be cut or copied to the clipboard using the "
|
||
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
|
||
"\n"
|
||
"The paste tool shows an outline of the clipboard, which can be pasted with a "
|
||
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
|
||
"the undo function, which is bound to both Control+Z and to the same key as "
|
||
"the in-game undo function.\n"
|
||
"\n"
|
||
"The paste tool also has some clipboard-manipulation functions:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:97
|
||
msgid "Rotate clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:98
|
||
msgid "Rotate counter-clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:99
|
||
msgid "Flip horizontally"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:100
|
||
msgid "Flip vertically"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:107
|
||
msgid "Starting Locations Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:110
|
||
msgid ""
|
||
"Defines the side leader starting position.\n"
|
||
"\n"
|
||
"This tool sets the side leaders’ default starting locations, and named "
|
||
"special locations. Both types of location are enabled in both <ref>dst='.."
|
||
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
|
||
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
|
||
"are shown as a list in the editor palette, clicking on the map will place "
|
||
"that name on a hex, each location can only be placed on a single hex, and "
|
||
"the editor will only allow one location per hex.\n"
|
||
"\n"
|
||
"To add named special locations, click “Add” at the bottom of the editor "
|
||
"palette, and enter the name. These names must start with a letter and may "
|
||
"contain numbers and underscores.\n"
|
||
"\n"
|
||
"More than nine teams can be added to a map, by clicking “Add” and entering a "
|
||
"number, for example “10”. The UI will automatically show this as “Player "
|
||
"10”.\n"
|
||
"\n"
|
||
"Named locations can be accessed from WML using the Standard Location "
|
||
"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
|
||
"accessed from WML using <italic>text='location_id=1'</italic>, "
|
||
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
|
||
"adding “Player ” in front of the number.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Control+mouse click on a hex that already has a location: select that "
|
||
"location for placing with a subsequent mouse click, as if it was selected in "
|
||
"the editor palette."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:129
|
||
msgid ""
|
||
"editor^Maps generally look similar in the editor to their appearance in the "
|
||
"game. There are a few exceptions, where different graphics are used in the "
|
||
"editor; all the overlays described here are found in the terrain palette’s "
|
||
"“special” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English the text is “IO” for impassable and “UO” for unwalkable.
|
||
#: data/core/editor/help.cfg:134
|
||
msgid ""
|
||
"editor^<bold>text='Movement Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
|
||
"Impassable and Unwalkable\n"
|
||
"\n"
|
||
"While easily noticeable in the editor, these are invisible in the game, so "
|
||
"the mixed terrains created by them look like the base terrain. They create a "
|
||
"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
|
||
"respectively."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
|
||
#: data/core/editor/help.cfg:143
|
||
msgid ""
|
||
"editor^<bold>text='Castle Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
|
||
"img>\n"
|
||
"\n"
|
||
"Adding either of these overlays to a passable hex allows units to be "
|
||
"recruited onto a hex. The keep also allows a leader to recruit from there.\n"
|
||
"\n"
|
||
"These can be added to an impassable hex to connect a castle to a visually-"
|
||
"separate keep through an impassable wall. It’s also possible to create a "
|
||
"castle that seems to have grassland between the keep and towers, however "
|
||
"this requires the connecting hexes to be occupied or blocked to prevent "
|
||
"units being recruited onto them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image here has text, while it could be translated I assume editor-only images won’t be.
|
||
#. In English this image is the literal text “Village overlay”.
|
||
#: data/core/editor/help.cfg:154
|
||
msgid ""
|
||
"editor^<bold>text='Village Overlay'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
|
||
"editor.png~O(0.5))' align=here box=yes</img>\n"
|
||
"\n"
|
||
"This turns any base terrain into a village, providing income and healing."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image is an “S” on a solid black background.
|
||
#: data/core/editor/help.cfg:162
|
||
msgid ""
|
||
"editor^<bold>text='Fake Shroud'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Fake Shroud looks like an unexplored area, even in scenarios that have "
|
||
"shroud disabled and even when the player’s units can see the hex."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "Modyfikatory terenowe"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:173
|
||
msgid ""
|
||
"A cosmetic elevation effect that looks a little different in the editor than "
|
||
"in the game due to visual aids in the editor; all the overlays described "
|
||
"here are found in the terrain palette’s “elevation” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:178
|
||
msgid ""
|
||
"Bluffs and Gulch\n"
|
||
"\n"
|
||
"The bluffs, gulches, and similar variations are much like a standard terrain "
|
||
"overlay, and can simply be used that way. However, for larger areas of the "
|
||
"map, where you will want to allow the use of other overlay terrains, you "
|
||
"will want to combine these with the “markers” described in the next section."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:186
|
||
msgid ""
|
||
"Raised elevation editor palette icon\n"
|
||
"\n"
|
||
"To make a patch of terrain higher or lower, and still be able to use other "
|
||
"overlay terrains such as trees, you will need to use these markers. Placing "
|
||
"one of these arrows on the map will flood-fill the map with a color-coded "
|
||
"haze; neither the haze nor the arrow will be visible in game. The hazed area "
|
||
"will have a border ledge, making it look higher or lower than the adjacent "
|
||
"tiles.\n"
|
||
"\n"
|
||
"There are two high markers and two low markers, so it is possible to make "
|
||
"terraces of up to five levels (lowest, lower, normal, higher, highest). "
|
||
"Placing a high region next to a low region does not result in larger "
|
||
"cliffs.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:193
|
||
msgid ""
|
||
"editor^<bold>text='How to Use'</bold>\n"
|
||
"\n"
|
||
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
|
||
"type terrains can be used to contain the floodfilled area.\n"
|
||
"\n"
|
||
"An example use case would be:\n"
|
||
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
|
||
"paint tool to outline a big blob over an empty, all-grass map.\n"
|
||
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
|
||
"Bluffs border).\n"
|
||
"3. The blob should all be raised now, and as long as you don't overwrite "
|
||
"the Marker or Bluffs overlays, you can add other terrain overlays as "
|
||
"needed.\n"
|
||
"\n"
|
||
"The graphics used to represent the ledge borders are determined by the base "
|
||
"terrain.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:204
|
||
msgid ""
|
||
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
|
||
"have their terrain codes changed, or any other properties affected, so "
|
||
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
#, fuzzy
|
||
#| msgid "Base Terrain: "
|
||
msgid "Deprecated Terrain"
|
||
msgstr "Teren podstawowy:"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated.
|
||
#. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it.
|
||
#: data/core/editor/help.cfg:213
|
||
msgid ""
|
||
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
|
||
"png)' align=left box=yes</img>The magenta ‘D’ (for “Deprecated”).\n"
|
||
"\n"
|
||
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
|
||
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
|
||
"ref>,\n"
|
||
"• the “Xol” Lit Stone Wall, which is deprecated because several wall "
|
||
"terrains now support the “^Efs” Sconce embellishment.\n"
|
||
"\n"
|
||
"The help pages for these terrains may have additional text that’s only shown "
|
||
"in the editor, describing the deprecation and the recommended replacements."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:227
|
||
msgid ""
|
||
"Put text labels on the map.\n"
|
||
"\n"
|
||
"• Left-click will open a dialog box to create a new label or edit an "
|
||
"existing one.\n"
|
||
"• Right-click deletes.\n"
|
||
"• Drag-and-drop with the left mouse button moves labels.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are "
|
||
"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
"monoliths. Multiple items can be placed on the same hex.\n"
|
||
"\n"
|
||
"• Left-click will place a decoration on the clicked hex.\n"
|
||
"• Right-click will remove the decoration.\n"
|
||
"\n"
|
||
"<bold>text='Note:'</bold> the tool doesn’t support undo.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are not part "
|
||
"of the terrain and are implemented in the scenario using WML’s "
|
||
"<italic>text='[item]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:260
|
||
msgid ""
|
||
"This tool assigns ownership of villages at the start of a scenario. The "
|
||
"villages must first be placed on the terrain with the "
|
||
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
|
||
"\n"
|
||
"• Left-click will assign the village to the currently-selected side.\n"
|
||
"• Right-click will set the village back to unowned.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; ownership information is "
|
||
"stored by adding WML <italic>text='[village]'</italic> tags to the "
|
||
"appropriate <italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:274
|
||
msgid "Unit Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:275
|
||
msgid ""
|
||
"Place units belonging to the currently-selected side.\n"
|
||
"\n"
|
||
"• Left-click will place a unit.\n"
|
||
"• Left drag-and-drop will move an already-placed unit.\n"
|
||
"• Various operations are added to the right-click menu when the hex contains "
|
||
"a unit.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[unit]'</italic> tags to the appropriate "
|
||
"<italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
msgid ""
|
||
"This tool creates sets of tiles that can be used in WML scripts’ Standard "
|
||
"Location Filters (a concept explained in detail on the Wiki), by using the "
|
||
"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
|
||
"example:\n"
|
||
"\n"
|
||
"• assigning a local time zone to this set of hexes\n"
|
||
"• filtering the set of hexes which trigger an event when a unit moves on to "
|
||
"them\n"
|
||
"\n"
|
||
"To use the tool:\n"
|
||
"\n"
|
||
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
|
||
"ref>\n"
|
||
"• in the Areas menu, select Add New Area\n"
|
||
"• then in the Areas menu, select Save Selection to Area\n"
|
||
"• then in the Areas menu, select Rename Selected Area and choose a name for "
|
||
"the area\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s "
|
||
"name implies time, it is now more generic and can be used for other purposes "
|
||
"without needing to change the time-of-day schedule in the area."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:313
|
||
msgid ""
|
||
"Shows a list of music tracks known to the editor, with toggle-boxes to "
|
||
"enable them.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[music]'</italic> tags to the scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
#, fuzzy
|
||
#| msgid "Using Add-ons"
|
||
msgid "Change Add-on ID"
|
||
msgstr "Korzystanie z Dodatków"
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:325
|
||
msgid ""
|
||
"Allows changing the ID of an add-on, which is the name of the folder it’s "
|
||
"in. This will only rename that folder and update any references to it in the "
|
||
"_main.cfg file. Any other place will need to be updated manually."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:335
|
||
msgid ""
|
||
"Allows setting up an add-on’s _server.pbl file, which is required for "
|
||
"publishing an add-on to the add-ons server for other players to download. "
|
||
"The Validate button will check whether all required fields have valid values."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:344
|
||
msgid ""
|
||
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario as well as initializing an add-"
|
||
"on which can be used to distribute the scenarios you create.\n"
|
||
"\n"
|
||
"The editor can be launched from the <italic>text='Map Editor'</italic> "
|
||
"option at the title screen.\n"
|
||
"\n"
|
||
"<header>text='Editing Modes'</header>\n"
|
||
"\n"
|
||
"The editor features two modes of operation: terrain mode and scenario mode.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
|
||
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
|
||
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
|
||
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
|
||
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
|
||
"setting the leaders’ <ref>dst='editor_tool_starting' text='starting "
|
||
"locations'</ref>.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
|
||
"addition to the tools available in terrain mode, adds support for adding "
|
||
"<ref>dst='editor_tool_label' text='labels'</ref>, "
|
||
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
|
||
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
|
||
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
|
||
"at the start of the scenario. There’s also a <ref>dst='editor_playlist' "
|
||
"text='playlist manager'</ref> for the music."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:356
|
||
msgid ""
|
||
"In either mode, you will be prompted to choose an add-on to use for the "
|
||
"scenarios you create. This can be an existing add-on or a brand new add-on. "
|
||
"If you choose to use a brand new add-on, then the add-on will have all the "
|
||
"required files and folders automatically created as well as a default ID "
|
||
"assigned. Unless you are editing an already existing map file, using "
|
||
"scenario mode is required in order for your maps to be selectable during "
|
||
"game creation."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:358
|
||
msgid ""
|
||
"<header>text='What you do *not* get'</header>\n"
|
||
"\n"
|
||
"• Exactly the same map rendering as in-game\n"
|
||
"\n"
|
||
"The map won’t look exactly the same in the game as it does in the editor, "
|
||
"because this depends on the terrain rules. For example, when many mountain "
|
||
"hexes are clustered together the terrain rules will try to combine them into "
|
||
"mountain ranges and large graphics spanning multiple hexes.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"\n"
|
||
"The editor is not a tool to help you scripting the scenario’s event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"\n"
|
||
"The editor can load most maps from older versions of Wesnoth, but not all. "
|
||
"Maps from 1.3.2 and later will normally be supported, unless they use "
|
||
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
|
||
"have their own terrains will need that add-on to tell the editor about their "
|
||
"terrains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:378
|
||
msgid ""
|
||
"The terrain editor’s functionality is similar to a simple paint "
|
||
"application.\n"
|
||
"\n"
|
||
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
|
||
"toolkit (see the pages for each tool), tool options, and "
|
||
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
|
||
"\n"
|
||
"When saved using “Save Map As” and saving to the default directory, the "
|
||
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
|
||
"“Create Game” dialog."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:390
|
||
msgid ""
|
||
"The scenario editor mode adds support for some map-related WML features, "
|
||
"such as areas and scenery items. Most scenarios will still require "
|
||
"additional WML to be written using a different tool; the scenario editor "
|
||
"does not support scripting the scenario’s events."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:392
|
||
msgid ""
|
||
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
|
||
"\n"
|
||
"You can check which mode the editor is in by looking at the menu bar.\n"
|
||
"\n"
|
||
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
|
||
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:399
|
||
msgid ""
|
||
"<header>text='Entering scenario mode'</header>\n"
|
||
"\n"
|
||
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
|
||
"menu.\n"
|
||
"\n"
|
||
"If you’re already editing a map in terrain mode, use “Save Scenario As” from "
|
||
"the “File” menu; this will switch to scenario mode.\n"
|
||
"\n"
|
||
"To load a map that was created in the scenario editor, use “Load Map” from "
|
||
"the “File” menu, and select the .cfg file (not a .map file)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:407
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves one file when in terrain mode (a .map) or two files "
|
||
"when in scenario mode (both a .map and a .cfg).\n"
|
||
"\n"
|
||
"Loading a .cfg file has different results depending on the contents of the ."
|
||
"cfg file. For .cfg files that were created by the scenario editor, it will "
|
||
"open the .cfg in the scenario editor. However, for .cfg files that cannot be "
|
||
"opened by the scenario editor, the editor will attempt to find the "
|
||
"scenario's map data and open the corresponding .map file in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector. It is recommended "
|
||
"in those cases to simply load the .map file directly instead."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:420
|
||
msgid ""
|
||
"When loading a .cfg file, the scenario editor understands files created by "
|
||
"the scenario editor, but is likely to have difficulty with files that have "
|
||
"been edited by hand.\n"
|
||
"\n"
|
||
"One option is to create a separate WML file, also with the .cfg extension, "
|
||
"which uses the WML preprocessor to include the editor-created file. This "
|
||
"separate file contains both the [scenario] tag and any hand-edited WML such "
|
||
"as events. With this workflow, the add-on’s file structure could look like "
|
||
"this:\n"
|
||
"\n"
|
||
"<header>text='Example'</header>\n"
|
||
"If your add-on will only be used on 1.18 and later, it is instead "
|
||
"recommended to use the new include_file attribute to load a .cfg file "
|
||
"containing additional WML into the scenario.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
"which makes “map_file” search the “maps” directory\n"
|
||
"• maps/first.map\n"
|
||
" ◦ this is the .map file created by the scenario editor when saving in "
|
||
"scenario mode\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ this is the .cfg file containing everything that the scenario editor "
|
||
"doesn't understand\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
|
||
"map file\n"
|
||
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
|
||
"the additional cfg file"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:444
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
|
||
#: data/core/editor/help.cfg:452
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "ToD and Schedule Editor"
|
||
msgstr "Pora dnia"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:453
|
||
msgid ""
|
||
"This button at the top-right of the screen accesses the time-of-day preview "
|
||
"and the schedule editor.\n"
|
||
"\n"
|
||
"In terrain mode, this displays the map as it will be recolored at different "
|
||
"times of day.\n"
|
||
"\n"
|
||
"In scenario mode, the button accesses an editor for individual schedules for "
|
||
"<ref>dst='editor_named_area' text='time areas'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:464
|
||
msgid "Editor Palette"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:466
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units. When using the Starting Locations Tool, the palette changes "
|
||
"to a list of “Player 1”, “Player 2”, etc.\n"
|
||
"\n"
|
||
"<bold>text='Filter'</bold>\n"
|
||
"\n"
|
||
"There is a filter function to show only a subset of the available items — "
|
||
"this is the leftmost of the four buttons at the top of the palette, and the "
|
||
"graphic changes depending on what is selected. Examples:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:488
|
||
msgid ""
|
||
"<header>text='Native'</header>\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"only non-terrain information provided by the map syntax is the set of "
|
||
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
|
||
"Locations Tool'</ref>. The files can be edited with a general purpose text "
|
||
"editor like notepad.\n"
|
||
"\n"
|
||
"These files can be used directly for multiplayer games, the number of "
|
||
"players is automatically determined by the number of starting positions. "
|
||
"When saved in the default directory, the map can be found in the “Custom "
|
||
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
|
||
"refresh the cache (press F5 on the title screen) before a newly-created map "
|
||
"appears.\n"
|
||
"\n"
|
||
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
|
||
"providing additional information such as teams, custom events, and complex "
|
||
"side setups. The .cfg file loads the map file with either of:\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
|
||
"1.14'</italic>\n"
|
||
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
|
||
"include'</italic>\n"
|
||
"\n"
|
||
"The <italic>text='map_file'</italic> method is preferred over using a "
|
||
"preprocessor include."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:501
|
||
msgid ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"The map data can stored as part of a scenario’s .cfg file, directly in the "
|
||
"<italic>text='map_data'</italic> attribute. In other words, in the place "
|
||
"that the preprocessor would include it when using the preprocessor-include "
|
||
"method.\n"
|
||
"\n"
|
||
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
|
||
"\n"
|
||
"If you are editing the map and not using the Scenario Mode support, then "
|
||
"it’s trivial to move the data to a native map file before opening it in the "
|
||
"editor. This conversion is recommended — the editor supports editing the "
|
||
"content of map_data while leaving everything else in the file untouched, but "
|
||
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:509
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
|
||
"map data as a separate .map file. The scenario then references the .map file "
|
||
"via map_file. When loading a .cfg file, the scenario editor understands "
|
||
"files created by the scenario editor itself, but is likely to have "
|
||
"difficulty with files that have been edited by hand; problems can be avoided "
|
||
"by <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
|
||
"ref> for the hand-edited parts."
|
||
msgstr ""
|
||
|
||
#. [editor_times]: id=deep_underground
|
||
#. [time]: id=deep_underground
|
||
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
|
||
msgid "Deep Underground"
|
||
msgstr "Głębokie podziemie"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr "W pomieszczeniu"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Encyklopedia"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
#, fuzzy
|
||
#| msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgid ""
|
||
"<ref>dst='..calendar' text='Calendar'</ref>\n"
|
||
"<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Geografia'</ref>"
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:14
|
||
msgid ""
|
||
"Each year in the Wesnothian calendar is composed of 12 months. These are, in "
|
||
"order:\n"
|
||
"\n"
|
||
"Whitefire\n"
|
||
"Bleeding Moon\n"
|
||
"Scatterseed\n"
|
||
"Deeproot\n"
|
||
"Scryer’s Bloom\n"
|
||
"Thorntress\n"
|
||
"Summit Star\n"
|
||
"Kindlefire\n"
|
||
"Stillseed\n"
|
||
"Reaper’s Moon\n"
|
||
"Verglas Bloom\n"
|
||
"Blackfire\n"
|
||
"\n"
|
||
"The Wesnothian calendar begins with the founding of Wesnoth in the year 1 YW "
|
||
"(Year of Wesnoth). Years before that are counted based on the number of "
|
||
"years before the founding of Wesnoth using BW (Before Wesnoth). After the "
|
||
"Fall of Wesnoth dates use AF (After the Fall)."
|
||
msgstr ""
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Geografia"
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr "Arkan-thoria"
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:27
|
||
msgid ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
msgstr ""
|
||
"Rzeka płynąca z <ref>dst='heart_mountains' text='Gór Środka'</ref>, biegnie "
|
||
"aż na wschód Listry."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
#, fuzzy
|
||
#| msgid "Great Ocean"
|
||
msgid "Great River"
|
||
msgstr "Wielki Ocean"
|
||
|
||
#. [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='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
|
||
msgstr ""
|
||
"Kontynent na któryn leży <ref>dst='kingdom_wesnoth' text='Królestwo "
|
||
"Wenosth'</ref>. Jego zachodnie wybrzeże jest otoczone przez "
|
||
"<ref>dst='great_ocean' text='Wielki Ocean'</ref>."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:35
|
||
msgid ""
|
||
"The Ford of Abez is a crossing between Wesnoth and the Northlands, and is "
|
||
"the westernmost point where the Great River can be crossed without ships."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:40
|
||
msgid "Great Ocean"
|
||
msgstr "Wielki Ocean"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:41
|
||
#, 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 ""
|
||
"Leży na zachodzie <ref>dst='great_continent' text='kontynentu'</ref>, "
|
||
"wszystkie rzeki kończą w nim swój bieg. Daleko na zachodzie Wielkiego Oceanu "
|
||
"istnieje ogromny archipelag zwany <ref>dst='morogor' text='Morogor'</ref>."
|
||
|
||
#. [topic]: id=great_ocean
|
||
#. Great Ocean
|
||
#: data/core/encyclopedia/geography.cfg:45
|
||
msgid ""
|
||
"The Drakes once called this ocean the World Ocean. They believe it to extend "
|
||
"in every direction from Morogor until eventually flowing into the abyss as "
|
||
"an immense waterfall at the edge of the world."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:50
|
||
msgid "Morogor"
|
||
msgstr "Morogor"
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:51
|
||
#, 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 ""
|
||
"Archipelag zlokalizowany gdzieś pośród <ref>dst='great_ocean' "
|
||
"text='Wielkiego Oceanu'</ref> na zachód od <ref>dst='green_isle' "
|
||
"text='Zielonej Wyspy'</ref> i na wschód od <ref>dst='old_continent' "
|
||
"text='Starego Kontynentu'</ref>.\n"
|
||
"Głównie zamieszkały przez <ref>dst='..race_drake' text='smoki'</ref>.\n"
|
||
"Centralna wyspa archipelagu również nazywa się ‘Morogor’."
|
||
|
||
#. [topic]: id=morogor
|
||
#. Geography of Morogor
|
||
#: data/core/encyclopedia/geography.cfg:57
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Mount Morogor: An active volcanic mountain in the central island of "
|
||
"Morogor."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:63
|
||
msgid "Green Isle"
|
||
msgstr "Zielona Wyspa"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
|
||
#| "ref>."
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
|
||
"ref>, formerly home to the Islefolk and Wesfolk."
|
||
msgstr ""
|
||
"Duża wyspa leżąca w <ref>dst='great_ocean' text='Wielkim Oceanie'</ref>."
|
||
|
||
#. [topic]: id=green_isle
|
||
#. Geography of the Green Isle
|
||
#: data/core/encyclopedia/geography.cfg:68
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Southbay: The capital of the largest Islefolk Kingdom.\n"
|
||
" • Clearwater Port: The second largest Islefolk city and the location of "
|
||
"a major port.\n"
|
||
" • Stormvale: A major Islefolk kingdom once ruled by the ancestors of "
|
||
"Haldric I.\n"
|
||
" • Jevyan’s Haven: The Wesfolk capital and home of the famous lich-lord "
|
||
"Jevyan.\n"
|
||
" • Blackmore: A small Wesfolk settlement."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#. Geography of the Green Isle
|
||
#: data/core/encyclopedia/geography.cfg:77
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Broken Mountains: A mighty mountain range that cuts through the Green "
|
||
"Isle.\n"
|
||
" • Oldwood: A mysterious wood inhabited by some woses.\n"
|
||
" • Swamp of Esten: A small swamp located east of the Broken Mountains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:85
|
||
msgid "Old Continent"
|
||
msgstr "Stary Kontynent"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:86
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> and the "
|
||
"<ref>dst='green_isle' text='Green Isle'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>. It is the original homeland "
|
||
"of both humans and orcs."
|
||
msgstr ""
|
||
"Leży na zachód od <ref>dst='morogor' text='Morogoru'</ref> za "
|
||
"<ref>dst='great_ocean' text='Wielkim Oceanem'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:91
|
||
msgid "Great Continent"
|
||
msgstr "Wielki Kontynent"
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:92
|
||
msgid ""
|
||
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
|
||
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"Kontynent na któryn leży <ref>dst='kingdom_wesnoth' text='Królestwo "
|
||
"Wenosth'</ref>. Jego zachodnie wybrzeże jest otoczone przez "
|
||
"<ref>dst='great_ocean' text='Wielki Ocean'</ref>."
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:97
|
||
msgid "Irdya"
|
||
msgstr "Irdya"
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:98
|
||
msgid ""
|
||
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
|
||
"rarely used in the era depicted by the main map. People normally just say "
|
||
"“the world” or, poetically, “the wide green world”."
|
||
msgstr ""
|
||
"Nazwa krainy w której leży <ref>dst='kingdom_wesnoth' text='Królestwo "
|
||
"Wesnoth'</ref> to \"Irdya\". Aczkolwiek termin ten, rzadko jest używany w "
|
||
"erze przedstawionej na głównej mapie. Ludność zazwyczaj określa ją poprostu "
|
||
"mianem \"świata\" lub - bardziej poetycko - \"szeroki zielony świat\"."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:103
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Królestwo Wesnoth"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:104
|
||
msgid ""
|
||
"The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
"mainline campaigns revolve around it. It is bounded on the map by the "
|
||
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
|
||
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
|
||
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
|
||
"Swamp to the southeast.\n"
|
||
"\n"
|
||
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
|
||
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
|
||
"may be considered a northernmost extension."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#. Geography of Wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:110
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Weldyn: The capital of Wesnoth.\n"
|
||
" • Aldril: City lying on the Bay of Pearls.\n"
|
||
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
" • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
"country, just west and north of Weldyn.\n"
|
||
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
"confluence of the Weldyn River and the Great River.\n"
|
||
" • Fort Tahn: The southernmost border outpost, controls the north/south "
|
||
"road crossing the River Aethen.\n"
|
||
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
|
||
"wilderness country around the east of the Brown Hills and north to the Ford "
|
||
"of Abez.\n"
|
||
" • Westin: A small yet important town in Kerlath, a province of Southern "
|
||
"Wesnoth. The old Citadel of Westin can be found there."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#. Geography of Wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:123
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
#| "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
#| "mainline campaigns revolve around it. It is bounded on the map by the "
|
||
#| "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 ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
" • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
"controlled by Wesnothian forces.\n"
|
||
" • Weldyn River: It branches from the Great River and goes south.\n"
|
||
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s livestock and agriculture.\n"
|
||
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
|
||
"populated and occasionally very dangerous.\n"
|
||
" • Horse Plains: Region of rolling plains just south of the Great River, "
|
||
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
|
||
"southern reach merges into the Central Plain. Home of the powerful Horse "
|
||
"Clans; the best horses in Wesnoth are bred here.\n"
|
||
" • Estmark Hills: Largish range rising south of the Great River and east "
|
||
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
|
||
"at various times been settled by Wesnothians, but the Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s sons.\n"
|
||
" • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted.\n"
|
||
" • Isle of Alduin: An important island off the coast of Wesnoth home to "
|
||
"the Great Academy of Magic, where many of Wesnoth’s greatest mages were "
|
||
"trained.\n"
|
||
" • Green Swamp: Large swamp on the banks of the Great River northeast of "
|
||
"the Grey Woods."
|
||
msgstr ""
|
||
"Królestwo Wesnoth leży w północno-centralnej części "
|
||
"<ref>dst='great_continent' text='Wielkiego Kontynentu'</ref>. Większość "
|
||
"głównych kampanii toczy się właśnie tutaj. Granice królestwa wyznacza: "
|
||
"Wielka Rzeka na północy, Wielki Ocean na zachodzie, lasy Aethenwood na "
|
||
"<ref>dst='southwest_elven_lands' text='płudniowym-zachodzie'</ref>, oraz "
|
||
"Bagno Goryczy na południowym-wschodzie.\n"
|
||
"\n"
|
||
"Za rzeką Aethen, na południe od Fortu Tahn, leżą rubieże Wesnoth. Graniczą "
|
||
"na południu z gęstym lasem (poza mapą) którego najbardziej wysuniętą na "
|
||
"półnoć część stanowi Aethenwood.\n"
|
||
" • Najważniejsze miasta:\n"
|
||
" ◦ Weldyn: Stolica Wesnoth.\n"
|
||
" ◦ Aldril: Miasto leżące nad Perłową Zatoką.\n"
|
||
" ◦ Port Blackwater: Miasto na południe od Perłowej Zatoki .\n"
|
||
" ◦ Carcyn: Zlokalizowane pomiędzy Szarym Lasem i Wielą Rzeką.\n"
|
||
" ◦ Dan’Tonk: Największe miasto Wesnoth. Położone w centrum krainy, "
|
||
"zaraz na zachód i północ od Weldyn.\n"
|
||
" ◦ Soradoc: Najbardziej wysunięta na północ osada, lężąca na samej "
|
||
"granicy Wesnoth. Kontroluje obszar w którym Rzeka Weldyn łączy się z Wielką "
|
||
"Rzeką.\n"
|
||
" ◦ Fort Tahn: Osada graniczna, najbardziej wysunięta na południe. "
|
||
"Kontroluje bród Rzeki Aethen na osi północ/południe.\n"
|
||
" ◦ Tath: Miasto warowne Dan’Tonk o dużym znaczeniu. Zapewnia "
|
||
"kontrolę nad dzikimi obszarami krainy, na wschód od Brunatnych Wzgórz oraz "
|
||
"na północ od Brodu Abez.\n"
|
||
"\n"
|
||
" • Najważniejsze elementy krajobrazu:\n"
|
||
" ◦ Góra Gryfów (Gryphon Mountain): Dom legendarnych Gryfów.\n"
|
||
" ◦ Bród Abez (Ford of Abez): Płytsza część Wielkiej Rzeki, "
|
||
"najczęściej kontrolowana przez oddziały Wesnoth.\n"
|
||
" ◦ Rzeka Weldyn (Weldyn River): Odgałęzienie Wielkiej Rzeki, "
|
||
"biegnie na południe.\n"
|
||
" ◦ Wielka Równina Centralna (Great Central Plain): Obszar którego "
|
||
"granice wytyczają Weldyn, Dan’Tonk, oraz Fort Tahn, ta równina to spichlerz "
|
||
"całego Wesnoth, jest domem dla większości populacji krainy.\n"
|
||
" ◦ Wzgórza Dulatus: Obszar graniczący z Wielką Równiną Centralną. "
|
||
"Wzgórza te są dużym ośrodkiem rolniczym, oraz zaopatrują krainę w żywy "
|
||
"inwentarz.\n"
|
||
" ◦ Brunatne Wzgórza (Brown Hills): Pustkowie otaczające Górę "
|
||
"Gryfów, słabo zamieszkałe i często bardzo niebezpieczne.\n"
|
||
" ◦ Równiny Jeźdźców (Horse Plains): Równinny region na południe od "
|
||
"Wielkiej Rzeki, na zachodzie graniczący z lasem Glyn, a na wschodzie z Rzeką "
|
||
"Weldyn; południowe rubieża zbiegają się do Równiny Centralnej. To dom "
|
||
"potężnych klanów; hoduje się tu jedne z najlepszych koni w całym Wenosth.\n"
|
||
" ◦ Wzgórza Estmark: Duży łańcuch biegnący na południu Wielkiej "
|
||
"Rzeki, i na wschód od Rzeki Weldyn. Jego najbardziej wysunięta na północ "
|
||
"część, najbliżej Rzeki Weldyn, była w różnych czasach zamieszkiwana przez "
|
||
"osadników Wesnoth, jednak kontrola królestwa nad tym obszarem jest w "
|
||
"najlepszym przypadku wątła, a w regionie często grasują bandyci.\n"
|
||
" ◦ Las Glyn: Czasem określany jako Królewski las, nazwany tak ku "
|
||
"czci jednemu z sunów Haldirca II.\n"
|
||
" ◦ Szary Las (Gray Woods): Duży las w sercu dziczy Wensoth, mieści "
|
||
"się między Carcyn i Aldril, większość uważa że jest nawiedzony.\n"
|
||
" ◦ Zielone Bagno (Green Swamp): Duże bagno w sercu dziczy Wesnoth, "
|
||
"na południe od Aldril. Obszar zalewany jest prez Brunatne Wzgórza i zasila "
|
||
"wodą Wielką Rzekę (obszar nie ukazany na głównej mapie)."
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:140
|
||
msgid "Elensefar"
|
||
msgstr "Elensefar"
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:141
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
#| "text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
#| "treaty federation with Wesnoth. Its borders are the 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 <ref>dst='great_river' "
|
||
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
|
||
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> to the west. More information is found in the historical "
|
||
"narrative of Wesnoth."
|
||
msgstr ""
|
||
"Elensefar czasami jest traktowany jako prowincja <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, a czasami jako niezależne państwo, a niekiedy jako - "
|
||
"powiązany traktatem - członek federacji Wesnoth. Północną granicę krainy "
|
||
"stanowi Wielka Rzeka, wschodnią - luźnie określona granica z Wesnoth, na "
|
||
"południu Zatoka Pereł, i - na zachodzie - <ref>dst='great_ocean' "
|
||
"text='Wielki Ocean'</ref>. Dalsze informacje uzyskasz rozgrywając kampanie "
|
||
"Wesnoth.\n"
|
||
"\n"
|
||
" • Najważniejsze miasta:\n"
|
||
" ◦ Elensefar: Stolica, zbudowana na wyspie u ujścia "
|
||
"<ref>dst='great_river' text='Wielkiej Rzeki'</ref>. \n"
|
||
" ◦ Carcyn: Miasto graniczne między Wesnoth i Elensefar, Królestwo "
|
||
"Wesnoth rości sobie do niego prawa. \n"
|
||
" • Ważne elementy krajobrazu:\n"
|
||
" ◦ <ref>dst='great_river' text='Wielka Rzeka'</ref>: W tym regionie "
|
||
"jest bardzo szeroka, przekroczyć ją można tylko na pokładzie statku."
|
||
|
||
#. [topic]: id=elensefar
|
||
#. Geography of Elensefar area
|
||
#: data/core/encyclopedia/geography.cfg:145
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Elensefar: The capital, located on an island in the Great River "
|
||
"delta.\n"
|
||
" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:150
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
|
||
"this point, and only ships can cross it."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:156
|
||
msgid "Northlands"
|
||
msgstr "Krainy Północy"
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:157
|
||
msgid ""
|
||
"The Northlands are filled with unstable clans in endless conflict. It is an "
|
||
"unlawful and perilous place plagued by its cold, icy terrain and constant "
|
||
"war. Various groups of orcs, dwarves, men, gryphons, ogres, and even elves "
|
||
"fight over the region. The northern and eastern borders of the Northlands "
|
||
"are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
|
||
"\n"
|
||
"Yet despite the sheer wilderness above the Northlands, the subterranean "
|
||
"Dwarvish Kingdoms of Knalga and Kal Kartha are exceptions to their chaotic "
|
||
"surroundings, providing both heat and protection to their people. While they "
|
||
"may often be in conflict with orcs and trolls, the heart of Dwarvish "
|
||
"territory is considered relatively safe in comparison."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:163
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An Orcish tribal capital.\n"
|
||
" • Wesmere: The location of the Ka’lian — the Elvish Council\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of <ref>dst='elensefar' "
|
||
"text='Elensefar'</ref>, where these villages were located, was named the "
|
||
"Annuvin province by men but was known by the elves as Wesmere."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:170
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "There is no government of the Northlands. Various groups of orcs, "
|
||
#| "dwarves, barbarian men and even elves populate the region. The northern "
|
||
#| "and eastern borders are not defined, the southern border is the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
|
||
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\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"
|
||
#| " • 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 ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually "
|
||
"impassable barrier between the river country and the Northern Plains.\n"
|
||
" • Heartfangs: The particularly forbidding stretch of high peaks "
|
||
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
"madmen, and mages live there.\n"
|
||
" • Swamp of Dread: A very large bog located between the Heart Mountains "
|
||
"and the Great River. A notoriously dangerous place.\n"
|
||
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
|
||
"through the Northern Mountains.\n"
|
||
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
|
||
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
|
||
"Longlier.\n"
|
||
" • River Listra: The south-running tributary of the Great River into "
|
||
"which the Arkan-thoria empties.\n"
|
||
" • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
|
||
"to the elves. Their capital, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
|
||
"river is somewhere in the east of the northern lands."
|
||
msgstr ""
|
||
"W Krainach Północy nie istnieje żadna forma rządu. Teren ten zaludniają "
|
||
"różne grupy orków, krasnoludów, ludzkich barbarzyńców, a nawet elfy. Nie "
|
||
"wytyczono oficjalnych granic na północy oraz wschodzie, natomiast południową "
|
||
"granicę wytycza <ref>dst='great_river' text='Wielka Rzeka'</ref>, a "
|
||
"zachodnią — <ref>dst='great_ocean' text='Wielki Ocean'</ref>.\n"
|
||
"\n"
|
||
" • Najważniejsze miasta:\n"
|
||
" ◦ Glamdrol: Stolica plemion orków. \n"
|
||
" ◦ Wesmere: Miejsce urzędowania Ka’lian — Elfiej Rady.\n"
|
||
" ◦ Krasnoludzkie Wrota (Dwarven Doors): Osada mieszana, ludzi i "
|
||
"krasnoludów, położna w regionie Knalga w południowej części Gór Środka. "
|
||
"Główny ośrodek handlu.\n"
|
||
" ◦ Dallben i Delwyn: Ludzkie wioski, pierwotnie zbudowane przez "
|
||
"osadników przybyłych zza Wielkiej Rzeki podczas złotej ery ekspansji "
|
||
"Wesnoth. Obecnie niezamieszkałe. Zalesiony obszar na północny-wschód od "
|
||
"Elensefar, gdzie znajdowały się wioski, otrzymał od ludzi nazwę — prowincja "
|
||
"Annuvin, ale elfy nazywają go Wesmere.\n"
|
||
"\n"
|
||
" • Najważniejsze elementy krajobrazu:\n"
|
||
" ◦ Góry Środka (Heart Mountains): Stanowią barierę nie do "
|
||
"przebycia, pomiędzy krainą jezior a Północną Równiną.\n"
|
||
" ◦ Górskie Kły (Heartfangs): Wyjątkowo trudny do przebycia odcinek "
|
||
"górkisch szczytów, położony na południe od Jeziora Vrug i na północ od Lasu "
|
||
"Wesmere. To najbardziej nieprzyjazna i niebezpieczna część Gór Środka; "
|
||
"zmieszkują ją tylko pustelnicy, szaleńcy oraz magowie.\n"
|
||
" ◦ Bagno Grozy: ogromne bagno leżące pomiędzy Górami Środka i "
|
||
"Wielką Rzeką. Bardzo niebezpieczne dla podróżników.\n"
|
||
" ◦ Jezioro Vrug: Duże górskie jezioro połączone z rzeką, która - "
|
||
"przez tysiące lat erozji - wyrzeźbiła jedyną drogę wiodącą przez góry "
|
||
"północy.\n"
|
||
" ◦ Arkan-thoria: Rzeka wypływająca z jeziora Vrug. Jest to nazwa "
|
||
"elficka; Ludzie znają ją jako Longlier.\n"
|
||
" ◦ Jezioro Listra: Południowy dopływ Wielkiej Rzeki, do którego "
|
||
"wpływa rzeka Arkan-thoria.\n"
|
||
" ◦ Las Lintanir: Fragment Wielkiego Lasu Północy najbardziej "
|
||
"wysunięty na południe. Gigantyczna knieja, której wschodnią i północną "
|
||
"granicę zbadały tylko elfy. Ich stolica, Elensiria, odwiedzana jest przez "
|
||
"ludzi niezwykle rzadko. \n"
|
||
" ◦ Wielka Rzeka: Bieg tej rzeki rozpoczyna się gdzieś na wschodzie "
|
||
"krain północnych."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:183
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Południowo-zachodnie krainy Elfów"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:184
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Wood Elves are separate from those of the north, and have only "
|
||
#| "intermittent relations with them and most other countries. Its borders "
|
||
#| "are the 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."
|
||
msgstr ""
|
||
"Elfy Leśne oddzieliły się od swoich pobratymców z północy, i utrzymują tylko "
|
||
"sporadzyczne relacje zarówno z nimi, jak i z innymi krainami. Granice ich "
|
||
"posiadłości wyznaczają: na północnym-wshodzie Zielone Bagna, na południu "
|
||
"piasczysta pustynia (nie widoczna na mapie), oraz <ref>dst='great_ocean' "
|
||
"text='Wielki Ocean'</ref> na zachodzie.\n"
|
||
"\n"
|
||
" • Najważniesjze miasta \n"
|
||
" ◦ Nie znane\n"
|
||
" • Najwazniejsze elementy krajobrazu:\n"
|
||
" ◦ Las Aethen: Największy las południowy, biegnie daleko na "
|
||
"południowy-zachód - o wiele dalej, niż jest to wyrysowane na mapach - jest "
|
||
"domem <ref>dst='..race_elf' text='elfów'</ref>."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#. Geography of the Southwest
|
||
#: data/core/encyclopedia/geography.cfg:188
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Wood Elves are separate from those of the north, and have only "
|
||
#| "intermittent relations with them and most other countries. Its borders "
|
||
#| "are the 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 ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Aethenwood: The largest southern forest, it extends far to the south "
|
||
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
|
||
"make no such distinction, the southern part of the forest has been named "
|
||
"Southwood by denizens of Kerlath."
|
||
msgstr ""
|
||
"Elfy Leśne oddzieliły się od swoich pobratymców z północy, i utrzymują tylko "
|
||
"sporadzyczne relacje zarówno z nimi, jak i z innymi krainami. Granice ich "
|
||
"posiadłości wyznaczają: na północnym-wshodzie Zielone Bagna, na południu "
|
||
"piasczysta pustynia (nie widoczna na mapie), oraz <ref>dst='great_ocean' "
|
||
"text='Wielki Ocean'</ref> na zachodzie.\n"
|
||
"\n"
|
||
" • Najważniesjze miasta \n"
|
||
" ◦ Nie znane\n"
|
||
" • Najwazniejsze elementy krajobrazu:\n"
|
||
" ◦ Las Aethen: Największy las południowy, biegnie daleko na "
|
||
"południowy-zachód - o wiele dalej, niż jest to wyrysowane na mapach - jest "
|
||
"domem <ref>dst='..race_elf' text='elfów'</ref>."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:194
|
||
msgid "Heart Mountains"
|
||
msgstr "Góry Środka"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#. The Whitefang Clan’s primary description is in DiD
|
||
#. Wesnoth 1.9.4 added Haggid-Dargor to the encyclopedia, but it has no other mention in mainline
|
||
#: data/core/encyclopedia/geography.cfg:197
|
||
msgid ""
|
||
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
"Plains'</ref>. The local orcs call them the Haggid-Dargor. The powerful "
|
||
"Whitefang Clan in the region is named after the eastern edge of the "
|
||
"mountains, which they call the Whitefang Mountains for their distinctive "
|
||
"shape."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:202
|
||
msgid "Far North"
|
||
msgstr "Daleka Północ"
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:203
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
|
||
#| "text='Heart Mountains'</ref>, which the Orcs call the Haggid-Dargor and "
|
||
#| "claim (without merit) as their own. To the east lie the Unaligned Tribes "
|
||
#| "of the Wild Steppe, who fell out of the control of the Clannate, instead "
|
||
#| "roaming with wild human barbarians and clashing with the High Elves of "
|
||
#| "the North Plains (known as North Elves in human lands). The High Elves "
|
||
#| "themselves reside further east, where it is rumored they rule a vast "
|
||
#| "kingdom.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\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"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Black Marshes\n"
|
||
#| " ◦ Mountains of Dorth\n"
|
||
#| " ◦ Mountains of Haag\n"
|
||
#| " ◦ Greenwood\n"
|
||
#| " ◦ Silent Forest\n"
|
||
#| " ◦ Forest of Thelien\n"
|
||
#| " ◦ River Oumph\n"
|
||
#| " ◦ River Bork\n"
|
||
#| " ◦ Frosty Wastes\n"
|
||
#| " ◦ Barren Plains"
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
|
||
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
|
||
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
|
||
"Steppe, who fell out of the control of the Clannate, instead roaming with "
|
||
"wild human barbarians and clashing with the High Elves of the North Plains "
|
||
"(known as North Elves in human lands). The High Elves themselves reside "
|
||
"further east, where it is rumored they rule a vast kingdom."
|
||
msgstr ""
|
||
"Zimna, surowa i niedostępna. Daleka Północ to kraina przodków Orkowych "
|
||
"klanów. Leży na północ od <ref>dst='heart_mountains' text='Gór Środka'</"
|
||
"ref>, które Orkowie nazywają Haggid-Dragor, i uważają je (bezprawnie) za "
|
||
"swoje ziemie. "
|
||
|
||
#. [topic]: id=far_north
|
||
#. Geography of the Far North
|
||
#: data/core/encyclopedia/geography.cfg:206
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Barag Gor: A city home to the Orcish Council.\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Jotha: A large fortified capital of the local merfolk that lies within "
|
||
"the bay of Jotha.\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz: A coastal orcish town that occasionally raids Jotha.\n"
|
||
" • Dorest: The northernmost human city."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#. Geography of the Far North
|
||
#: data/core/encyclopedia/geography.cfg:219
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Desert of Death: An unusually dry desert in the Far North filled with "
|
||
"venomous Sand Scuttlers. It is extremely hot by day yet chilly by night.\n"
|
||
" • Black Marshes: A perilous swamp north of Tirigaz filled with violent "
|
||
"monsters.\n"
|
||
" • Mountains of Dorth: A set of mountains north of the Heart Mountains. "
|
||
"Though nowhere near as dangerous as its southern neighbour, it is "
|
||
"nonetheless deadly to inexperienced travelers.\n"
|
||
" • Mountains of Haag: A group of high mountains inhabited by groups of "
|
||
"orcs, trolls and dwarves.\n"
|
||
" • Greenwood: An elvish forest located near the Lintanir Forest. Some say "
|
||
"it was once connected to it, until groups of savage orcs burned much of the "
|
||
"forest.\n"
|
||
" • Silent Forest: A dense forest inhabited by a few elves, once known as "
|
||
"Gitamoth.\n"
|
||
" • Forest of Thelien: A dense coniferous forest sometimes inhabited by "
|
||
"elves.\n"
|
||
" • River Oumph: A river flowing from the Mountains of Haag to its delta "
|
||
"just south of Bitok.\n"
|
||
" • River Bork: A river of the Far North flowing from a lake next to the "
|
||
"Mourned Hills.\n"
|
||
" • Frosty Wastes: A cold, snowy desert in the far north inhabited only by "
|
||
"the occasional monster.\n"
|
||
" • Barren Plains: A vast, sparsely populated snowy tundra."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_south
|
||
#: data/core/encyclopedia/geography.cfg:235
|
||
#, fuzzy
|
||
#| msgid "Far North"
|
||
msgid "Far South"
|
||
msgstr "Daleka Północ"
|
||
|
||
#. [topic]: id=far_south
|
||
#: data/core/encyclopedia/geography.cfg:236
|
||
msgid ""
|
||
"A vast region south of Kerlath home to the Dunefolk Civilization. It is also "
|
||
"inhabited by many local creatures, including the Jinn and Wyverns."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_south
|
||
#. Geography of the Far South
|
||
#: data/core/encyclopedia/geography.cfg:240
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Sandy Wastes: A hot desert located south of Kerlath home to various "
|
||
"Dunefolk settlements, as well as nomadic tribes in between. The northern "
|
||
"parts of this desert are home to many treacherous monsters.\n"
|
||
" • Mountains of Peril: A tall and deadly mountain range in the far south "
|
||
"inhabited by bands of vicious barbarians and monsters.\n"
|
||
" • Black Forest: An ancient and likely haunted forest of which very "
|
||
"little is known, believed to have been once inhabited by elves. Those who "
|
||
"enter it seldom return."
|
||
msgstr ""
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Pora dnia"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Wprowadzenie"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Gra"
|
||
|
||
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:539
|
||
#: src/help/help_topic_generators.cpp:492
|
||
#: src/help/help_topic_generators.cpp:515
|
||
msgid "Traits"
|
||
msgstr "Cechy"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Jednostki"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Zdolności"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Broń specjalna"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:127
|
||
msgid "Eras"
|
||
msgstr ""
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:70 data/core/help.cfg:554
|
||
msgid "Terrains"
|
||
msgstr "Typy terenu"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:607
|
||
msgid "Add-ons"
|
||
msgstr "Dodatki"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:680
|
||
msgid "Commands"
|
||
msgstr "Polecenia"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:96
|
||
#, 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 arises a wealth of strategy, making the "
|
||
"game easy to learn but a challenge to master.\n"
|
||
"\n"
|
||
"The following pages outline all you need to know to play Wesnoth. As you "
|
||
"play, new information is added to the various categories as you come across "
|
||
"new aspects of the game. For more detailed information on special situations "
|
||
"and exceptions, follow the included links."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Bitwa o Wesnoth'</italic> to turowa gra strategiczna osadzona "
|
||
"w świecie fantasy, która nieco różni się od podobnych gier tego typu. "
|
||
"Podczas gdy inne gry nadmiernie komplikują zasady i samą rozgrywkę, "
|
||
"<italic>text='Bitwa o Wesnoth'</italic> stawia na prostotę tych elementów. "
|
||
"To jednak wcale nie czyni gry prostą — z przejrzystych zasad wyłania się "
|
||
"bogactwo możliwych strategii. Każdy bez trudu rozpocznie grę, ale trzeba nie "
|
||
"lada umiejętności, by osiągnąć mistrzostwo."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "O grze"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid ""
|
||
"The game takes place on a hex-based game field, where your units battle "
|
||
"against those controlled by the computer, friends who each take turns on the "
|
||
"same computer (hotseat play), other players on the same network, or players "
|
||
"worldwide in multiplayer mode.\n"
|
||
"\n"
|
||
"Each of these battles is called a <italic>text='scenario'</italic>, which "
|
||
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
|
||
"the campaigns that ship with the game, Wesnoth supports user-made content, "
|
||
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
|
||
"factions, and resources.\n"
|
||
"\n"
|
||
"The game also features a human-readable markup called Wesnoth Markup "
|
||
"Language (WML) to easily allow users to create their own content, as well as "
|
||
"a fully-featured Map and Scenario Editor for designing your own "
|
||
"battlefields.\n"
|
||
"\n"
|
||
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
|
||
"and has been worked on by a multitude of volunteers ever since."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:119
|
||
msgid ""
|
||
"This section will list all the units you discover as you explore the world "
|
||
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
|
||
"scenario it will be added to its race’s subsection; you can then view its "
|
||
"page any time you wish. A unit’s page will provide a general description, "
|
||
"its statistics, attacks, resistances, and movement and defense values.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"W tym dziale znajduje się lista wszystkich jednostek, które odkryjesz "
|
||
"podczas swoich podróży po krainach Wesnoth. Kiedy podczas kampanii lub "
|
||
"pojedynczego scenariusza dostrzeżesz nową jednostkę, zostanie ona dodana do "
|
||
"sekcji odpowiadającej jej stronnictwu. Możesz przeglądać te informacje w "
|
||
"dowolnym czasie. Strona jednostki zawiera opis ogólny, statystyki, ataki, "
|
||
"odporności oraz wartości ruchu i obrony.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:128
|
||
msgid ""
|
||
"A faction is a collection of units and leaders. Factions are assigned to "
|
||
"sides in multiplayer games.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:130
|
||
msgid ""
|
||
"An era is a collection of factions, intended to be played against one "
|
||
"another. Besides the mainline eras that come with the game, many user-made "
|
||
"factions are available from add-ons.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:139
|
||
msgid ""
|
||
"Certain units have abilities that either directly affect other units or have "
|
||
"an impact on how the unit interacts with other units. These abilities will "
|
||
"be listed under this section as you encounter them. Each page will provide a "
|
||
"description of what the ability does and which (currently discovered) units "
|
||
"have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Niektóre jednostki posiadają zdolności, które albo wpływają bezpośrednio na "
|
||
"inne jednostki, albo mają wpływ na to, jak jednostka oddziałuje z innymi "
|
||
"jednostkami. Zdolności te będą objaśniane w poniższym temacie w miarę ich "
|
||
"pojawiania się w grze. Na każdej stronie opisano działanie każdej z "
|
||
"umiejętności (wczesniej poznanych) i jednostki które je posiadają.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:148
|
||
msgid ""
|
||
"Some weapons have special features that increase the effectiveness of "
|
||
"attacking with them. When you see a new weapon special during a campaign or "
|
||
"multiplayer scenario it will be added to this list; you can then view its "
|
||
"page any time you wish. Each page will provide a description of what the "
|
||
"weapon special does and which (currently discovered) units have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Niektóre z broni posiadają specjalne cechy, które zwiększają ich skuteczność "
|
||
"podczas ataku. Jeżeli podczas rozgrywki zauważysz nową oręż, zostanie ona "
|
||
"dodana do tej listy. Możesz przeglądać te informacje w dowolnej chwili. "
|
||
"Każda strona zawiera opis specjalnych właściwości danej broni (tych "
|
||
"odkrytych) oraz informację, które z jednostek ją dzierżą.\n"
|
||
"\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "Nieznana jednostka"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"This unit is unknown for the moment. You must discover it in the game to be "
|
||
"allowed to see its description."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Ta jednostka jest na razie nieznana. Aby jej opis stał się dostępny, musisz "
|
||
"ją napotkać w trakcie gry."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:168
|
||
msgid ""
|
||
"Wesnoth is comprised of a series of battles, called "
|
||
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
|
||
"of one or more adversaries. Multiple scenarios that follow on from each "
|
||
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
|
||
"campaign, you often need to play more carefully, preserving your best troops "
|
||
"for use again in later scenarios.\n"
|
||
"\n"
|
||
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
|
||
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
|
||
"tutorial is explained more in-depth in these pages, so you can always refer "
|
||
"back here if you forget something.\n"
|
||
"\n"
|
||
"After you master the basics, try out a beginner campaign, such as "
|
||
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
|
||
"Guard'</italic>. A full list of installed campaigns can be found via the "
|
||
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
|
||
"quite challenging, you may wish to start on easy before progressing to "
|
||
"higher difficulties.\n"
|
||
"\n"
|
||
"Campaigns are grouped by <italic>text='level'</italic> and "
|
||
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
|
||
"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: "
|
||
"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates "
|
||
"what degree of proficiency in the game mechanics (such as "
|
||
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
|
||
"text='time of day'</ref>) is assumed. The difficulty indicates how "
|
||
"challenging the scenarios will be to a veteran player: at higher "
|
||
"difficulties, the obstacles to victory will be higher and overcoming them "
|
||
"will require more skillful play. For example, at higher difficulties the "
|
||
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
|
||
"on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
#, fuzzy
|
||
#| msgid "<header>text='Units of this race'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr "<header>text='Jednostki tej rasy'</header>"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
#, 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 ""
|
||
"Podczas gry pamiętaj, że po najechaniu kursorem myszy na wiele elementów "
|
||
"interfejsu gry (na przykład na informacje w pasku statusu) zobaczysz krótką "
|
||
"podpowiedź opisującą dany element. Jest to szczególnie przydatne przy "
|
||
"pierwszym napotkaniu nowej <ref>dst='..abilities_section' "
|
||
"text='umiejętności'</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Zwycięstwo i porażka"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
|
||
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
|
||
"things like changing your save options or (if you are in a multiplayer game) "
|
||
"chatting with other players before pressing that button to advance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Po zwycięstwie w scenariuszu mapa zostanie wyszarzona, a etykieta przycisku "
|
||
"<bold>text='Zakończ turę'</bold> zmieni się na <bold>text='Kończ "
|
||
"scenariusz'</bold>. W tym stanie gry możesz zmienić opcje zapisu gry lub (w "
|
||
"przypadku gier wieloosobowych) rozmawiać z innymi graczami, a dopiero potem "
|
||
"kliknąć ten przycisk, aby przejść dalej."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
#, 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 ""
|
||
"Dokładnie czytaj cele misji, wyświetlane w oknie dialogowym na początku "
|
||
"każdego scenariusza. Zwycięstwo wymaga najczęściej zabicia wszystkich "
|
||
"przywódców wroga, a śmierć twojego przywódcy oznacza porażkę. Nierzadko "
|
||
"trafiają się jednak scenariusze, w których zwycięstwo wymaga osiągnięcia "
|
||
"innych celów, na przykład doprowadzenia przywódcy w określone miejsce, "
|
||
"uratowania kogoś, rozwiązania zagadki lub przetrwania w oblężeniu określonej "
|
||
"liczby tur."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Rekrutacja i przywoływanie"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If you right-clicked on a castle hex and selected recruit, the new unit will "
|
||
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
|
||
"You may only recruit as many units as you have free hexes in your castle, "
|
||
"and you cannot spend more gold than you actually have on recruiting."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Po kliknięciu prawym przyciskiem myszy pustego pola zamku i wybraniu "
|
||
"polecenia Rekrutuj nowa jednostka pojawi się w tym miejscu. W przeciwnym "
|
||
"razie pojawi się ona na pierwszym wolnym miejscu w pobliżu twierdzy. Możesz "
|
||
"rekrutować tylko tyle jednostek, ile masz wolnych miejsc w zamku. Nie możesz "
|
||
"też wydać na rekrutację więcej złota, niż posiadasz."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
#, 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 ""
|
||
"Na początku scenariusza każda ze stron ma jednego przywódcę w twierdzy. Na "
|
||
"początku bitwy oraz podczas jej trwania będziesz rekrutować <ref>dst='.."
|
||
"units' text='jednostki'</ref> do swojej armii. Aby rekrutować jednostki, "
|
||
"twój przywódca (na przykład Konrad w kampanii <italic>text='Następca tronu'</"
|
||
"italic>) musi znajdować się w <ref>dst='terrain_castle' text='zamku'</ref>, "
|
||
"na polu twierdzy. Można wtedy rekrutować jednostki wybierając z menu opcję "
|
||
"<bold>text='Rekrutuj'</bold> lub klikając pole zamku prawym przyciskiem "
|
||
"myszy i wybierając opcję <bold>text='Rekrutuj'</bold>. Spowoduje to "
|
||
"wyświetlenie menu rekrutacji z listą dostępnych jednostek i ich kosztem. "
|
||
"Kliknij jednostkę, aby zobaczyć jej statystyki, a następnie kliknij przycisk "
|
||
"rekrutacji, aby dołączyć jednostkę do swojej armii."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:202
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Rekrutowane jednostki mają po dwie losowe <ref>dst='..traits_section' "
|
||
"text='cechy'</ref>, które wpływają na ich statystyki."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:204
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In later scenarios, you may also Recall survivors from earlier battles. "
|
||
"Recalling costs a standard 20 gold and presents you with a list of all "
|
||
"surviving units from previous scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"W późniejszych scenariuszach będziesz mógł Przywołać jednostki, które "
|
||
"przeżyły w poprzednich bitwach. Przywoływanie kosztuje zawsze 20 sztuk złota "
|
||
"i polega na wybraniu jednostki z listy tych, które przetrwały poprzednie "
|
||
"scenariusze."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:206
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units not only cost gold to Recruit or Recall, they also require money to "
|
||
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
|
||
"more information."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Jednostki wymagają złota nie tylko w chwili rekrutacji lub przywołania — "
|
||
"kosztuje również ich utrzymanie. Zobacz temat <ref>dst='income_and_upkeep' "
|
||
"text='Dochód i utrzymanie'</ref>, aby dowiedzieć się więcej."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Dochód i utrzymanie"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Income is simple. You have a base income of 2 gold per turn. For every "
|
||
"village you control, you gain one additional gold each turn. Thus, if you "
|
||
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
|
||
"costs are subtracted from this income, as detailed below."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Idea dochodu jest prosta. Podstawowy dochód wynosi 2 sztuki złota na turę, a "
|
||
"za każdą kontrolowaną wioskę otrzymujesz każdej tury jedną dodatkową sztukę "
|
||
"złota (twórcy scenariuszy mogą tę ilość modyfikować, ale w kampaniach prawie "
|
||
"zawsze przypada jedna sztuka złota na wioskę). Zatem jeśli masz dziesięć "
|
||
"wiosek, w normalnych warunkach otrzymasz co turę 12 sztuk złota. Od dochodu "
|
||
"odejmowane są koszty utrzymania, co wyjaśniono poniżej."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
msgid ""
|
||
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
|
||
"watch your gold as well, especially in campaigns, where you can carry extra "
|
||
"gold over from one scenario to the next. There are two aspects to this; "
|
||
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
msgstr ""
|
||
"Aby grać w Wesnoth, nie wystarczy po prostu rekrutować jednostek i walczyć. "
|
||
"Musisz również dbać o swoje złoto, szczególnie w kampaniach, gdzie możesz "
|
||
"przenosić dodatkowe złoto z jednego scenariusza do następnego. Związane są z "
|
||
"tym dwa pojęcia: <italic>text='dochód'</italic> i <italic>text='utrzymanie'</"
|
||
"italic>."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:220
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
|
||
"to its level. You can support as many levels worth of units as you have "
|
||
"villages, without paying any upkeep. However, for each level of unit beyond "
|
||
"the number of villages you have, you must pay one gold per turn. For "
|
||
"example, if you have twelve level one units and ten villages, you would have "
|
||
"to pay two gold each turn in upkeep."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Utrzymanie także nie jest skomplikowane. Każda jednostka wymaga co turę "
|
||
"ilości złota równej jej poziomowi. Bez dodatkowego płacenia możesz utrzymać "
|
||
"tyle jednostek (w przeliczeniu na poziomy), ile masz wiosek. Jeśli jednak "
|
||
"suma poziomów wszystkich jednostek przekracza liczbę kontrolowanych wiosek, "
|
||
"musisz co turę zapłacić różnicę w złocie. Na przykład jeśli masz dwanaście "
|
||
"jednostek pierwszego poziomu i dziesięć wiosek, co turę będziesz płacić za "
|
||
"utrzymanie dwie sztuki złota."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:222
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep costs are subtracted from your income, so in the case of twelve "
|
||
"levels of units and ten villages, your resultant Income would be 10 gold per "
|
||
"turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Koszty utrzymania są odejmowane od dochodu, więc w przypadku posiadania "
|
||
"jednostek o sumie poziomów 12 oraz 10 wiosek wynikowy dochód wyniósłby 10 "
|
||
"sztuk złota na turę."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:226
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In general, the base income, the amount of gold you get per village per "
|
||
"turn, and the number of unit levels each village can support are "
|
||
"configurable, but in campaigns they are almost always the values described "
|
||
"above. The <italic>text='Scenario Settings'</italic> tab of the "
|
||
"<italic>text='Status Table'</italic> dialog shows the values for the current "
|
||
"scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:228
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two important exceptions to upkeep: units with the loyal trait and "
|
||
"leaders never incur upkeep. Units you begin the scenario with (such as "
|
||
"Delfador), or units who join you during a scenario (such as the horseman in "
|
||
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
|
||
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
|
||
"playing (such as Konrad) will almost always be a leader."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Od zwykłych reguł dotyczących utrzymania są dwa ważne wyjątki: jednostki z "
|
||
"cechą lojalna oraz przywódcy nigdy nie wymagają utrzymania. Jednostki, z "
|
||
"którymi zaczynasz scenariusz (jak na przykład Delfador) lub jednostki, które "
|
||
"dołączają do ciebie w trakcie gry (takie jak jeździec w drugim scenariuszu "
|
||
"<italic>text='Następcy tronu'</italic>), będą zazwyczaj mieć cechę "
|
||
"<italic>text='lojalna'</italic>. Z kolei jednostka postaci, którą grasz (na "
|
||
"przykład Konrada), będzie prawie zawsze przywódcą."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Punkty życia i doświadczenie"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:238
|
||
msgid ""
|
||
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
|
||
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
|
||
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
|
||
"recruited unit starts with no experience points, and gains experience by "
|
||
"fighting enemies."
|
||
msgstr ""
|
||
"Każda jednostka ma pewną liczbę punktów życia <italic>text='punktów życia'</"
|
||
"italic> (PŻ). Jeśli ich liczba spadnie poniżej 1, jednostka ginie. Każda "
|
||
"jednostka ma także pewną liczbę <italic>text='punktów doświadczenia'</"
|
||
"italic> (PD). Świeżo rekrutowane jednostki nie mają punktów doświadczenia, "
|
||
"ale mogą je zdobyć podczas walki."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:242
|
||
msgid ""
|
||
"The hitpoints and experience points are both indicated in the status pane "
|
||
"using two numbers (the current value and the maximum value the unit can "
|
||
"have)."
|
||
msgstr ""
|
||
"Punkty życia i doświadczenia są przedstawione na panelu statusu przy pomocy "
|
||
"dwóch liczb (aktualnej i maksymalnej wartości, jaką może osiągnąć dana "
|
||
"jednostka)."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:244
|
||
#, 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 ""
|
||
"Punkty życia wskazuje też pasek energii znajdujący się obok jednostki, który "
|
||
"może być zielony, żółty lub czerwony. Jednostka z co najmniej 1 punktem "
|
||
"doświadczenia ma niebieski pasek doświadczenia, który zmienia się w biały, "
|
||
"gdy jednostka zbliża się do <ref>dst='experience_and_advancement' "
|
||
"text='osiągnięcia następnego poziomu'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Awansuje na:"
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units have a certain amount of experience required to advance (this is 20% "
|
||
"less for units with the Intelligent trait). Once they achieve this amount, "
|
||
"they immediately advance to the next level, healing fully in the process. In "
|
||
"some cases, you will be given a choice of advancement options."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Jednostki wymagają pewnej ilości doświadczenia, by awansować (jednostki z "
|
||
"cechą Inteligentny wymagają o 20% mniej doświadczenia). Gdy osiągną tę "
|
||
"ilość, natychmiast awansują na wyższy poziom, lecząc się przy tym "
|
||
"całkowicie. W niektórych przypadkach pojawi się możliwość wyboru drogi "
|
||
"awansu."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"If both units survive a combat, they gain a number of experience points "
|
||
"equal to the level of the unit they’re fighting. If a unit kills another in "
|
||
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
|
||
"level 1, 16 for level 2, 24 for level 3, and so forth."
|
||
msgstr ""
|
||
"Jeśli obie jednostki przetrwają walkę, każda otrzymuje liczbę punktów "
|
||
"doświadczenia równą poziomowi jednostki, z którą walczyła. Jednak jeśli "
|
||
"jednostka zabije inną w walce, to otrzymuje 4 punkty za jednostkę na "
|
||
"poziomie zerowym, 8 za jednostkę na poziomie 1, 16 za poziom drugi, 24 za "
|
||
"trzeci i tak dalej."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:254
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While most units have three levels, not all do. Occasional units (such as "
|
||
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
|
||
"reached its maximum level, it may have an <italic>text='After Maximum Level "
|
||
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
|
||
"each time the unit reaches the experience goal, but the unit will remain the "
|
||
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
|
||
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
|
||
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
|
||
"progressively harder for each AMLA the unit receives, and so it is usually "
|
||
"more useful to try to advance your lower level units."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Choć większość jednostek ma trzy poziomy, to zdarzają się wyjątki — na "
|
||
"przykład <ref>dst='unit_Mage' text='magowie'</ref> mogą mieć cztery. Gdy "
|
||
"jednostka osiągnie swój maksymalny poziom, może przy kolejnych awansach "
|
||
"otrzymywać już tylko <italic>text='awans po ostatnim poziomie'</italic> "
|
||
"(APOP). APOP modyfikuje jednostkę za każdym razem, gdy zgromadzi ona "
|
||
"wymaganą ilość doświadczenia, ale poziom już nie ulega zmianie. Typowym "
|
||
"wpływem APOP na jednostkę jest zwiększenie maksymalnej liczby PŻ o 3 i pełne "
|
||
"uzdrowienie. Pierwszy APOP jest zazwyczaj osiągany po zdobyciu 150 PD (120 "
|
||
"PD w przypadku jednostek inteligentnych). Zdobywanie kolejnych awansów staje "
|
||
"się jednak coraz trudniejsze i na ogół bardziej korzystne jest awansowanie "
|
||
"jednostek na niższych poziomach."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Ruchy"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each unit has a certain number of movement points which are used up when "
|
||
"moving into a new hex, depending on the Terrain of that particular hex. For "
|
||
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
|
||
"how many movement points are spent entering a hex depends on the unit type — "
|
||
"in forest, elvish units only spend 1 movement point, most human and orc "
|
||
"units spend 2, while horsemen spend 3. You can learn how many movement "
|
||
"points a unit requires to enter a certain terrain type by right-clicking on "
|
||
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
|
||
"<bold>text='Terrain Modifiers'</bold>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Każda jednostka ma pewną liczbę punktów ruchu, zużywanych podczas "
|
||
"przechodzenia na inne pole w ilości zależnej od typu terenu. Na przykład "
|
||
"wejście na łąkę prawie zawsze kosztuje 1 punkt. Koszt ruchu na danym typie "
|
||
"terenu zależy od jednostki — w lasach elfy tracą tylko jeden punkt ruchu, "
|
||
"ludzie i orki 2, zaś jeźdźcy 3. Aby dowiedzieć się, ile punktów kosztuje "
|
||
"jednostkę poruszanie się po różnych typach terenu, kliknij ją prawym "
|
||
"przyciskiem myszy, wybierz <bold>text='Opis jednostki'</bold> i spójrz na "
|
||
"<bold>text='Modyfikatory terenu'</bold>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
msgid ""
|
||
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
|
||
"the unit you wish to move to select it, then click on the hex you wish to "
|
||
"move it to. When a unit is selected, everywhere it can move this turn will "
|
||
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
|
||
"highlighted hex shows the defense rating the unit would have if you moved it "
|
||
"to that hex. Mousing over a dull hex will also show the number of turns "
|
||
"required to reach it, and clicking will cause the unit to move towards it by "
|
||
"the fastest route over this and subsequent turns. If you don’t use up all of "
|
||
"a unit’s movement when you first move a unit, you may move it again. This is "
|
||
"useful when having two units switch places. Attacking with a unit will use "
|
||
"up its movement. Ending a move in a village you don’t already own will also "
|
||
"use up a unit’s movement, but will still allow it to attack."
|
||
msgstr ""
|
||
"Przemieszczanie jednostek w <italic>text='Bitwie o Wesnoth'</italic> jest "
|
||
"proste. Kliknij jednostkę, którą chcesz przemieścić, a następnie pole, na "
|
||
"które jednostka ma się ruszyć. Gdy jednostka jest wybrana, wszystkie możliwe "
|
||
"pola, do których może ona dotrzeć w tej turze, zostaną podświetlone, a "
|
||
"pozostałe pola zaciemnione. Umieszczenie wskaźnika myszy na jednym z "
|
||
"podświetlonych pól spowoduje wyświetlenie współczynnika obrony, jaki "
|
||
"jednostka będzie mieć, jeśli stanie w tym miejscu. Umieszczenie wskaźnika "
|
||
"myszy nad polem zaciemnionym spowoduje dodatkowo wyświetlenie liczby tur "
|
||
"potrzebnych na dotarcie w to miejsce, a kliknięcie pola sprawi, że jednostka "
|
||
"zacznie się przemieszczać w jego kierunku możliwie najkrótszą drogą w tej i "
|
||
"kolejnych turach. Jeśli nie wyczerpiesz wszystkich punktów ruchu jednostki, "
|
||
"może ona kontynuować przemieszczanie się. Wykonanie ataku wyczerpuje "
|
||
"możliwości ruchu jednostki. Zakończenie ruchu w wiosce, która nie należy do "
|
||
"ciebie, również wyczerpuje możliwości ruchu jednostki, choć nadal może ona "
|
||
"zaatakować."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:266
|
||
#, 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"
|
||
"Inną rzeczą, którą trzeba brać pod uwagę podczas ruszania jednostek, są "
|
||
"<italic>text='strefy kontroli'</italic>. Każda jednostka roztacza strefę "
|
||
"kontroli na przylegających do niej polach i każdy przeciwnik, który się na "
|
||
"nich znajdzie, kończy swój ruch. Odpowiednie wykorzystywanie stref kontroli "
|
||
"jest ważnym elementem gry, ponieważ tylko jednostki z umiejętnością "
|
||
"<ref>dst='ability_skirmisher' text='harcownik'</ref> potrafią je ignorować."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:268
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"To see where the enemy can move to during their next turn, press Ctrl-v or "
|
||
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
|
||
"not on the map to block their progress."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"By zobaczyć gdzie wróg może dotrzeć w następnej turze, naciśnij Ctrl-v lub "
|
||
"Cmd-v. Ctrl-b lub Cmd-b pokazuje, gdzie wróg mógłby się przemieścić, gdyby "
|
||
"twoje jednostki nie znajdowały się na mapie, blokując ich ruch."
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:277
|
||
#, fuzzy
|
||
#| msgid "Vision: "
|
||
msgid "Vision"
|
||
msgstr "Zasięg widzenia:"
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:278
|
||
msgid ""
|
||
"Vision determines how far a unit can see on the map. Normally, a unit’s "
|
||
"vision range is calculated as its movement range plus one hex. Certain units "
|
||
"with unique vision capabilities deviate from this rule and have vision cost "
|
||
"independent of movement range."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:285
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Całun i Mgła wojny"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:286
|
||
msgid ""
|
||
"In some scenarios, parts of the map will be hidden from you. There are two "
|
||
"mechanisms that can be used separately or together. The "
|
||
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
|
||
"location. However, once it is cleared, you can always see that location. The "
|
||
"<italic>text='fog of war'</italic> only hides units and ownership of "
|
||
"villages (other than by you or your allies). The fog of war is cleared "
|
||
"temporarily when you have units nearby, but returns when they leave. Both "
|
||
"the shroud and the fog of war are cleared by units. Each unit clears "
|
||
"locations adjacent to those within one turn’s move (ignoring zones of "
|
||
"control and enemy units).\n"
|
||
"\n"
|
||
"Normally you can undo a unit’s movement, as long as an event with a "
|
||
"randomized result has not occurred, such as combat or recruitment (as most "
|
||
"units receive random traits when recruited). Exploring hidden terrain by "
|
||
"clearing shroud or fog will also prevent undos to a previous state. You may "
|
||
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
|
||
"menu. This will prevent units from clearing shroud or fog until the next "
|
||
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
|
||
"bold> (or the end of your turn) and thereby preserve your ability to undo "
|
||
"movement."
|
||
msgstr ""
|
||
"Podczas rozgrywania niektórych scenariuszy części mapy będą przed tobą "
|
||
"ukryte. Istnieją dwa mechanizmy ukrywania, które mogą być stosowane wspólnie "
|
||
"lub niezależnie od siebie. W miejscu zakrytym <italic>text='całunem'</"
|
||
"italic> zarówno jednostki, jak i teren, stają się niewidoczne. Jednak gdy "
|
||
"zostanie on odkryty, zawsze będziesz już widzieć wszystko, co się tam "
|
||
"dzieje. Z kolei <italic>text='mgła wojny'</italic> ukrywa przed tobą "
|
||
"wyłącznie jednostki oraz właścicieli wiosek (innych niż ty i twoi "
|
||
"sojusznicy). Mgła wojny jest tymczasowo odkrywana przez twoje jednostki, ale "
|
||
"powraca po ich odejściu. Zarówno całun, jak i mgła wojny, są usuwane przez "
|
||
"jednostki. Każda jednostka odkrywa miejsca przyległe do pól, które znajdują "
|
||
"się w zasięgu jednego jej ruchu (bez względu na strefy kontroli i jednostki "
|
||
"przeciwnika).\n"
|
||
"\n"
|
||
"Zazwyczaj możliwe jest cofnięcie ruchu jednostki, pod warunkiem, że nie "
|
||
"miało miejsca zdarzenie z elementem losowym, na przykład walka lub "
|
||
"rekrutacja (większość rekrutowanych jednostek ma losowe przypisywane cechy). "
|
||
"Zbadanie przed jednostkę ukrytego terenu poprzez odsłonięcie całunu lub mgły "
|
||
"wojny również uniemożliwi cofnięcie ruchu. Istnieje możliwość włączenia "
|
||
"opcji <bold>text='Opóźniaj odsłanianie całunu'</bold> w menu "
|
||
"<bold>text='Działania'</bold>. Po włączeniu tej opcji jednostki nie będą "
|
||
"odsłaniać całunu ani mgły wojny aż do następnego zdarzenia z elementem "
|
||
"losowym, ręcznej aktualizacji poleceniem <bold>text='Odsłoń całun teraz'</"
|
||
"bold> lub zakończenia tury. Dzięki temu zachowujesz możliwość cofnięcia "
|
||
"ruchu."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:290
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ery i Stronnictwa Gier wieloosobowych'</header>"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:292
|
||
msgid ""
|
||
"In multiplayer games, moves that have been sent to the network can’t be "
|
||
"undone; the game delays sending data to try to preserve your undo ability. "
|
||
"When discussing with teammates, remember that the other players are usually "
|
||
"looking at a snapshot from the time of the last combat or fog-revealing "
|
||
"move. Chat messages and map labels are sent immediately, however they don’t "
|
||
"cause the undoable moves to be sent."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid "Save-loading"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:300
|
||
msgid ""
|
||
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
|
||
"to bad luck — this is an expected part of the game. Going back to a previous "
|
||
"turn to try a different strategy is a part of learning the game, but we "
|
||
"recommend against reloading merely to try the same strategy again while "
|
||
"hoping for better luck."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:302
|
||
msgid ""
|
||
"One of the challenges of the game is to work out how to protect your heroes. "
|
||
"Small risks quickly build up: if you have five important units, and they "
|
||
"each have just a 1% chance of death each turn, you can "
|
||
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
|
||
"you’ll rarely make it through a scenario without having it happen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:305
|
||
msgid ""
|
||
"Small risks build up for your non-hero units too. While the story and "
|
||
"dialogue usually aim to give you some emotional bond with your troops, the "
|
||
"game mechanics reward remembering that it’s just a game — there is rarely "
|
||
"any penalty for letting these units die, other than being unable to recall "
|
||
"them in future scenarios. Your battle plan should distribute the risks based "
|
||
"on which troops you want to recall later."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:307
|
||
msgid ""
|
||
"The difficulty levels are balanced assuming that the player won’t save-load. "
|
||
"In the mainline campaigns, harder difficulties generally have more enemies "
|
||
"and thus more experience points available; this leads to them being balanced "
|
||
"assuming that the player will be able to train enough troops to cope with "
|
||
"losing some level two or level three units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:309
|
||
msgid ""
|
||
"That said, it’s a game; the best way to play it is whichever way gives you "
|
||
"the most enjoyment."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:316
|
||
msgid "Learning from Losses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:317
|
||
msgid ""
|
||
"<italic>text='Why did I lose that scenario?'</italic>\n"
|
||
"\n"
|
||
"One of the most difficult parts of Wesnoth is understanding why a scenario "
|
||
"was lost."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:319
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you first start playing, you will probably lose some scenarios. That is "
|
||
"normal, and is part of learning the game. When that happens, try to learn "
|
||
"from your mistakes: watch the replay, try to understand what you did wrong, "
|
||
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
|
||
"level'</ref>. Try restarting the scenario at an easier difficulty."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
|
||
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
|
||
"taking advantage of terrain features or units’ special abilities, and so on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:327
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:329
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. Campaigns generally "
|
||
"assume that you will have some <italic>text='carryover gold'</italic> and "
|
||
"some experienced units on your <italic>text='recall list.'</italic> (These "
|
||
"concepts are explained in the tutorial.) If you win a scenario but lose most "
|
||
"of your experienced units and much of your gold, the following scenario may "
|
||
"be very difficult to beat, even for a more experienced player. If you find "
|
||
"yourself in this situation, you may try to go back a scenario or two and win "
|
||
"them more convincingly, or change to an easier difficulty. (However, "
|
||
"remember that <italic>text='some'</italic> losses are expected, particularly "
|
||
"at higher difficulties.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:331
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Poor gold management. At higher difficulties, managing gold — capturing "
|
||
"villages to increase the income, and using low-level units and fresh "
|
||
"recruits to reduce the spending — becomes important. If you use many high-"
|
||
"level units, you might win a scenario easily but have not enough gold "
|
||
"carryover for the next scenario. (This would be an example of “barely "
|
||
"scraping a victory”.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:333
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:335
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In addition to the common reasons, listed above, there are a few other "
|
||
"reasons which are unlikely, though not impossible. They are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:337
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have played a strategy that the campaign developer did not "
|
||
"anticipate, and ended up with a set of high-level units not suitable for the "
|
||
"next scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:339
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have found a scenario that can only be won on the second or third "
|
||
"time through, whether by requiring above-average luck or by expecting the "
|
||
"players to have foreknowledge — to know what surprises are coming up before "
|
||
"they happen. (It is under discussion whether foreknowledge is expected at "
|
||
"the highest difficulties. Requiring above-average luck, however, would "
|
||
"qualify as a bug.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:341
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
|
||
"could happen that the enemy was very lucky and had many hits, while you were "
|
||
"very unlucky and had many misses. However, this is a very rare occurrence, "
|
||
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
|
||
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
|
||
"strategy despite having <italic>text='above-average'</italic> luck, than by "
|
||
"playing a <italic>text='good'</italic> strategy but having "
|
||
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
|
||
"average” luck does not excuse a loss; having below-average luck is perfectly "
|
||
"normal, and scenarios are designed to be winnable even with below-average "
|
||
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
|
||
"here."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:343
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Be wary of attributing a loss to any of these reasons. If you are not a "
|
||
"veteran player, it is far more likely that your loss was caused by one of "
|
||
"the <italic>text='common'</italic> errors, listed above, and is not "
|
||
"indicative of a bug in the campaign. However, if you still think you found a "
|
||
"bug, then by all means, report it!"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The “Damage Calculations” dialog shows some statistics that can help "
|
||
"determine whether a match was very lucky or very unlucky. However, reading "
|
||
"the statistics is no substitute to watching the replay and looking for "
|
||
"strategic mistakes, or small bits of luck at critical points in the "
|
||
"engagement."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:354
|
||
msgid "Combat"
|
||
msgstr "Walka"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Kolejność i liczba ciosów'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
|
||
"between units in adjacent hexes. Click on your unit, and click on the enemy "
|
||
"you want to attack: your unit will move towards the enemy unit, and when "
|
||
"they are next to each other, combat will begin. The attacker and defender "
|
||
"alternate strikes until each has used their allotted number of strikes. The "
|
||
"attacker chooses one of its weapons to attack with, and the defender "
|
||
"retaliates with one of its attacks of the same type. There are two types of "
|
||
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
|
||
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
|
||
"involves weapons such as bows, spears and fireballs."
|
||
msgstr ""
|
||
"Walka w <italic>text='Bitwie o Wesnoth'</italic> zawsze odbywa się między "
|
||
"jednostkami znajdującymi się na sąsiadujących polach. Kliknij swoją "
|
||
"jednostkę, a następnie jednostkę przeciwnika, którą chcesz zaatakować: twoja "
|
||
"jednostka przemieści się w jego kierunku, a gdy znajdą się obok siebie "
|
||
"rozpocznie się walka. Atakujący i obrońca wymieniają ciosy do czasu, gdy "
|
||
"każdy zużyje przydzieloną mu liczbę ciosów. Atakujący wybiera broń, której "
|
||
"chce użyć, a obrońca odpowiada jednym ze swoich ataków tego samego typu. "
|
||
"Istnieją dwa typy ataków: <italic>text='wręcz'</italic>, czyli zazwyczaj za "
|
||
"pomocą broni w rodzaju mieczy, toporów lub kłów, oraz <italic>text='na "
|
||
"odległość'</italic>, czyli na przykład z użyciem łuków, włóczni lub kul "
|
||
"ognia."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:357
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "The attacker gets the first strike, then the defender retaliates. Each "
|
||
#| "strike either hits, doing a given amount of damage, or misses, doing no "
|
||
#| "damage at all. Strikes alternate until each unit has used up all of its "
|
||
#| "strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
#| "fighter with a 5–4 attack may strike 4 times, each successful strike "
|
||
#| "dealing 5 damage, while an orcish grunt with a 9–2 attack can only strike "
|
||
#| "twice (but at 9 damage for each hit)."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The attacker gets the first strike, then the defender retaliates. Each "
|
||
"strike either hits, doing a given amount of damage, or misses, doing no "
|
||
"damage at all. Strikes alternate until each unit has used up all of its "
|
||
"strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
|
||
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
|
||
"at 9 damage for each hit)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Atakujący zadaje cios jako pierwszy, a następnie broniący się odpowiada. "
|
||
"Każdy cios albo trafia i zadaje pewne obrażenia, albo chybia, nie "
|
||
"wyrządzając tym samym żadnej szkody. Wymiana ciosów trwa do momentu, gdy "
|
||
"obie jednostki zużyją wszystkie swoje ataki. Liczba ciosów, jakie może zadać "
|
||
"jednostka, jest różna — na przykład elficki wojownik wykonujący mieczem atak "
|
||
"5-4 może zadać 4 cięcia po 5 punktów obrażeń, podczas gdy ork rębacz z "
|
||
"atakiem 9-2 zadaje tylko 2 ciosy, ale po 9 punktów obrażeń na każde "
|
||
"trafienie."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Szansa trafienia'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:361
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
|
||
"italic> it is in. This is shown in the status pane, and may also be found by "
|
||
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
|
||
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
|
||
"elves have a defense rating of 70% in forest, so a unit attacking them has "
|
||
"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
|
||
"attacker in return depends on what terrain the attacker is in."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Szansa trafienia jednostki zależy od jej umiejętności obrony w "
|
||
"<italic>text='terenie'</italic>, na którym się znajduje. Szansa jest "
|
||
"widoczna na panelu statusu, sprawdzić można ją też w "
|
||
"<bold>text='modyfikatorach terenu'</bold> widocznych po kliknięciu jednostki "
|
||
"prawym przyciskiem myszy i wybraniu opcji <bold>text='Opis jednostki'</"
|
||
"bold>. Na przykład współczynnik obrony elfów w lasach zazwyczaj wynosi 70%, "
|
||
"co oznacza, że jednostka atakująca ma tylko 30% szans na trafienie. Szansa, "
|
||
"że broniący się elf trafi atakującego, również zależy od typu terenu, na "
|
||
"którym atakujący się znajduje."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:363
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
|
||
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
|
||
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
|
||
"regardless of terrain, and, when used offensively, marksmen always have at "
|
||
"least a 60% chance to hit, regardless of terrain."
|
||
msgstr ""
|
||
"\n"
|
||
"Istnieją dwa wyjątki od tej reguły: <ref>dst='weaponspecial_magical' "
|
||
"text='ataki magiczne'</ref> i <ref>dst='weaponspecial_marksman' "
|
||
"text='strzelcy wyborowi'</ref>. Ataki magiczne zawsze mają szansę trafienia "
|
||
"dokładnie 70% bez względu na teren, zaś strzelcy wyborowi zawsze mają "
|
||
"podczas własnego ataku szansę trafienia co najmniej 60%, również niezależnie "
|
||
"od terenu."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Obrażenia</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:367
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Each strike which hits causes a base amount of damage depending on the "
|
||
#| "attack type. For instance, an elvish fighter with a 5–4 attack does 5 "
|
||
#| "base damage. This is usually modified by two things: "
|
||
#| "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
#| "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage "
|
||
#| "is modified by the circumstances, select <bold>text='Damage "
|
||
#| "Calculations'</bold> in the attack selection menu."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
|
||
"modified by the circumstances, select <bold>text='Damage Calculations'</"
|
||
"bold> in the attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Każdy celny cios zadaje bazowe obrażenia zależne od typu ataku. Na przykład "
|
||
"elficki wojownik wykonujący mieczem atak 5-4 zadaje bazowo 5 punktów "
|
||
"obrażeń. Liczba ta jest zazwyczaj modyfikowana przez dwa czynniki: "
|
||
"<ref>dst='damage_types_and_resistance' text='odporność'</ref> i "
|
||
"<ref>dst='time_of_day' text='porę dnia'</ref>. Aby zobaczyć, jak panujące "
|
||
"warunki modyfikują obrażenia bazowe, wybierz w menu wyboru ataku opcję "
|
||
"<bold>text='Obliczenia obrażeń'</bold>."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:369
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref> which affect damage dealt in combat. The most common of these is "
|
||
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
|
||
"damage dealt by both attacker and defender when the unit with charge attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Niektóre jednostki posiadają specjalne <ref>dst='..abilities_section' "
|
||
"text='zdolności'</ref>, które wpływają na obrażenia zadawane w walce. "
|
||
"Najpowszechniejszą z nich jest <ref>dst='weaponspecial_charge' "
|
||
"text='szarża'</ref>, która podwaja obrażenia zadawane zarówno przez "
|
||
"atakującego, jak i przez broniącego się przed szarżą."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:377
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Rodzaje obrażeń i odporność"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:378
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resistances work very simply: if a unit has 40% resistance against a damage "
|
||
"type, then it will suffer 40% less damage when hit with that damage type. It "
|
||
"is also possible for a unit to be vulnerable against some damage types. If a "
|
||
"unit has −100% resistance against a damage type, it will suffer 100% more "
|
||
"damage when hit by that type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Odporności działają w bardzo prosty sposób: jeśli jednostka posiada 40% "
|
||
"odporności na pewien rodzaj obrażeń, w wyniku ataku takiego typu ucierpi o "
|
||
"40% mniej. Jednostki mogą też mieć słabości: −100% odporności przeciwko "
|
||
"pewnemu typowi ataku oznacza, że w przypadku trafienia jednostka odniesie o "
|
||
"100% większe obrażenia."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:378
|
||
msgid ""
|
||
"In Wesnoth, there are three types of damage usually associated with physical "
|
||
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
|
||
"Additionally, there are three further types of damage usually associated "
|
||
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
|
||
"italic>. Different units may have resistances which alter the damage which "
|
||
"they take from certain damage types."
|
||
msgstr ""
|
||
"W Wesnoth istnieją trzy typy obrażeń związanych z atakami fizycznymi: "
|
||
"<italic>text='cięte, kłute i obuchowe'</italic>. Ponadto ataki magiczne mogą "
|
||
"zadawać obrażenia od <italic>text='ognia, chłodu lub energii astralnej'</"
|
||
"italic>. Różne rodzaje jednostek mogą posiadać odporności wpływające na "
|
||
"ilość obrażeń otrzymywanych w wyniku określonych ataków."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:380
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, skeletons are highly resistant to blade and pierce damage, but "
|
||
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
|
||
"damage."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Na przykład szkielety mają dużą odporność na ataki sieczne i kłute, ale są "
|
||
"wrażliwe na ataki obuchowe i ogniste oraz niezwykle wrażliwe na ataki "
|
||
"astralne."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:382
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a strike is determined to hit, it will always do at least 1 point of "
|
||
"damage. This applies even if the defender has 100% resistance to the damage "
|
||
"type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Jeśli atak trafia, zawsze zadaje co najmniej 1 punkt obrażeń. Dzieje się tak "
|
||
"nawet wtedy, gdy jeśli obrońca ma 100% odporności na obrażenia tego typu."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:390
|
||
msgid "Orbs and ellipses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:391
|
||
msgid ""
|
||
"There are colored indicators above the energy bars of some units, consisting "
|
||
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:403
|
||
msgid ""
|
||
"The orbs show whether the unit can move or attack. The statuses and their "
|
||
"standard colors are:\n"
|
||
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
|
||
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
|
||
"attack. It might still be able to move further too.\n"
|
||
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
|
||
"this turn.\n"
|
||
" • Red is also used after the ‘end unit turn’ command, and,\n"
|
||
" • when a unit is in the middle of a multi-turn move (has been told to "
|
||
"move further than it can in the current turn).\n"
|
||
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
|
||
"still move further, but it can no longer attack.\n"
|
||
" • This can happen due to campaign-specific events or abilities, for "
|
||
"example the <italic>text='disengage'</italic> ability in the campaign "
|
||
"<italic>text='Under the Burning Suns'</italic>.\n"
|
||
"• <bold>text='Blue'</bold> for allied units, except during that ally’s own "
|
||
"turn.\n"
|
||
" • During the ally’s own turn, their units will be shown with the colors "
|
||
"showing whether the units can still move and attack; however their moves, "
|
||
"and the corresponding orb changes, are delayed as explained in "
|
||
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
|
||
"• Enemy units normally don’t have orbs, however these can be enabled in the "
|
||
"advanced preference “Customize orb colors”."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:418
|
||
msgid ""
|
||
"A team-colored shape is drawn on the ground under each unit. This is called "
|
||
"the “ellipse”, although some units’ ellipses are not elliptical."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:429
|
||
msgid ""
|
||
"• Most units have a circular ellipse.\n"
|
||
"• Units that can recruit have a seven-pointed star.\n"
|
||
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
|
||
"seven-pointed star, these units can’t recruit.\n"
|
||
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
|
||
"broken outline version of the shape.\n"
|
||
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
|
||
"a ZoC, these units have a broken outline version of the seven-pointed star."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:440
|
||
msgid "Crowns and loyal markers"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:441
|
||
msgid ""
|
||
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
|
||
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
|
||
"text='ellipses'</ref>:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
|
||
#: data/core/help.cfg:456
|
||
msgid ""
|
||
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
|
||
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
|
||
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
|
||
"<bold>text='loyal icon'</bold>.\n"
|
||
"\n"
|
||
"Of these categories, only leaders are built into the basic game rules. The "
|
||
"others are found in campaigns, and are characters that form part of the "
|
||
"narration. The exact rules for them are set by their campaign, which might "
|
||
"deviate from these standard expectations about them:\n"
|
||
"\n"
|
||
"• The death of any hero leads to immediate defeat.\n"
|
||
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
|
||
"though they can recruit.\n"
|
||
"• All of these units have the main advantage of the loyal trait, that they "
|
||
"cost no upkeep.\n"
|
||
"• Losing any of these units causes a disadvantage for the remainder of the "
|
||
"campaign, assuming it doesn’t end immediately.\n"
|
||
"• These units will never occur as random recruits."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:474
|
||
msgid "Time of Day"
|
||
msgstr "Pora dnia"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The time of day affects the damage of certain units as follows:\n"
|
||
#| " 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 ""
|
||
"Pora dnia wpływa na obrażenia zadawane przez jednostki następująco:\n"
|
||
" Jednostki praworządne zadają +25% obrażeń za dnia i −25% w nocy.\n"
|
||
" Jednostki chaotyczne zadają +25% obrażeń w nocy i −25% za dnia.\n"
|
||
" Na jednostki neutralne pora dnia nie ma wpływu.\n"
|
||
" Jednostki półmroczne zadają −25% obrażeń zarówno za dnia, jak i w nocy."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:480
|
||
#, 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"
|
||
"Aktualną porę dnia przedstawia grafika pod minimapą na panelu statusu. W "
|
||
"przypadku zwykłego cyklu dobowego ranek i popołudnie liczą się jako dzień, a "
|
||
"pierwsza i druga straż jako noc:\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#: data/core/help.cfg:484 data/core/macros/schedules.cfg:16
|
||
#: data/core/macros/schedules.cfg:290
|
||
msgid "Dawn"
|
||
msgstr "Świt"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "Ranek"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "Popołudnie"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#: data/core/help.cfg:487 data/core/macros/schedules.cfg:55
|
||
#: data/core/macros/schedules.cfg:411
|
||
msgid "Dusk"
|
||
msgstr "Zmierzch"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "Pierwsza straż"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "Druga straż"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:491
|
||
#, 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 ""
|
||
"Pamiętaj, że niektóre scenariusze rozgrywają się pod ziemią, gdzie zawsze "
|
||
"panuje noc!"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:493
|
||
msgid ""
|
||
"Some underground locations are illuminated. They are perpetually "
|
||
"intermediate between day and night.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:495
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:497
|
||
msgid ""
|
||
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
|
||
"text='illuminates'</ref> ability and terrain features such as "
|
||
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
|
||
"around them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:504
|
||
msgid "Healing"
|
||
msgstr "Leczenie"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
#, 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='Odpoczynek'</italic>: jednostka, która się nie poruszy, nie "
|
||
"zaatakuje i nie zostanie zaatakowana, odzyska w następnej turze 2 PŻ."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
msgid ""
|
||
"In combat, your units will inevitably take damage. There are several ways to "
|
||
"heal your units. However, with the exception of resting, these do not stack; "
|
||
"only one can occur per turn."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:507
|
||
#, 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='Wioski'</italic>: jednostka, która rozpoczyna turę w wiosce, "
|
||
"odzyskuje 8 PŻ."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:508
|
||
#, 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='Regeneracja'</ref>: Niektóre jednostki "
|
||
"(na przykład trolle) automatycznie odzyskują co turę 8 PŻ."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:509
|
||
#, 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='Jednostki leczące'</italic>: jednostki ze zdolnością "
|
||
"<ref>dst='ability_heals +4' text='leczenia'</ref> leczą sąsiadujące "
|
||
"jednostki sojusznicze, zazwyczaj o <ref>dst='ability_heals +4' text='4 PŻ'</"
|
||
"ref> lub <ref>dst='ability_heals +8' text='8 PŻ'</ref> na turę, lub "
|
||
"zapobiegają utracie sił przez jednostkę zatrutą."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:510
|
||
#, 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='Jednostki uzdrawiające'</italic>: jednostki ze zdolnością "
|
||
"<ref>dst='ability_cures' text='uzdrawiania'</ref> leczą z trucizny wszystkie "
|
||
"sąsiadujące jednostki sojusznicze. Jeśli jednostka posiada również "
|
||
"umiejętność leczenia, uzdrawianie ma pierwszeństwo przed leczeniem."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:511
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
|
||
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
|
||
"unit gains enough experience, whether it is your turn or not."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:512
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resting can be combined with other forms of healing, but villages, "
|
||
"regeneration, healing and curing cannot combine with each other: the best "
|
||
"option will be used. Finally, units heal fully between scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"Choć odpoczywanie może być łączone z innymi formami leczenia, to przebywanie "
|
||
"w wioskach, regeneracja, uzdrawianie oraz leczenie nie działają razem. "
|
||
"Jednostki są też całkowicie leczone między scenariuszami."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:514
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:516
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Unlike other forms of healing, the heals ability will not take effect on the "
|
||
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
|
||
"surrounded by several healers on the same side will only receive healing "
|
||
"from one healer per turn, a unit surrounded by healers from several allied "
|
||
"sides will be healed once on each of said allied sides’ turns."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:524
|
||
msgid "Wrap Up"
|
||
msgstr "Podsumowanie"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:525
|
||
msgid ""
|
||
"This concludes the fundamentals of Wesnoth. You might want to read up on "
|
||
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
|
||
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref>, but you now know everything you need to know to play the "
|
||
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
|
||
msgstr ""
|
||
"Na tym kończy się nauka podstaw Bitwy o Wesnoth. Możesz jeszcze poczytać o "
|
||
"podstawach strategii lub zapoznać się z <ref>dst='..traits_section' "
|
||
"text='cechami'</ref> i <ref>dst='..abilities_section' text='zdolnościami'</"
|
||
"ref>, ale wiesz już wszystko, co potrzebne do rozegrania kampanii "
|
||
"<italic>text='Następca tronu'</italic>. Baw się dobrze i powodzenia!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:530
|
||
msgid "License"
|
||
msgstr "Licencja"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
#, 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 ""
|
||
"Większość jednostek ma dwie cechy, z wyjątkiem jednostek nieumarłych, do "
|
||
"których przypisana jest pojedyncza cecha <italic>text='nieumarła'</italic>, "
|
||
"oraz drzewców, które nie otrzymują żadnych cech. Cechy nieco modyfikują "
|
||
"atrybuty jednostki i są zazwyczaj przydzielane losowo podczas rekrutacji."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
msgid ""
|
||
"Traits are modifications that change a unit’s attributes slightly. They are "
|
||
"usually randomly assigned to a unit when it is recruited. The traits "
|
||
"available to a unit are largely determined by its <italic>text='race'</"
|
||
"italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:543
|
||
#, 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"
|
||
"Cechy, które są dostępne dla wszystkich oprócz nieumarłych, to "
|
||
"<ref>dst='traits_intelligent' text='inteligentna'</ref>, "
|
||
"<ref>dst='traits_quick' text='szybka'</ref>, <ref>dst='traits_resilient' "
|
||
"text='wytrzymała'</ref> i <ref>dst='traits_strong' text='silna'</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:545
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
|
||
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
|
||
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
|
||
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
|
||
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
|
||
"<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <italic>text='basic'</italic> and "
|
||
"<italic>text='mixed'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"Na mapach poszczególnych scenariuszy występuje wiele różnych rodzajów "
|
||
"terenu, z których każdy wpływa zarówno na szybkość jednostki, jak i jej "
|
||
"skuteczność w obronie."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:559
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
|
||
"There are many more besides these — a list of the terrain types you have "
|
||
"discovered can be found at the end of this page.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:563
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a defense rating and a movement cost for each of the basic "
|
||
"terrain types, and these values are listed in the unit’s help page. Basic "
|
||
"terrain types may have unique properties like illumination effects as well."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:565
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:567
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mixed terrain types share the properties of multiple basic terrain types — "
|
||
"units generally receive the <italic>text='best defense'</italic> and "
|
||
"<italic>text='worst movement'</italic> of the underlying basic types when "
|
||
"they move onto a mixed type. For example, this is the case with "
|
||
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
|
||
"and <italic>text='cave hills'</italic>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:571
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"One notable exception is bridge terrains, such as <italic>text='bridges over "
|
||
"shallow water'</italic>, <italic>text='fords'</italic>, and "
|
||
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
|
||
"both merfolk and humans — all units moving on a ford enjoy the best defense "
|
||
"and best movement out of flat and shallow water, rather than the worse "
|
||
"movement of the two. Similarly, bridges over chasms are passable to "
|
||
"nonfliers (unsurprisingly).\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:575
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Land-based villages generally give the best defense and movement as well. "
|
||
"These villages are mixed terrains, based on the village terrain type, "
|
||
"together with hill, swamp, and cave, respectively.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:579
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Finally, water villages are generally inhospitable to land units, and do not "
|
||
"give defense or movement benefits associated with the village terrain type. "
|
||
"Instead, they count only as water tiles.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:583
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what basic types a mixed terrain is comprised of by mousing over "
|
||
"its hex and checking the terrain type icons displayed in the upper right "
|
||
"(under the default theme)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:585
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what type of behavior the mixed terrain gives by mousing over "
|
||
"its hex and viewing the <italic>text='terrain description'</italic> by "
|
||
"either pressing the hotkey, or right clicking and selecting from the context "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:587
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:589
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some units have <italic>text='defense caps'</italic> for a particular basic "
|
||
"terrain type. These units suffer a penalty on mixed terrains with that type "
|
||
"— their defense cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:591
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
|
||
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
|
||
"on forested hills, he has a defense rating of 30% rather than 40%, because "
|
||
"the mixed rating cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:593
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a unit has a defense cap for some terrain, it is always the same as its "
|
||
"defense rating on that terrain (it cannot be larger)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:595
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:608
|
||
msgid ""
|
||
"The degree of customization offered by the Wesnoth engine allows players to "
|
||
"create their own game content, including new scenarios, campaigns, and much "
|
||
"more beyond what is offered in the official content bundled with the game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Silnik aplikacji Wesnoth jest dostosowany w taki sposób, aby umożliwić "
|
||
"każdej osobie tworzenie własnych scenariuszy, kampanii oraz wielu innych "
|
||
"składników gry, wykraczających poza oficjalną zawartość.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:618
|
||
msgid "Using Add-ons"
|
||
msgstr "Korzystanie z Dodatków"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Kampanie i Scenariusze'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"The game supports different types of add-on content, which are not all "
|
||
"available in every gameplay mode."
|
||
msgstr ""
|
||
"Gra wspiera wiele różnych typów Dodatków, z których cześć nie jest dostępna "
|
||
"w każdym trybie gry."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:621
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Single-player campaigns are collections of scenarios that fit together to "
|
||
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
|
||
"and regular campaigns are available from the <italic>text='Campaigns'</"
|
||
"italic> menu at the title screen."
|
||
msgstr ""
|
||
"\n"
|
||
"Kampanie dla jednego gracza do kolekcje scenariusze napisanych w taki "
|
||
"sposób, aby opowiadały zwartą historię. Zarówno pojedyncze scenariusze "
|
||
"(dostępne również dla wielu graczy) jak i kampanie, dostępne so z menu "
|
||
"<italic>text='Kampanie'</italic> na ekranie tytułowym."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:623
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Kampanie dla wielu graczy, Scenariusze oraz Zestawy Map'</"
|
||
"header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:625
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
|
||
"scripted scenarios or even specially designed campaigns. There are also "
|
||
"packs providing sets of individual multiplayer scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Gra wieloosobowa'</italic> zawiera oskryptowane scenariusze, "
|
||
"kampanie, oraz zestawy indywidualnych map, zaprojektowane specjalnie do "
|
||
"rozgrywek dla wielu graczy."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ery i Stronnictwa Gier wieloosobowych'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For gameplay purposes, various races of creatures in the world cooperate "
|
||
"with each other in factions. Factions are grouped in balanced sets with a "
|
||
"common theme; for example, the main factions of Wesnoth can be found in the "
|
||
"included Default Era.\n"
|
||
"\n"
|
||
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
|
||
"creating a new game, and players can pick from the available factions for "
|
||
"that era when setting up their sides and teams."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Poszczególne rasy, zamieszkujące Wenosth, współpracują ze sobą w "
|
||
"stronnictwach, które zawierają w sobie zbalansowane zestawy o spójnej "
|
||
"tematyce. Główne stronnictwa występujące w krainach dostępne są w Erze "
|
||
"Standardowej.\n"
|
||
"\n"
|
||
"W <italic>text='Grze Wieloosobowej'</italic> możesz dokonać wyboru "
|
||
"interesującej Cię ery tworząc nową grę. Poszczególni gracze mają dostęp do "
|
||
"odpowiednich stronnictw danej ery podczas ustalania stron i drużyn."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:633
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
|
||
"eras_section'</ref> of the help."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:635
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Modifications'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modyfikacje gry wieloosobowej'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:637
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Modifications are optional scenario- and era-independent scripts for "
|
||
#| "<italic>text='Multiplayer'</italic> games that can alter the default "
|
||
#| "ruleset in various ways. You can choose and configure modifications when "
|
||
#| "creating a new game."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts that can "
|
||
"alter the default ruleset in various ways. You can choose and configure "
|
||
"modifications when creating a new game."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Modyfikacje to opcjonalne scenariusze oraz skrypty niezależny od ery, "
|
||
"dobierane do <italic>text='gry wieloosobowej'</italic> w celu zmiany jej "
|
||
"zasad. Modyfikacje te można konfigurować podczas tworzenia nowej gry."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:639
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
|
||
"all the content in Wesnoth: when a different core is loaded, the regular "
|
||
"units, terrains and the like do not exist.\n"
|
||
"\n"
|
||
"Cores allow a significantly different game experience: for example, a World "
|
||
"War II campaign, or even a different game altogether, as long as it can be "
|
||
"represented as a hexagonal map with ’units’ in some way."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:645
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:647
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Content authors can use resource packs available on the add-ons server to "
|
||
"enrich their own content with existing assets such as images, music, and "
|
||
"code. These are not generally intended for direct use in-game; however, "
|
||
"other playable add-ons may depend on them and suggest or require their "
|
||
"installation during download."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Autorzy mogą korzystać z zestawów zasobów, dostępnych na serwerze dodatków, "
|
||
"aby wzbogacić własną zawartość np. w gotowe obrazy, muzykę oraz kod. Zasoby "
|
||
"te najczęściej nie są dostosowane do bezpośredniego użytku w grze, jednak "
|
||
"inne, grywalne dodatki, mogą być od nich zależne i sugerować ich instalację "
|
||
"podczas pobierania."
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:656
|
||
msgid "Installing Add-ons"
|
||
msgstr "Instalacja Dodatków"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:657
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "User-made add-ons can be obtained and updated through the "
|
||
#| "<italic>text='Add-ons'</italic> option in the main menu. After connecting "
|
||
#| "to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</"
|
||
#| "italic>), you will be presented with a list of add-ons available on the "
|
||
#| "server for downloading.\n"
|
||
#| "\n"
|
||
#| "The installation status for each add-on is shown below each entry. For "
|
||
#| "add-ons that are <italic>text='upgradable'</italic> or "
|
||
#| "<italic>text='outdated'</italic> on the server, their installed and "
|
||
#| "published versions will be shown in the <italic>text='Version'</italic> "
|
||
#| "column.\n"
|
||
#| "\n"
|
||
#| "To search for add-ons by keywords, type any relevant terms in any order "
|
||
#| "in the <bold>text='Filter'</bold> 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='Options'</bold> button in the top-right corner.\n"
|
||
#| "\n"
|
||
#| "To install an add-on, select it from the list and click <bold>text='OK'</"
|
||
#| "bold>, or simply double-click on the add-on’s title. The "
|
||
#| "<bold>text='Description'</bold> button provides you with additional "
|
||
#| "details about the add-on, such as its full description, installation "
|
||
#| "status, and available languages."
|
||
msgid ""
|
||
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
|
||
"ons'</italic> option in the main menu. After connecting to the add-ons "
|
||
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
|
||
"presented with a list of add-ons available on the server for downloading.\n"
|
||
"\n"
|
||
"The installation status for each add-on is shown below each entry. For add-"
|
||
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
|
||
"italic> on the server, their installed and published versions will be shown "
|
||
"in the <italic>text='Version'</italic> column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the search box, separated by spaces. You can also sort the add-on list by "
|
||
"clicking the column headers. It is also possible to choose to only display "
|
||
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
|
||
"dropdown.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click the <bold>text='+'</"
|
||
"bold> icon, or simply double-click on the add-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Add-on Details'</bold> button "
|
||
"provides you with additional details about the add-on, such as its full "
|
||
"description, installation status, and available translations."
|
||
msgstr ""
|
||
"Dodatki wykonane przez innych graczy mogą być pobierane i aktualizowane z "
|
||
"poziomu zakładki <italic>text='Dodatki'</italic> w menu głównym. Po "
|
||
"połączeniu się z serwerem (domyślnie: <italic>text='add-ons.wesnoth.org'</"
|
||
"italic>), zaprezentowana zostanie lista dodatków dostępnych do pobrania.\n"
|
||
"\n"
|
||
"Pod każdym wpisem na liście znajduje się informacja, czy dany dodatek jest "
|
||
"już zainstalowany. Dla dodatków dla których dostępna jest aktualizacja i dla "
|
||
"tych, które są nieaktualne, w kolumnie <italic>text='Wersja'</italic> "
|
||
"widnieje informacja o ich aktualnie zainstalowanej oraz najnowszej "
|
||
"opublikowanej wersji.\n"
|
||
"\n"
|
||
"Aby wyszukać dodatek po słowach kluczowych, wpisz odpowiednie wyrazy - w "
|
||
"dowolnej kolejności, oddzielone spacjami - w polu tekstowym "
|
||
"<bold>text='Filtruj'</bold>. Sortowanie dodatków jest również możliwe "
|
||
"poprzez klikanie nagłówków kolumn. Aby wyświetlać dodatki z konkretnych "
|
||
"kategorii, wybierz <bold>text='Opcje'</bold> w prawym górnym rogu.\n"
|
||
"\n"
|
||
"Aby zainstalować dodatek, wybierz go z listy i kliknij <bold>text='OK'</"
|
||
"bold> lub kliknij dwa razy na jego nazwę. Przycisk <bold>text='Opis'</bold> "
|
||
"zawiera dodatkowe informacje odnośnie dodatku, takie jak jego pełen opis, "
|
||
"status instalacji oraz dostępne wersje językowe."
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:670
|
||
msgid "Removing Add-ons"
|
||
msgstr "Usuwanie Dodatków"
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:671
|
||
msgid ""
|
||
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
|
||
"server connection dialog. You will be presented with options to remove any "
|
||
"number of add-ons you currently have installed.\n"
|
||
"\n"
|
||
"It is not possible to remove add-ons for which there is publishing "
|
||
"information (<italic>text='.pbl'</italic> files) attached, in order to "
|
||
"prevent its accidental loss. If necessary, you must manually delete the "
|
||
"information files or the add-ons themselves using a file manager provided by "
|
||
"your platform."
|
||
msgstr ""
|
||
"Aby usunąć dodatek, wybierz opcję <bold>text='Usuwanie Dodatków'</bold> w "
|
||
"oknie połączenia z serwerem dodatków. Zaprezentowania zostanie opcja "
|
||
"umożliwiająca usunięcie dowolnej liczby zainstalowanych wcześniej dodatków.\n"
|
||
"\n"
|
||
"Niemożliwym jest usuwanie dodatków, którym przypisano informację "
|
||
"publikacji(<italic>text='.pbl'</italic> files), aby zapobiec ich "
|
||
"przypadkowemu usunięciu. Jeżeli to koniecznie, możesz ręcznie usunąć pliki "
|
||
"publikacji lub same dodatki, używając menadżera plików, dołączonego do "
|
||
"naszej platformy."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:686
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Polecenia ogólne"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "These commands can either be issued via the command line by prefixing "
|
||
#| "them with ':' (as shown here) or via the chat by prefixing them with "
|
||
#| "'/' (press 'm' first to open the chat line).\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"These commands can either be issued via the command line by prefixing them "
|
||
"with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press "
|
||
"‘m’ first to open the chat line).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Komendy te mogą być wykonywane z poziomu linii komend, poprzez użycie "
|
||
"prefiksu \":\" lub za pomocą czatu, używając prefiksu \"/\" (wciśnij \"m\" "
|
||
"aby otworzyć linię czatu).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Similar to the ‘fps’ command, but also forces everything to redraw instead "
|
||
"of only things that have changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Usuń wiadomości rozmowy.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:695
|
||
msgid ""
|
||
"\n"
|
||
"Switch debug mode on (does not work in multiplayer). See "
|
||
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
|
||
"Debug mode is turned off by quitting the game or :nodebug.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Przełącz w tryb debugowania (nie działa w grze wieloosobowej). Patrz "
|
||
"<ref>dst='debug_commands' text='Polecenia trybu debugowania'</ref>.\n"
|
||
"Tryb debugowania można wyłączyć, wychodząc z gry lub wpisując polecenie :"
|
||
"nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:699
|
||
msgid ""
|
||
"\n"
|
||
"Switch a side between human and AI control. The second parameter can be "
|
||
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
|
||
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
|
||
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
|
||
"Defaults to toggling the currently active side if no parameters are "
|
||
"supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:702
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Wyświetl status kontroli stronnictwa.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:705
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Toggle the display of the current frames per second.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second. Also writes these "
|
||
"values to a file in the userdata directory.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Przełącza wyświetlanie aktualnej liczby klatek na sekundę.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:708
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Przełączenie domeny dzienników na inny poziom rejestrowania.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:711
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Odrysowuje ekran i ponownie ładuje grafiki, które zostały zmienione.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:714
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Pokaż menu wyboru motywu graficznego.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:717
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zakończ scenariusz (bez potwierdzenia).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:720
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zapisz grę (bez potwierdzenia).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:723
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Zapisz grę i zakończ scenariusz (bez potwierdzenia)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:731
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Polecenia gry wieloosobowej"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:734
|
||
msgid ""
|
||
"\n"
|
||
"Ban a user in a multiplayer game by the IP address used by that username and "
|
||
"kick him. Can be used on users not in the game but on the server. (Of course "
|
||
"they won’t be kicked then.)\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zbanuj użytkownika w grze wieloosobowej według jego adresu IP przez i wyrzuć "
|
||
"go. Może być używane na użytkownikach znajdujących się na serwerze, ale "
|
||
"nieuczestniczących w grze (choć oczywiście nie zostaną wtedy wyrzuceni).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:737
|
||
msgid ""
|
||
"\n"
|
||
"Change the controller for side (write here the number of the side) to "
|
||
"username (write here the nickname of the player or observer). You can check "
|
||
"what side belongs to which player in the <bold>text='Scenario Settings'</"
|
||
"bold> dialog (Press the <bold>text='More'</bold> button in the "
|
||
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
|
||
"can change control of any side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zmiana kontrolera strony o podanym numerze na podanego użytkownika "
|
||
"(pseudonim gracza lub obserwatora). Przynależność stron do graczy można "
|
||
"sprawdzić w oknie dialogowym <bold>text='Ustawienia scenariusza'</bold>, "
|
||
"wyświetlanym po kliknięciu przycisku <bold>text='Więcej'</bold> w oknie "
|
||
"<bold>text='Tabela statusu'</bold> (domyślnie wyświetlanym skrótem Alt+s). "
|
||
"Gospodarz może zmienić kontrolera dowolnej ze stron.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:740
|
||
msgid ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Uruchom okno dialogowe, aby umożliwić hostowi zmianę kontroli stronnictw dla "
|
||
"ludzkich graczy\n"
|
||
"\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:743
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zmień stan bezczynności dla stronnictwa. Host może nadać stronnictwu stan "
|
||
"bezczynności po zerwaniu połączenia sieciowego.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:746
|
||
msgid ""
|
||
"\n"
|
||
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
|
||
"just want to change control of their side(s) use the :control command "
|
||
"instead.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Wyrzuć użytkownika z gry wieloosobowej. Będzie mógł ponownie przyłączyć się "
|
||
"do gry. Jeśli dokonywana jest tylko zmiana kontroli stron, należy skorzystać "
|
||
"z polecenia :control.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:749
|
||
msgid ""
|
||
"\n"
|
||
"Send a private message to a user. When in a game, it is not possible to send "
|
||
"private messages to players who are currently controlling a side in the same "
|
||
"game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Wysyła użytkownikowi wiadomość prywatną. Podczas rozgrywki nie można wysyłać "
|
||
"wiadomości prywatnych do graczy, którzy obecnie kontrolują stronę w tej "
|
||
"samej grze.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:752
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Odbierz głos konkretnemu obserwatorowi (\"username\"). Jeżeli nie podano "
|
||
"nazwy użytkownika, wyświetlana jest lista pozbawionych głosu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:755
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Włącza/wyłącza odebranie głosu obserwatorom.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:758
|
||
msgid ""
|
||
"\n"
|
||
"Unban a user in a multiplayer game by the IP address used by that username. "
|
||
"Can be used on users not in the game but on the server.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Cofnięcie banu użytkownika o danym pseudonimie i adresie IP w grze "
|
||
"wieloosobowej. Może być używane na użytkownikach znajdujących się na "
|
||
"serwerze, ale nieuczestniczących w grze.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:761
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"Przywrócenie głosu konkretnemu obserwatorowi. Jeśli nie zostanie podana "
|
||
"nazwa użytkownika, lista pozbawionych głosu jest czyszczona."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:769
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Polecenia trybu debugowania"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:772
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Wyświetla menu wyboru scenariusza kampanii, do którego chcesz natychmiast "
|
||
"przejść.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:775
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Tworzy jednostkę wskazanego typu na wybranym polu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:778
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Przełącza mgłę/całun dla bieżącej strony.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:781
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Dodaje określoną wartość do złota bieżącej strony.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:784
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Natychmiast przenosi do następnego scenariusza w kampanii.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:787
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ręczne ustawienie podanej wartości określonej zmiennej stanu gry.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:790
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Pokaż określoną zmienną stanu gry.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:793
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ręczne wywołanie określonego zdarzenia.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:796
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zmienia wskazaną właściwość wybranej jednostki. Na przykład: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:799
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"Wybrana jednostka awansuje N razy. Przykład: :unit advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:11
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Leczy +4:\n"
|
||
"Jednostka leczy sąsiednie jednostki na początku każdej tury.\n"
|
||
"\n"
|
||
"Jednostka pod opieką leczącego może odzyskać do 4 PŻ na turę lub uchronić "
|
||
"się od efektów działania trucizny.\n"
|
||
"Otruta jednostka nie zostanie wyleczona przez leczącego. Musi szukać opieki "
|
||
"w wiosce lub u uzdrowiciela."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:37
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Leczy +8:\n"
|
||
"Jednostka łączy leki ziołowe z magią, by leczyć jednostki szybciej i lepiej "
|
||
"niż jest to zwykle możliwe w warunkach polowych.\n"
|
||
"\n"
|
||
"Jednostka pod opieką uzdrowiciela może odzyskać do 8 PŻ na turę lub uchronić "
|
||
"się od efektów działania trucizny.\n"
|
||
"Otruta jednostka nie zostanie wyleczona przez leczącego. Musi szukać opieki "
|
||
"w wiosce lub u uzdrowiciela."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "uzdrawia"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:63
|
||
msgid ""
|
||
"A curer can cure a unit of poison, although that unit will receive no "
|
||
"additional healing on the turn it is cured of the poison."
|
||
msgstr ""
|
||
"Uzdrawia:\n"
|
||
"Uzdrowiciel może wyleczyć jednostkę z zatrucia, choć nie odzyska ona w tej "
|
||
"samej turze żadnych punktów życia."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "regeneruje się"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:96
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Regeneruje się:\n"
|
||
"Jednostka odzyskuje 8 PŻ na turę. Jeśli jest zatruta, usunie zatrucie "
|
||
"zamiast się leczyć."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
#| msgid "regenerates"
|
||
msgid "regenerates +4"
|
||
msgstr "regeneruje się"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
#, fuzzy
|
||
#| msgid "female^regenerates"
|
||
msgid "female^regenerates +4"
|
||
msgstr "regeneruje się"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:110
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "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 ""
|
||
"Regeneruje się:\n"
|
||
"Jednostka odzyskuje 8 PŻ na turę. Jeśli jest zatruta, usunie zatrucie "
|
||
"zamiast się leczyć."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr ""
|
||
" Jednostka potrafi się regenerować, co pozwala jej zawsze odzyskiwać siły "
|
||
"tak, jakby stacjonowała w wiosce."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:132
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Niezłomny:\n"
|
||
"Odporność tej jednostki podczas obrony jest podwojona, maksymalnie do 50%. "
|
||
"Nie ma to wpływu na jej słabości."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
#, fuzzy
|
||
#| msgid "female^leadership"
|
||
msgid "female^diversion"
|
||
msgstr "dowodzenie"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target, this "
|
||
"unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||
msgstr ""
|
||
" Jeśli po drugiej stronie wrogiej jednostki znajduje się jednostka "
|
||
"sojusznicza, jednostka potrafi podczas ataku zadać wyrządzający podwójne "
|
||
"obrażenia cios w plecy, jeżeli tylko zdoła zakraść się za przeciwnika."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit diverts the target’s attention and reduces its "
|
||
"chance to hit."
|
||
msgstr ""
|
||
" Jeśli po drugiej stronie wrogiej jednostki znajduje się jednostka "
|
||
"sojusznicza, jednostka potrafi podczas ataku zadać wyrządzający podwójne "
|
||
"obrażenia cios w plecy, jeżeli tylko zdoła zakraść się za przeciwnika."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "dowodzenie"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:201
|
||
msgid ""
|
||
"This unit can lead other troops in battle.\n"
|
||
"\n"
|
||
"All adjacent lower-level units from the same side deal 25% more damage for "
|
||
"each difference in level."
|
||
msgstr ""
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "harcowniczka"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:221
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"Harcownik:\n"
|
||
"Jednostka potrafi szybko omijać wrogów, ignorując ich strefy kontroli."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "oświetla"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:239
|
||
msgid ""
|
||
"This unit illuminates the surrounding area, making lawful units fight "
|
||
"better, and chaotic units fight worse.\n"
|
||
"\n"
|
||
"Any units adjacent to this unit will fight as if it were dusk when it is "
|
||
"night, and as if it were day when it is dusk."
|
||
msgstr ""
|
||
"Oświetla:\n"
|
||
"Jednostka oświetla otaczający ją obszar, sprawiając, że praworządne "
|
||
"jednostki walczą lepiej, a chaotyczne gorzej.\n"
|
||
"\n"
|
||
"Jednostki w jej sąsiedztwie będą nocą walczyły jakby był wieczór, a "
|
||
"wieczorem jakby był dzień."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "teleportuje się"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:255
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Teleportacja:\n"
|
||
"Jednostka może teleportować się kosztem jednego punktu ruchu między dwoma "
|
||
"pustymi wioskami kontrolowanymi przez stronę, do której należy."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "zasadzka"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:287
|
||
msgid ""
|
||
"This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in forest, except if they have "
|
||
"units next to it. Any enemy unit that first discovers this unit immediately "
|
||
"loses all its remaining movement."
|
||
msgstr ""
|
||
"Zasadzka:\n"
|
||
"Jednostka potrafi ukrywać się w lesie i pozostawać niewidoczną dla wrogów.\n"
|
||
"\n"
|
||
"Jednostki nieprzyjaciela nie mogą zobaczyć tej jednostki w lesie, chyba że "
|
||
"znajdują się bezpośrednio obok niej. Jednostka wroga, która jako pierwsza "
|
||
"zauważy taką jednostkę, natychmiast traci wszystkie pozostałe punkty ruchu."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr ""
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
#, fuzzy
|
||
#| msgid "female^slow"
|
||
msgid "female^burrow"
|
||
msgstr "powolna"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in forest, except if they "
|
||
#| "have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in forest or sand if it is resting (has not moved for a "
|
||
"turn), and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is resting in forest or sand, "
|
||
"except if they have units next to it. Any enemy unit that first discovers "
|
||
"this unit immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Zasadzka:\n"
|
||
"Jednostka potrafi ukrywać się w lesie i pozostawać niewidoczną dla wrogów.\n"
|
||
"\n"
|
||
"Jednostki nieprzyjaciela nie mogą zobaczyć tej jednostki w lesie, chyba że "
|
||
"znajdują się bezpośrednio obok niej. Jednostka wroga, która jako pierwsza "
|
||
"zauważy taką jednostkę, natychmiast traci wszystkie pozostałe punkty ruchu."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:330
|
||
msgid ""
|
||
"The unit becomes invisible during night.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit at night, except if they have units next to "
|
||
"it. Any enemy unit that first discovers this unit immediately loses all its "
|
||
"remaining movement."
|
||
msgstr ""
|
||
"Skradanie:\n"
|
||
"Nocą jednostka staje się niewidoczna.\n"
|
||
"\n"
|
||
"Jednostki nieprzyjaciela nie mogą zobaczyć tej jednostki nocą, chyba że "
|
||
"znajdują się bezpośrednio obok niej. Jednostka wroga, która jako pierwsza "
|
||
"zauważy taką jednostkę, natychmiast traci wszystkie pozostałe punkty ruchu."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "ukrywanie się"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to "
|
||
#| "it.\n"
|
||
#| "\n"
|
||
#| "Enemy units 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, 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 ""
|
||
"Ukrywanie:\n"
|
||
"Jednostka potrafi się ukrywać w wioskach (z wyjątkiem wiosek wodnych), gdzie "
|
||
"jest niewidoczna dla wrogów, z wyjątkiem jednostek z nią sąsiadujących.\n"
|
||
"\n"
|
||
"Gdy jednostka znajduje się w wiosce, jednostki nieprzyjaciela nie widzą jej, "
|
||
"dopóki nie znajdą się na polu z nią sąsiadującym. Jednostka wroga, która "
|
||
"jako pierwsza zauważy taką jednostkę, natychmiast traci wszystkie pozostałe "
|
||
"punkty ruchu."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "zanurzenie"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "zanurzenie"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:370
|
||
msgid ""
|
||
"This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in deep water, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Zanurzenie:\n"
|
||
"Jednostka może ukryć się w głębokiej wodzie, pozostając niezauważoną przez "
|
||
"wrogów.\n"
|
||
"\n"
|
||
"Jednostki nieprzyjaciela nie mogą zobaczyć ani zaatakować tej jednostki, gdy "
|
||
"znajduje się ona w głębokiej wodzie, chyba że znajdują się bezpośrednio obok "
|
||
"niej. Jednostka wroga, która jako pierwsza zauważy taką jednostkę, "
|
||
"natychmiast traci wszystkie pozostałe punkty ruchu."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "żerowanie"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:391
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr ""
|
||
"Maksymalna liczba PŻ tej jednostki zwiększa się o 1 za każdym razem, gdy "
|
||
"zabije ona jednostkę żyjącą."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Premia maks. PŻ +3, maks. PD +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr "Południe"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr "Północ"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Druga straż — pierwsza godzina"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Druga straż — druga godzina"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Druga straż — trzecia godzina"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Druga straż — czwarta godzina"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Druga straż — piąta godzina"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Druga straż — szósta godzina"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr "Ranek — pierwsza godzina"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Ranek — druga godzina"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Ranek — trzecia godzina"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Ranek — czwarta godzina"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Popołudnie — pierwsza godzina"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Popołudnie — druga godzina"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Popołudnie — trzecia godzina"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Popołudnie — czwarta godzina"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Popołudnie — piąta godzina"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Popołudnie — szósta godzina"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Pierwsza straż — pierwsza godzina"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Pierwsza straż — druga godzina"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Pierwsza straż — trzecia godzina"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Pierwsza straż — czwarta godzina"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
msgid "First Dawn"
|
||
msgstr "Pierwsza straż"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
msgid "Second Dawn"
|
||
msgstr "Druga straż"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
msgid "First Morning"
|
||
msgstr "Ranek"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
msgid "Second Morning"
|
||
msgstr "Późny Ranek"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
msgid "First Midday"
|
||
msgstr "Południe"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
msgid "Second Midday"
|
||
msgstr "Późne Południe"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
msgid "First Afternoon"
|
||
msgstr "Popołudnie"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
msgid "Second Afternoon"
|
||
msgstr "Późne Popołudnie"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
msgid "First Dusk"
|
||
msgstr "Zmierzch"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
msgid "Second Dusk"
|
||
msgstr "Późny Zmierzch"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr "Krótki Zmrok"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr "Długi Zmrok (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr "Długi Zmrok (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr "Długi Zmrok (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr "Długi Zmrok (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:9
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Spirits have very unusual resistances to damage, and move quite slowly "
|
||
#| "over open water."
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Dusze mają wyjątkową wytrzymałość na obrażenia i poruszają się dość wolno "
|
||
"nad otwartą wodą."
|
||
|
||
#: data/core/macros/special-notes.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s arcane attack deals tremendous damage to magical creatures, "
|
||
#| "and even some to mundane creatures."
|
||
msgid ""
|
||
"This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
" Astralny atak tej jednostki zadaje ogromne obrażenia nieumarłym, a "
|
||
"skromniejsze istotom żyjącym."
|
||
|
||
#: data/core/macros/special-notes.cfg:19
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr " Jednostka posiada umiejętności leczenia."
|
||
|
||
#: data/core/macros/special-notes.cfg:22
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of rapid healing."
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr " Jednostka posiada umiejętności szybkiego leczenia."
|
||
|
||
#: data/core/macros/special-notes.cfg:25
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of healing those around it, and curing them of "
|
||
#| "poison."
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" Jednostka posiada umiejętności leczenia otaczających ją jednostek oraz "
|
||
"potrafi wyleczyć je z zatrucia."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of neutralizing the effects of poison in units "
|
||
#| "around it."
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
" Ta jednostka potrafi neutralizować skutki zatrucia u jednostek z nią "
|
||
"sąsiadujących."
|
||
|
||
#: data/core/macros/special-notes.cfg:31
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr ""
|
||
" Jednostka potrafi się regenerować, co pozwala jej zawsze odzyskiwać siły "
|
||
"tak, jakby stacjonowała w wiosce."
|
||
|
||
#: data/core/macros/special-notes.cfg:34
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The steadiness of this unit reduces damage from some attacks, but only "
|
||
#| "while defending."
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
" Dzięki niezłomności jednostka ta otrzymuje zmniejszone obrażenia w wyniku "
|
||
"niektórych ataków, ale tylko podczas obrony."
|
||
|
||
#: data/core/macros/special-notes.cfg:37
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The leadership of this unit enables adjacent units of the same side to "
|
||
#| "deal more damage in combat, though this only applies to units of lower "
|
||
#| "level."
|
||
msgid ""
|
||
"The leadership of this unit enables adjacent units of the same side to deal "
|
||
"more damage in combat, though this only applies to units of lower level."
|
||
msgstr ""
|
||
" Zdolności przywódcze tej jednostki sprawiają, że znajdujące się obok niej "
|
||
"przyjazne jednostki zadają w walce większe obrażenia, choć dotyczy to tylko "
|
||
"jednostek niższego poziomu od dowódcy."
|
||
|
||
#: data/core/macros/special-notes.cfg:40
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
#| "control and thus move unhindered around them."
|
||
msgid ""
|
||
"This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" Jednostka jest harcownikiem, dzięki czemu może ignorować strefy kontroli "
|
||
"przeciwników i omijać ich bez przeszkód."
|
||
|
||
#: data/core/macros/special-notes.cfg:43
|
||
#, fuzzy
|
||
#| msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr " Iluminacja zwiększa poziom oświetlenia na przyległych polach."
|
||
|
||
#: data/core/macros/special-notes.cfg:46
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can use one move to teleport between any two empty villages "
|
||
#| "controlled by its side."
|
||
msgid ""
|
||
"This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" Jednostka może kosztem jednego punktu ruchu teleportować się między dwoma "
|
||
"pustymi wioskami kontrolowanymi przez stronę, do której należy."
|
||
|
||
#: data/core/macros/special-notes.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
#| "unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgid ""
|
||
"In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgstr ""
|
||
" W terenach leśnych posiadana przez tę jednostkę zdolność zastawiania "
|
||
"zasadzek powoduje, że jest niewidoczna dla przeciwników, chyba że znajdują "
|
||
"się oni obok niej lub zdradziła swoją obecność atakując."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" Jednostka potrafi ukrywać się w nocy, nie zostawiając śladu swojej "
|
||
"obecności."
|
||
|
||
#: data/core/macros/special-notes.cfg:55
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to it."
|
||
msgid ""
|
||
"This unit can hide in villages (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it."
|
||
msgstr ""
|
||
"Ta jednostka potrafi się ukrywać w wioskach (z wyjątkiem wiosek wodnych), "
|
||
"gdzie jest niewidzialna dla wrogów, z wyjątkiem jednostek stojących tuż obok "
|
||
"niej."
|
||
|
||
#: data/core/macros/special-notes.cfg:58
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can move unseen in deep water, requiring no air from the "
|
||
#| "surface."
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Jednostka potrafi poruszać się w głębokiej wodzie niezauważona, gdyż nie "
|
||
"wymaga powietrza z powierzchni."
|
||
|
||
#: data/core/macros/special-notes.cfg:61
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#| "living unit."
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
"Maksymalna liczba PŻ tej jednostki zwiększa się o 1 za każdym razem, gdy "
|
||
"zabije ona jednostkę żyjącą."
|
||
|
||
#: data/core/macros/special-notes.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Whenever its berserk attack is used, this unit continues to push the "
|
||
#| "attack until either it or its enemy lies dead."
|
||
msgid ""
|
||
"Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
" Gdy ta jednostka wpadnie w berserk (szał bojowy), będzie atakowała "
|
||
"przeciwnika do momentu, gdy zostanie zabita lub go pokona."
|
||
|
||
#: data/core/macros/special-notes.cfg:67
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit may backstab, inflicting double damage by creeping "
|
||
"around behind that enemy."
|
||
msgstr ""
|
||
" Jeśli po drugiej stronie wrogiej jednostki znajduje się jednostka "
|
||
"sojusznicza, jednostka potrafi podczas ataku zadać wyrządzający podwójne "
|
||
"obrażenia cios w plecy, jeżeli tylko zdoła zakraść się za przeciwnika."
|
||
|
||
#: data/core/macros/special-notes.cfg:70
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" Przeciwnicy, którzy stracą życie z powodu zarazy, powstają ponownie jako "
|
||
"nieumarli - chyba że znajdują się właśnie w wiosce."
|
||
|
||
#: data/core/macros/special-notes.cfg:73
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to certain horrors of nature become nourishment for "
|
||
"a rapidly growing larva, unless they are standing in a village."
|
||
msgstr ""
|
||
" Przeciwnicy, którzy stracą życie z powodu zarazy, powstają ponownie jako "
|
||
"nieumarli - chyba że znajdują się właśnie w wiosce."
|
||
|
||
#: data/core/macros/special-notes.cfg:76
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" Jednostka potrafi spowalniać przeciwników, zmniejszając o połowę szybkość i "
|
||
"zadawane obrażenia do końca ich tury."
|
||
|
||
#: data/core/macros/special-notes.cfg:79
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The ability to turn the living to stone makes this unit extremely "
|
||
#| "dangerous."
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" Umiejętność zamieniania żywych istot w kamień czyni tę jednostkę wyjątkowo "
|
||
"niebezpieczną."
|
||
|
||
#: data/core/macros/special-notes.cfg:82
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
#| "enemies, but only on the attack."
|
||
msgid ""
|
||
"This unit’s marksmanship gives it a high chance of hitting targeted enemies, "
|
||
"but only on the attack."
|
||
msgstr ""
|
||
" Umiejętności strzeleckie tej jednostki powodują, że ma ona wysoką szansę "
|
||
"trafienia przeciwników, ale tylko podczas ataku."
|
||
|
||
#: data/core/macros/special-notes.cfg:85
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit has magical attacks, which always have a high chance of "
|
||
#| "hitting an opponent."
|
||
msgid ""
|
||
"This unit has magical attacks, which always have a high chance of hitting an "
|
||
"opponent."
|
||
msgstr ""
|
||
" Jednostka dysponuje atakami magicznymi, które zawsze mają wysoką szansę "
|
||
"trafienia przeciwnika."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The swarming attacks of this unit become less deadly whenever its "
|
||
#| "members are wounded."
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" Rojny atak tej jednostki traci na sile w miarę, jak jednostka odnosi "
|
||
"obrażenia."
|
||
|
||
#: data/core/macros/special-notes.cfg:91
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Using a charging attack doubles both damage dealt and received; this "
|
||
#| "does not affect defensive retaliation."
|
||
msgid ""
|
||
"Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
" Atak szarżą podwaja zadawane i otrzymywane obrażenia. Nie odnosi się to do "
|
||
"obrony."
|
||
|
||
#: data/core/macros/special-notes.cfg:94
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " During battle, this unit can drain life from victims to renew its own "
|
||
#| "health."
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr ""
|
||
" Jednostka ta podczas walki wysysa życie ze swoich ofiar, odnawiając własne "
|
||
"zdrowie."
|
||
|
||
#: data/core/macros/special-notes.cfg:97
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The length of this unit’s weapon allows it to strike first in melee, "
|
||
#| "even in defense."
|
||
msgid ""
|
||
"The length of this unit’s weapon allows it to strike first in melee, even in "
|
||
"defense."
|
||
msgstr ""
|
||
" Długość broni tej jednostki pozwala jej na zadanie pierwszego ciosu w walce "
|
||
"wręcz, nawet podczas obrony."
|
||
|
||
#: data/core/macros/special-notes.cfg:100
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The victims of this unit’s poison will continually take damage until "
|
||
#| "they can be cured in town or by a unit which cures."
|
||
msgid ""
|
||
"The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
msgstr ""
|
||
" Ofiary trucizny, którą operuje ta jednostka, będą odnosiły obrażenia aż do "
|
||
"czasu uzdrowienia w wiosce lub przez uzdrowiciela."
|
||
|
||
#: data/core/macros/special-notes.cfg:103
|
||
msgid ""
|
||
"This unit has a defense cap on certain terrain types — it cannot achieve a "
|
||
"higher defense rating on mixed terrains with such terrain types."
|
||
msgstr ""
|
||
|
||
#. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format.
|
||
#. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions).
|
||
#: data/core/macros/special-notes.cfg:122
|
||
msgid ""
|
||
"Special Notes (1.14-style, please update to the new list format to avoid "
|
||
"duplicates):"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "lojalny"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "lojalna"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "Brak kosztów utrzymania"
|
||
|
||
#. [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"
|
||
"Podczas kampanii pewne jednostki mogą z własnej woli przyłączyć się do armii "
|
||
"gracza. Jednostki te posiadają cechę „lojalna”. Choć ich przywołanie może "
|
||
"wymagać zapłaty, to nie trzeba płacić za ich utrzymanie, przez co bywają "
|
||
"nieocenione podczas długich kampanii, w których brakuje złota. Cechy ta "
|
||
"nigdy nie jest przydzielana rekrutowanym jednostkom, więc rozwiązanie "
|
||
"jednostki lojalnej lub wysłanie jej na pewną śmierć raczej nie jest dobrym "
|
||
"pomysłem."
|
||
|
||
#. [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='Lojalne'</italic> jednostki nie mają żadnego kosztu "
|
||
"utrzymania. W przypadku większości jednostek trzeba co turę płacić koszt "
|
||
"utrzymania równy ich poziomowi, lecz jednostek lojalnych to nie dotyczy."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "nieumarła"
|
||
|
||
#. [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 "Odporne na wyssanie życia, truciznę i zarazę"
|
||
|
||
#. [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"
|
||
"„Nieumarła” jest zazwyczaj jedyną cechą jednostek nieumarłych. Ponieważ są "
|
||
"to ciała umarłych, które wskrzeszono, by znów walczyły, trucizna nie ma na "
|
||
"nie żadnego wpływu. Czyni to je nieocenionymi w starciach z przeciwnikami, "
|
||
"którzy używają w swoich atakach trucizny."
|
||
|
||
#. [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='Nieumarłe'</italic> jednostki są odporne na truciznę oraz "
|
||
"ataki z wyssaniem życia i zarazą."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "mechaniczny"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "mechaniczna"
|
||
|
||
#. [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"
|
||
"Jedyną cechą jednostek mechanicznych jest na ogół „mechaniczna”. Ponieważ "
|
||
"jednostki mechaniczne nie są ożywione, są one odporne na wyssanie życia, "
|
||
"truciznę i zarazę."
|
||
|
||
#. [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='Mechaniczne'</italic> jednostki są odporne na truciznę oraz "
|
||
"ataki z wyssaniem życia i zarazą."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "żywiołak"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "żywiołak"
|
||
|
||
#. [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"
|
||
"Jedyną cechą żywiołaków jest na ogół „żywiołak”. Jako istoty energetyczne są "
|
||
"one odporne na wyssanie życia, truciznę i zarazę."
|
||
|
||
#. [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='Żywiołaki'</italic> są odporne na truciznę oraz ataki z "
|
||
"wyssaniem życia i zarazą."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "silny"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "silna"
|
||
|
||
#. [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"
|
||
"Choć jest użyteczna dla każdej jednostki walczącej wręcz, siła najbardziej "
|
||
"pomaga w przypadku tych jednostek, które zadają wiele ciosów, jak na "
|
||
"przykład elficki wojownik. Silne jednostki mogą być bardzo cenne, gdy tych "
|
||
"kilka dodatkowych punktów obrażeń stanowi o różnicy między zranieniem "
|
||
"przeciwnika a zadaniem mu śmiertelnego ciosu."
|
||
|
||
#. [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='Silne'</italic> jednostki zadają w walce wręcz o 1 punkt "
|
||
"obrażeń więcej i mają dodatkowy 1 PŻ."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "zręczny"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "zręczna"
|
||
|
||
#. [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"
|
||
"Zręczność jest cechą posiadaną tylko przez elfy, które znane są z niezwykłej "
|
||
"gracji i wspaniałych umiejętności posługiwania się łukiem. Niektóre elfy "
|
||
"mają jednak wrodzone zdolności, dzięki którym są jeszcze zręczniejsze od "
|
||
"swoich pobratymców. Elfy te zadają każdą strzałą dodatkowy punkt obrażeń."
|
||
|
||
#. [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='Zręczne'</italic> jednostki zadają o 1 punkt obrażeń więcej "
|
||
"każdym trafieniem w walce na odległość."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "szybki"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "szybka"
|
||
|
||
#. [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"
|
||
"Szybkość jest najbardziej zauważalną cechą, szczególnie w przypadku "
|
||
"powolnych jednostek, takich jak trolle lub ciężka piechota. Jednostki z "
|
||
"cechą „szybka” są często znacznie bardziej mobilne w trudnym terenie, o czym "
|
||
"warto pamiętać przy ich rozmieszczaniu. Pamiętaj jednak, że szybkie "
|
||
"jednostki są mniej wytrzymałe, więc gorzej nadają się do utrzymywania "
|
||
"kluczowych pozycji."
|
||
|
||
#. [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='Szybkie'</italic> jednostki mają 1 dodatkowy punkt ruchu, ale "
|
||
"za to 5% mniej PŻ."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "inteligentny"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "inteligentna"
|
||
|
||
#. [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"
|
||
"Jednostki <italic>text='inteligentne'</italic> są bardzo przydatne na "
|
||
"początku kampanii, ponieważ mogą szybko awansować na jednostki wyższych "
|
||
"poziomów. W dalszej części kampanii nie są już tak użyteczne, ponieważ "
|
||
"<italic>text='awans po ostatnim poziomie'</italic> nie stanowi tak poważnej "
|
||
"zmiany, jak osiągnięcie kolejnego poziomu. Jeśli masz sporo jednostek na "
|
||
"poziomie maksymalnym, może być wskazane przywoływanie tych spośród nich, "
|
||
"które mają bardziej przydatne cechy."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Inteligentne jednostki wymagają o 20% mniej doświadczenia, by osiągnąć "
|
||
"kolejny poziom."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "wytrzymały"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "wytrzymała"
|
||
|
||
#. [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"
|
||
"Wytrzymałe jednostki sprawdzają się na każdym etapie kampanii i jest to "
|
||
"cecha, która jest przydatna wszystkim typom jednostek. Wytrzymałość jest "
|
||
"szczególnie użyteczna, gdy posiądzie ją jednostka, która posiada pewną "
|
||
"kombinację małej liczby PŻ, dobrej zdolności obrony i wysokich odporności. "
|
||
"Wytrzymałe jednostki są szczególnie przydatne, gdy trzeba bronić ważnej "
|
||
"strategicznie pozycji przed nieprzyjacielem."
|
||
|
||
#. [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='Wytrzymałe'</italic> jednostki mają o 4 PŻ więcej niż zwykle, "
|
||
"plus 1 PŻ za każdy poziom."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "zdrowy"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "zdrowa"
|
||
|
||
#. [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 ""
|
||
"Niektóre krasnoludy wyróżniają się żywotnością niezwykłą nawet jak na swoją "
|
||
"rasę, dzięki której odpoczywają również w marszu."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "nieustraszona"
|
||
|
||
#. [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 "Walczy normalnie nawet w niesprzyjających porach dnia lub nocy"
|
||
|
||
#. [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 ""
|
||
"Obawa przed światłem lub ciemnością jest uczuciem zupełnie nieznanym tym "
|
||
"dzielnym wojownikom."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "dziki"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "dzika"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Otrzymuje tylko 50% bonusu do obrony w wioskach na lądzie."
|
||
|
||
#. [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 ""
|
||
"Dzikim istotom, o niskiej inteligencji, trudniej jest wykorzystać domostwa "
|
||
"ras inteligentnych dla własnej ochrony. Właśnie dlatego, jednostki "
|
||
"<italic>text='Dzikie'</italic> otrzymują maksymalnie tylko 50% obrony we "
|
||
"wioskach lądowych, niezależnie od terenu."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "słaby"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "słaba"
|
||
|
||
#. [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 ""
|
||
"Jednostki z cechą <italic>text='słaba'</italic> mają o 1 PŻ mniej i zadają o "
|
||
"1 punkt mniejsze obrażenia w walce wręcz."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "powolny"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "powolna"
|
||
|
||
#. [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"
|
||
"Wyjątkowo zwaliste i niezdarne jednostki spośród goblinów i innych ras mają "
|
||
"zwiększone koszty ruchu, ale za to nieznacznie większą wytrzymałość."
|
||
|
||
#. [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='Powolne'</italic> jednostki mają o 1 punkt ruchu mniej, ale o "
|
||
"5% więcej PŻ."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "tępy"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "tępa"
|
||
|
||
#. [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"
|
||
"Tępota jest cechą pospolitą wśród goblinów i innych niższych ras. Bez "
|
||
"przesady można powiedzieć, że gatunki te są niższe między innymi za sprawą "
|
||
"tej cechy."
|
||
|
||
#. [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 ""
|
||
"Jednostki z cechą <italic>text='tępy'</italic> potrzebują o 20% więcej "
|
||
"doświadczenia, aby awansować."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "wiekowy"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "wiekowa"
|
||
|
||
#. [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 ""
|
||
"Jednostki z cechą <italic>text='wiekowa'</italic> mają o 8 PŻ i 1 punkt "
|
||
"ruchu mniej, a przy tym zadają o 1 punkt mniejsze obrażenia w walce wręcz."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "berserk"
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:10
|
||
msgid ""
|
||
"Whether used offensively or defensively, this attack presses the engagement "
|
||
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
|
||
msgstr ""
|
||
"Berserk:\n"
|
||
"Zarówno podczas ataku, jak i obrony, ten typ ataku powoduje walkę aż do "
|
||
"śmierci jednego z uczestników lub wymiany 30 ciosów."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/weapon_specials.cfg:22
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage if there is an enemy "
|
||
"of the target on the opposite side of the target, and that unit is not "
|
||
"incapacitated (turned to stone or otherwise paralyzed)."
|
||
msgstr ""
|
||
"Cios w plecy:\n"
|
||
"Wykorzystany podczas ataku cios w plecy wyrządza podwójne obrażenia, jeśli "
|
||
"po drugiej stronie atakowanego znajduje się wroga mu jednostka, która jest w "
|
||
"pełni sprawna (czyli nie jest np. zamieniona w kamień lub sparaliżowana)."
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/weapon_specials.cfg:42
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"Zaraza:\n"
|
||
"Jednostka zabita atakiem z zarazą zostaje zastąpiona chodzącym trupem "
|
||
"stojącym po tej samej stronie, co jednostka atakująca. Zaraza nie działa na "
|
||
"nieumarłych ani jednostki w wioskach."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/weapon_specials.cfg:65
|
||
msgid ""
|
||
"This attack slows the target until it ends a turn. Slow halves the damage "
|
||
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
|
||
"that is slowed will feature a snail icon in its sidebar information when it "
|
||
"is selected."
|
||
msgstr ""
|
||
"Spowolnienie:\n"
|
||
"Ten atak spowalnia cel do końca jego tury. Spowolnienie zmniejsza o połowę "
|
||
"obrażenia zadawane przez ataki, a koszt ruchu spowolnionej jednostki jest "
|
||
"dwa razy większy. Gdy spowolniona jednostka zostanie wybrana, wśród jej "
|
||
"informacji w pasku bocznym będzie wyświetlana ikona ślimaka."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "zamienia w kamień"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:76
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Zamiana w kamień:\n"
|
||
"Ten atak obraca przeciwnika w kamień. Skamieniałe jednostki nie mogą się "
|
||
"ruszać ani atakować."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/weapon_specials.cfg:87
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"Strzelec wyborowy:\n"
|
||
"Ten atak, jeśli użyty ofensywnie, ma zawsze co najmniej 60% szansy na "
|
||
"trafienie."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"Strzelec wyborowy:\n"
|
||
"Ten atak, jeśli użyty ofensywnie, ma zawsze co najmniej 60% szansy na "
|
||
"trafienie."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:102
|
||
msgid ""
|
||
"This unit’s defensive techniques reduce the chance of a successful enemy "
|
||
"attack."
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "magiczny"
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:116
|
||
msgid ""
|
||
"This attack always has a 70% chance to hit regardless of the defensive "
|
||
"ability of the unit being attacked."
|
||
msgstr ""
|
||
"Magiczny:\n"
|
||
"Ten atak ma zawsze 70% szansy na trafienie, niezależnie od zdolności "
|
||
"obronnych atakowanego."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "rój"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:129
|
||
msgid ""
|
||
"The number of strikes of this attack decreases when the unit is wounded. The "
|
||
"number of strikes is proportional to the percentage of its of maximum HP the "
|
||
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
|
||
"number of strikes."
|
||
msgstr ""
|
||
"Rój:\n"
|
||
"Liczba uderzeń wykonywanych przy tym ataku zmniejsza się, gdy jednostka "
|
||
"zostanie zraniona. Liczba ataków jest proporcjonalna do procent PŻ "
|
||
"posiadanych przez jednostkę. Na przykład jednostka z 3/4 swoich maksymalnych "
|
||
"PŻ zadaje 3/4 ciosów."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "szarża"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:140
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage to the target. It "
|
||
"also causes this unit to take double damage from the target’s counterattack."
|
||
msgstr ""
|
||
"Szarża:\n"
|
||
"Atak szarżą zadaje podwójne obrażenia przeciwnikowi, ale również sprawia, że "
|
||
"jego kontratak zadaje podwójne obrażenia."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:154
|
||
msgid ""
|
||
"This attack puts the unit in good defensive position, and it absorbs some of "
|
||
"the damage dealt by an enemy strike."
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:155
|
||
msgid ""
|
||
"This unit can block enemy strikes, so that it takes reduced damage when hit."
|
||
msgstr ""
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/weapon_specials.cfg:167
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Wyssanie:\n"
|
||
"Jednostka wysysa zdrowie z żywych przeciwników, uzdrawiając się za połowę "
|
||
"zadanych obrażeń (zaokrąglając w dół)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
msgid "first strike"
|
||
msgstr "pierwszy cios"
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:178
|
||
msgid ""
|
||
"This unit always strikes first with this attack, even if they are defending."
|
||
msgstr ""
|
||
"Pierwszy cios:\n"
|
||
"Jednostka zawsze uderza jako pierwsza, nawet gdy się broni."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/weapon_specials.cfg:189
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "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 ""
|
||
"Trucizna:\n"
|
||
"Ten atak zatruwa żyjące cele. Zatrute jednostki tracą 8 PŻ na turę, dopóki "
|
||
"nie zostaną uzdrowione albo zostanie im tylko 1 PŻ. Sama trucizna nie może "
|
||
"zabić jednostki."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:200
|
||
msgid ""
|
||
"This attack hits so hard that the opponent is dazed and can no longer "
|
||
"enforce a zone of control. The effect wears off on the opponent’s next turn."
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
" Jednostka potrafi spowalniać przeciwników, zmniejszając o połowę szybkość i "
|
||
"zadawane obrażenia do końca ich tury."
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:208
|
||
msgid "arcane"
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:209
|
||
msgid ""
|
||
"This attack combines the arcane type with the type of weapon used so that "
|
||
"resistance to the arcane type does not penalize the user."
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:210
|
||
msgid ""
|
||
"This unit can use the arcane type when the opponent is particularly "
|
||
"sensitive to it in relation to the weapon on which it is applied."
|
||
msgstr ""
|
||
|
||
#: data/core/units.cfg:4
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a “true orc”, a few who "
|
||
"are born slightly smaller and weaker, and the rest, often a full half of any "
|
||
"litter, are much weaker and destined to be goblins. Almost as newborns the "
|
||
"class system of orcish society is visible, with the weak put in their place "
|
||
"by their stronger siblings. The stronger ones will routinely grab most of "
|
||
"the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "Nietoperz"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "Nietoperzyca"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "Nietoperze"
|
||
|
||
#. [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 ""
|
||
"Nietoperze występują w różnych rozmiarach i kształtach, w większości są "
|
||
"raczej nieszkodliwe dla ludzi; żywią się insektami i innymi małymi "
|
||
"zwierzętami. Większe i bardziej niebezpieczne gatunki stanowią niekiedy "
|
||
"zagrożenie dla ludzi i innych ras, jak również dla bydła, zwłaszcza, jeżeli "
|
||
"spotyka się je w dużych grupach. Prowadzą najczęściej nocny tryb życia i "
|
||
"często są hodowane i oswajane przez te rasy, które również lubują się w "
|
||
"mroku."
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:49
|
||
#, fuzzy
|
||
#| msgid "race^Bat"
|
||
msgid "race^Cat"
|
||
msgstr "Nietoperz"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:50
|
||
#, fuzzy
|
||
#| msgid "race+female^Bat"
|
||
msgid "race+female^Cat"
|
||
msgstr "Nietoperzyca"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:51
|
||
#, fuzzy
|
||
#| msgid "race^Bats"
|
||
msgid "race^Cats"
|
||
msgstr "Nietoperze"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:52
|
||
msgid ""
|
||
"Big cats are nimble, solitary predators that can cause trouble for any "
|
||
"farmer or hunter that encounter them. The cats that hunt rodents and drive "
|
||
"away lone wolves are tolerated by civilized folk, but some big cats are "
|
||
"considered terrifying monsters."
|
||
msgstr ""
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:61
|
||
msgid "race^Drake"
|
||
msgstr "Smok"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:62
|
||
msgid "race+female^Drake"
|
||
msgstr "Smoczyca"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:63
|
||
msgid "race^Drakes"
|
||
msgstr "Smoki"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
|
||
#| "true dragons. On average, an adult drake stands around three meters tall "
|
||
#| "and easily weighs more than a man and a horse combined. Their skin is "
|
||
#| "made up of hard scales, resistant to most physical strikes except "
|
||
#| "piercing and cold damage. Most drakes are capable of true flight and can "
|
||
#| "travel long distances quickly. However, their sheer weight and bulk "
|
||
#| "limits their flight ability somewhat, making them ungainly in the air. "
|
||
#| "Where possible, they make use of terrain features such as hills, "
|
||
#| "mountains and trees as launch points in order to gain greater height and "
|
||
#| "speed. Fortunately for their enemies, they are still quite clumsy "
|
||
#| "creatures and surprisingly slow in combat. This, combined with their "
|
||
#| "large size, renders them easy targets for those who dare attack them.\n"
|
||
#| "\n"
|
||
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
#| "fueling their very lives. This can easily be witnessed when one of their "
|
||
#| "kind perishes in combat; its internal fire is released, burning their "
|
||
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
|
||
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
#| "While the magic imbued within a drake’s body enables it to spit fire and "
|
||
#| "gives it life, they have no willful control over the functions of this "
|
||
#| "magic.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Drakes are a relatively warlike race and their societies can be best "
|
||
#| "described as cultured martial societies. The core of a drake tribe is a "
|
||
#| "small group of veteran warriors headed by a mutually respected — or "
|
||
#| "simply feared — <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 kinds "
|
||
#| "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, their "
|
||
"large size renders them easy targets for those who dare attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains into ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
|
||
"weapon-smithing, but neither know nor need other science and culture besides "
|
||
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
|
||
"in quality, only matched by those produced in the finest Dwarvish "
|
||
"foundries.\n"
|
||
"\n"
|
||
"Drakes hatch from eggs and may live naturally for several decades, although "
|
||
"some have been known to survive for longer. However, death in battle is the "
|
||
"most preferred way for a drake to leave this world. As such, most drakes do "
|
||
"not live to see the end of their natural lifespan.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Drakes originated from an archipelago of volcanic islands called "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
"subsidence of many of their home islands has caused colonies of drakes to "
|
||
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
"Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
"protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
"warmth, their internal fire is more than capable of sustaining them even in "
|
||
"a relatively cold climate, a feature which has allowed them to populate even "
|
||
"some of the mountains of the far north of the Great Continent."
|
||
msgstr ""
|
||
"Smoki to duże, uskrzydlone i ziejące ogniem stworzenia, z wyglądu "
|
||
"przypominające smoki. Średnio, dorosły smok mierzy około trzy metry "
|
||
"wysokości i z często waży więcej niż jeździeć wraz z koniem. Ich skóra "
|
||
"składa się z twardych łusek, odpornych na większość ataków fizycznych, z "
|
||
"wyjątkiem ran kłutych i od mrozu. Większość smoków posiada umiejętność "
|
||
"latania, i potrafią niekiedy pokryć duże odległości w bardzo krótkim czasie. "
|
||
"Aczkolwiek, ich duża masa oraz postura ogranicza w pewnym stopniu te "
|
||
"umiejętności, czyniąc je w powietrzu nieco niezdarnymi. Kiedy to możliwe, "
|
||
"używają przeszkód terenowych, takich jak wzgórza, szczyty czy drzewa, jako "
|
||
"startowiska, aby uzyskać jak największą prędkość i wysokość podczas lotu. Na "
|
||
"szczęście dla ich przeciwników, smoki są w walce nieco niezdarne i "
|
||
"zadziwiająco powolne. Cechy te, w połączeniu z ich rozmiarem, czynią je "
|
||
"łatwym celem dla tych, którzy ośmielą sie zaatakować.\n"
|
||
"\n"
|
||
"Smoki to stworzenia magiczne, posiadające tajemniczy, wewnętrzny ogień, "
|
||
"który napędza esencję ich życia. Zjawisko to można łatwo zaobserwować, kiedy "
|
||
"wojowniku tego gatunku padnie w walce; jego wewnętrzny ogień uchodzi z "
|
||
"ciała, paląc wszystko dookoła na popiół. Ogień ten, jest również największą "
|
||
"słabością tej rasy, jako że czyni ich wyjątkowo podatnymi na ataki zimnem. "
|
||
"Pomimo magicznej natury, smoki nie są w stanie kierować magią w kontrolowany "
|
||
"sposób. Magia, zaklęta w ciałach smoków pozwala im na plucie ogniem, i "
|
||
"nadaje im siły witalne, jednak nie mają one nad nią świadomej kontroli.\n"
|
||
"\n"
|
||
"<header>text='Społeczność'</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 kinds 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."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid "race^Dwarf"
|
||
msgstr "Krasnolud"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:98
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Krasnoludka"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:99
|
||
msgid "race^Dwarves"
|
||
msgstr "Krasnoludy"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:100
|
||
#, 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 ""
|
||
"Krasnoludy są rasą słynąca z górników, kowali, handlarzy i wojowników. Ich "
|
||
"pochodzenie pozostaje tajemnicą, choć są powszechnie uważane za jedną ze "
|
||
"starszych ras Wielkiego Kontynentu, po elfach i trollach. Legendy głoszą, że "
|
||
"w dawno zapomnianych czasach pierwsze krasnoludy wyszły z jaskiń podziemnego "
|
||
"świata. Nie wiadomo nic o ich istnieniu przed pojawieniem się na powierzchni "
|
||
"ani o powodach, dla których na powierzchnię wyszły, ale od tego czasu "
|
||
"stanowią nieodłączną część historii kontynentu. Wkrótce po wychynięciu z "
|
||
"podziemi krasnoludy wdały się w spór z pierwszymi mieszkańcami tych krain, "
|
||
"czyli elfami. Przyczyny zatargu giną w mrokach dziejów, ale obie rasy "
|
||
"stoczyły ze sobą trzy długie wojny, rozdzielane kilkudziesięcioletnimi "
|
||
"okresami pokoju. Podczas tych wojen krasnoludy nie zdołały wprawdzie wyprzeć "
|
||
"elfów z gęstych lasów na południu, ale udało im się ugruntować kontrolę nad "
|
||
"górzystymi terenami na północy kontynentu, znanymi obecnie jako Ziemie "
|
||
"Północne. Na przestrzeni wieków krasnoludy wybudowały pośród gór i turni "
|
||
"potężne fortyfikacje i liczne osady.\n"
|
||
"\n"
|
||
"Zapewne ze względu na izolację geograficzną, krasnoludy są przeważnie "
|
||
"nieufnie lub wrogo nastawione do innych ras, a zwłaszcza elfów. Jedynym "
|
||
"wyjątkiem są ludzie, co można zrozumieć cofając się do epoki Haldrica I, "
|
||
"kiedy to na kontynent przybyli pierwsi ludzie i orkowie. W owych czasach "
|
||
"krasnoludy często zezwalały ludziom - najczęściej dysydentom i banitom "
|
||
"zbiegłym z Królestwa Wesnoth - na osiedlanie się w niektórych częściach Ziem "
|
||
"Północnych. Nietrudno zrozumieć motywację krasnoludów - los wygnańców "
|
||
"zapewne przypominał krasnoludom czasy ich własnego prześladowania, co "
|
||
"wzbudzało w nich poczucie solidarności. Poza tym sojusz z banitami niósł dla "
|
||
"krasnoludów ważne korzyści: zezwalając ludziom na osiedlanie się na "
|
||
"równinach, w lasach i na mokradłach, krasnoludy zdejmowały ze swoich barków "
|
||
"konieczność obrony terenów, w których nie same czuły się dobrze.\n"
|
||
"\n"
|
||
"Choć w porównaniu z ludźmi krasnoludy wydają się być dość nikczemnej "
|
||
"postury, bynajmniej nie są kruche ani delikatne - krasnoludzcy wojownicy są "
|
||
"znani na całym kontynencie ze swej wytrzymałości, siły i biegłości w "
|
||
"wojennym rzemiośle. Co więcej, krasnoludy słyną z wyrachowania i doskonałej "
|
||
"jakości rzemiosła. Wyrabiane przez nich uzbrojenie i ciężkie zbroje nie mają "
|
||
"sobie równych, może za wyjątkiem niektórych wyrobów smoczych zbrojmistrzów. "
|
||
"Dzięki wrodzonej inteligencji i dociekliwości, krasnoludy stały się też "
|
||
"najbardziej zaawansowaną technicznie rasą całego kontynentu. Jednym z ich "
|
||
"najsłynniejszych i najbardziej śmiercionośnych wynalazków jest tajemny "
|
||
"proch, który w kontakcie z ogniem lub iskrą wybucha z wielką siłą. Niektóre "
|
||
"krasnoludy wyposażone są w broń, która z wykorzystaniem tego prochu pozwala "
|
||
"wystrzeliwać małe przedmioty z ogromną prędkością. Z uwagi na zamiłowanie do "
|
||
"techniki, większość krasnoludów nie ufa użytkownikom magii, jednak również "
|
||
"niektóre spośród nich praktykują formę magii opartą na żłobieniu magicznych "
|
||
"run. Krasnoludy te są zwane runarzami i używają magicznych inskrypcji do "
|
||
"nadawania przedmiotom magicznych własności, które wzmacniają wybrane aspekty "
|
||
"ich natury. "
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:117
|
||
msgid "race^Elf"
|
||
msgstr "Elf"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
msgid "race+female^Elf"
|
||
msgstr "Elfka"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:119
|
||
msgid "race^Elves"
|
||
msgstr "Elfy"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:121
|
||
msgid ""
|
||
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
|
||
"They have slightly pointy ears, pale skin and usually blond hair. Few "
|
||
"differences between humans and elves are more pronounced than the Elves’ "
|
||
"unusually long life — most, unless claimed by illness, accident or war, live "
|
||
"at least a full two centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live longer, most elves begin to grow physically "
|
||
"frail at some point between 250 and 300 years of age and pass away rapidly "
|
||
"thereafter.\n"
|
||
"\n"
|
||
"Most elves share an intense affection for unspoiled nature and find "
|
||
"themselves uncomfortable in open, unvegetated places. They live primarily in "
|
||
"the forests of the Great Continent, the Aethenwood in the southwest, Wesmere "
|
||
"in the northwest, and the great northern woods of which the Lintanir Forest "
|
||
"is the southernmost edge.\n"
|
||
"\n"
|
||
"Elves are the eldest race of the continent, with the possible exception of "
|
||
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
|
||
"having existed for several millennia.\n"
|
||
"\n"
|
||
"<header>text='Magic'</header>\n"
|
||
"While elves are fundamentally different creatures than the fabled fair folk, "
|
||
"their magic has some connection to the faerie and is the source of their "
|
||
"unusually keen senses as well as their long lives. Elven magic is split "
|
||
"between two different paths, one focused on manipulation of the mundane or "
|
||
"natural world, and one focused on divination into the arcane plane. More "
|
||
"common is the the way of corporeal alteration, which has more tangible "
|
||
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
|
||
"suited toward combat, its potent ability to harness earthly energies to "
|
||
"nurture and protect is the primary reason for the effectiveness of elven "
|
||
"healing as well as the beauty and vitality of their forests.\n"
|
||
"\n"
|
||
"Those who follow the mystic path are also well-regarded by other elves, but "
|
||
"their motives and abilities are often unclear to those outside of their "
|
||
"order. Some who venture far down the path of mysticism take on more faerie-"
|
||
"like traits, gaining extraordinary insight and longevity, but also becoming "
|
||
"sensitive to and even burned by the presence of cold iron.\n"
|
||
"\n"
|
||
"<header>text='Culture'</header>\n"
|
||
"Elves spend much of their time honing their talents and skills. Those not "
|
||
"adept at the magical arts typically devote their time honing their physical "
|
||
"skills, often for sporting purposes. As a result, elves excel at archery, a "
|
||
"craft that is readily and effectively applied to warfare. Elves are also "
|
||
"renowned musicians, particularly skilled at wind and plucked string "
|
||
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
|
||
"example, are crafted from the fine wood of Elven yew trees and are legendary "
|
||
"for their soft, gentle tone.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Elvish society is roughly divided into three factions: a pseudo-military "
|
||
"faction responsible for defending their forests, peaceful civilians who are "
|
||
"usually craftsmen and artists, and healers and mystics who maintain the "
|
||
"elves’ connection to the faerie. Responsible for governing these different "
|
||
"aspects is the nobility, who are treated as servants to the broader social "
|
||
"order, rather than as strict rulers of their people. The process for "
|
||
"selecting these nobles differs between the various elven conclaves, with the "
|
||
"governing council of Wesmere — the Ka’lian — being elected and the nobility "
|
||
"in Lintanir usually being inherited.\n"
|
||
"\n"
|
||
"In times of strife, the hierarchy of command becomes more adaptable, with "
|
||
"the ordinary aristocracy deferring to more war-minded marshals. By "
|
||
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
|
||
"elven mystics is also called upon to facilitate the transition of power."
|
||
msgstr ""
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Falcon"
|
||
msgstr "Jastrząb"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:148
|
||
msgid "race+female^Falcon"
|
||
msgstr "Jastrząb"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:149
|
||
msgid "race^Falcons"
|
||
msgstr "Jastrzębie"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:150
|
||
msgid ""
|
||
"Falcons are birds of prey, noted for their exceptional speed and agility. "
|
||
"Lighter and with less powerful talons than other raptors, falcons instead "
|
||
"favor the use of their beak to kill their targets. Their keen eye and "
|
||
"capacity for domestication makes them a populous and well-known creature, "
|
||
"used both by nobles in sport, and by nomads or tribes who find them useful "
|
||
"in hunting for food. Falcons occasionally find a role on the field of war as "
|
||
"well, with certain falconers training their birds to distinguish between "
|
||
"friend and foe, making them a useful asset to aid in an army’s charge."
|
||
msgstr ""
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:158
|
||
msgid "race^Goblin"
|
||
msgstr "Goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:159
|
||
msgid "race+female^Goblin"
|
||
msgstr "Goblinka"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:160
|
||
msgid "race^Goblins"
|
||
msgstr "Gobliny"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:161
|
||
#, 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 ""
|
||
"Gobliny, wbrew swemu wyglądowi, rodzą się jako rodzeństwo orków i należą do "
|
||
"tej samy rasy co one. Większość istot rozumnych najczęściej rodzi dzieci "
|
||
"pojedynczo lub parami, orkowie natomiast, płodzą duże mioty młodych, co "
|
||
"skutkuje szybkim przyrostem ich populacji. W jednym miocie rodzą się "
|
||
"najczęściej jeden lub dwa prawdziwe orki, które urosną do pełnych rozmiarów "
|
||
"i osiągną siłę odpowiednią dla swej rasy, kilka pół-orków, wyraźnie "
|
||
"słabszych od swych braci — najczęściej przydziela się im podczas walki role "
|
||
"wspomagające, na przykład strzeleckie. Reszta miotu, często połowa lub "
|
||
"więcej, to gobliny. Są one niewielkie i raczej słabe, rzadko wyrastają "
|
||
"powyżej rozmiarów ludzkiego dziecka. Gobliny traktowane są niemal jak "
|
||
"niewolnicy, przez swoich większych pobratymców, w bitwie używa się ich jako "
|
||
"mięso armatnie. Pomimo swej tragicznej doli, wiele z nich doskonale "
|
||
"prosperuje w tak niekorzystnych warunkach. Dzieję się tak ponieważ gobliny "
|
||
"są bardzo liczne, a dodatkowo doskonale zdają sobie sprawę z tego, jak "
|
||
"bardzo zależni są od nich więksi pobratymcy.\n"
|
||
"\n"
|
||
"Gobliny wykonują większość prac fizycznych wymaganych przez cywilizację "
|
||
"orków, z wyjątkiem zadań które wymagają brutalnej siły w których lubują się "
|
||
"prawdziwi orkowie, udowadniający za ich pomocą swe męstwo."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:178
|
||
msgid "race^Gryphon"
|
||
msgstr "Gryf"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:179
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Gryfitka"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:180
|
||
msgid "race^Gryphons"
|
||
msgstr "Gryfy"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:181
|
||
msgid ""
|
||
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
|
||
"predators and birds of prey. While occasionally tamed and ridden by the "
|
||
"daring, gryphons are very territorial and aggressive, particularly regarding "
|
||
"their nests.\n"
|
||
"\n"
|
||
"The means by which gryphons are able to fly despite their great weight has "
|
||
"been a source of debate for centuries, but it remains as mysterious as their "
|
||
"origins."
|
||
msgstr ""
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:191
|
||
#, fuzzy
|
||
#| msgid "race^Wose"
|
||
msgid "race^Horse"
|
||
msgstr "Drzewiec"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:192
|
||
#, fuzzy
|
||
#| msgid "race+female^Ogre"
|
||
msgid "race+female^Horse"
|
||
msgstr "Ogrzyca"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:193
|
||
#, fuzzy
|
||
#| msgid "race^Woses"
|
||
msgid "race^Horses"
|
||
msgstr "Drzewce"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:194
|
||
msgid ""
|
||
"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
|
||
"to sturdy draught horses or agile stock horses. While they are more fragile "
|
||
"than many beasts, their speed and cunning allow feral horses to thrive in "
|
||
"the wild, alongside their wild brethren.\n"
|
||
"\n"
|
||
"Horses have been an important part of many civilizations, so it is not "
|
||
"surprising that there are many myths and stories centered around them. "
|
||
"Winged horses, man-horse hybrids, and ghost horses have made their way into "
|
||
"written history, though few can honestly claim to have seen such things."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:211
|
||
msgid "race^Human"
|
||
msgstr "Człowiek"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:212
|
||
msgid "race+female^Human"
|
||
msgstr "Człowiek"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:213
|
||
msgid "race^Humans"
|
||
msgstr "Ludzie"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:214
|
||
#, 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 ""
|
||
"Ludzie są rasą niezwykle zróżnicowaną. Choć pierwotnie przybyli ze Starego "
|
||
"Kontynentu, ludzie rozprzestrzenili się na cały świat, a wśród nich "
|
||
"wyodrębniło się wiele różnych kultur i ras. Choć w odróżnieniu od wielu "
|
||
"innych stworzeń ludzie nie mają natury magicznej, są w stanie nauczyć się "
|
||
"władania magią, a przy tym zdolni są opanować więcej jej rodzajów, niż inne "
|
||
"rasy. Poza łatwością adaptacji i determinacją nie mają żadnych innych "
|
||
"zdolności ani umiejętności specjalnych. Choć bywają zwaśnieni ze wszystkimi "
|
||
"innymi ludami, ludzie sporadycznie wchodzą w sojusz z mniej agresywnymi "
|
||
"rasami, takimi jak elfy i krasnoludy. Co bardziej bezwzględnym zdarza się "
|
||
"też wynajmować orków jako najemników. Ludzie nie mają naturalnych wrogów, "
|
||
"choć podobnie jak większość innych ras czują instynktowną niechęć do "
|
||
"nieumarłych. Są niżsi od elfów, ale wyżsi od krasnoludów. Kolor skóry ludzi "
|
||
"bywa różny, od prawie białego po ciemny brąz.\n"
|
||
"\n"
|
||
"<header>text='Poddani Korony'</header>\n"
|
||
"Ludzie żyją w wielu różnych społecznościach, ale na Wielkim Kontynencie "
|
||
"największą ich grupę stanowią obywatele Królestwa Wesnoth. Pierwsi ludzie "
|
||
"przybyli na Wielki Kontynent przez ocean z Zielonej Wyspy na dalekim "
|
||
"zachodzie i wkrótce obrali za swoją stolicę śródlądowe miasto Weldyn. Na "
|
||
"przestrzeni kolejnych wieków budowali kolejne miasta w różnych częściach "
|
||
"kontynentu. Bezpieczeństwa kraju strzeże armia Korony Wesnoth, stanowiąca "
|
||
"najlepiej zorganizowaną siłę militarną w znanym świecie. Żołnierze są "
|
||
"rekrutowani z głównych prowincji, gdzie pobór jest obowiązkowy dla "
|
||
"wszystkich młodych mężczyzn.\n"
|
||
"\n"
|
||
"<header>text='Członkowie Klanów'</header>\n"
|
||
"Wschodnie prowincje Wesnoth, znane jako Ziemie Klanów, mają bardziej "
|
||
"równinne ukształtowanie terenu od gęściej zaludnionych ziem na zachodzie. Są "
|
||
"one domem dla Klanów Jeźdźców, którzy są sprzymierzeni z Królestwem Wesnoth, "
|
||
"ale zachowują autonomię i własną tożsamość. Według niektórych kraina klanów "
|
||
"jest państwem lennym, które przesyła do Korony żywność i wojsko w zamian za "
|
||
"ochronę. Inni utrzymują, że ma ona równe prawa z zachodnią częścią Wesnoth. "
|
||
"Jak by nie było, wschodnie prowincje nie utrzymują armii poborowej na wzór "
|
||
"armii królewskiej. Nauka walki jest w społeczności Klanów nieodłączną "
|
||
"częścią życia i wychowania, a rodzice uczą swoje dzieci jazdy konnej, walki "
|
||
"wręcz i strzelania z łuku od najmłodszych lat. Wojownicy Klanów są gorzej "
|
||
"zorganizowani od oddziałów armii poborowej, ale ogólnie można powiedzieć, że "
|
||
"wady i zalety obu formacji wzajemnie się uzupełniają."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:229
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Człowiek"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:230
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Człowiek"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:231
|
||
#, fuzzy
|
||
#| msgid "race+plural^Undead"
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Nieumarli"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:233
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
|
||
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
|
||
"this far corner of the Great Continent is unknown. Their legends tell of "
|
||
"many long and perilous travels through far-flung lands, but the true origin "
|
||
"of their people is a topic of endless and heated debate among even the most "
|
||
"erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Saurian"
|
||
msgstr "Jaszczur"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:255
|
||
msgid "race+female^Saurian"
|
||
msgstr "Jaszczurzyca"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Saurians"
|
||
msgstr "Jaszczury"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:257
|
||
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:283
|
||
msgid "race^Mechanical"
|
||
msgstr "Mechaniczne"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:284
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mechaniczne"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:285
|
||
msgid ""
|
||
"Animated neither by natural life nor by necromancy, the term "
|
||
"<italic>text='mechanical'</italic> describes a created artifact of an "
|
||
"intelligent being. Most mechanical things neither move nor think on their "
|
||
"own, but some do so as a result of magical enchantment."
|
||
msgstr ""
|
||
"Termin \"<italic>text='mechaniczne'</italic>\", opisuje artefakty tworzone "
|
||
"przez istoty rozumne, ożywiane ni to za pomocą natury, ni nekromancji. "
|
||
"Większość z nich nie porusza się, ani nie myśli samodzielnie, jednak "
|
||
"niektóre z nich posiadają takie zdolności za sprawą magicznych uroków."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:294
|
||
msgid "race^Merman"
|
||
msgstr "Mermen"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:295
|
||
msgid "race^Mermaid"
|
||
msgstr "Mermenka"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:296
|
||
#, fuzzy
|
||
#| msgid "race^Troll"
|
||
msgid "race^Merfolk"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:298
|
||
msgid ""
|
||
"Something like a fusion between humans and fish, the merfolk are an "
|
||
"enigmatic race with both piscine and humanoid attributes. They have strong "
|
||
"tails that lend themselves to quick movement in any watery environment while "
|
||
"their dextrous hands and intelligent minds allow fine craftsmanship and "
|
||
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
|
||
"without difficulty. Despite being able to survive on land, they are much "
|
||
"quicker and more agile in the water and will rarely be found far from the "
|
||
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
|
||
"there and they struggle greatly to move over rough or forested terrain."
|
||
msgstr ""
|
||
"Jako hybrydy ludzi i ryb, mermeni to bardzo enigmatyczna rasa, posiadająca "
|
||
"cechy odziedziczone zarówno od ryb, jak i od ludzi. Posiadają silne ogony, "
|
||
"które używają aby szybko przemieszczać się w środowiskach wodnych, oraz "
|
||
"zręcznie dłonie i inteligentne umysły, umożliwiające im uprawianie rzemiosła "
|
||
"oraz wykonywanie narzędzi. Z natury wodno-lądowe, potrafię oddychać bez "
|
||
"trudu zarówno w wodzie jak i na powietrzu. Najczęściej lękają się jednak "
|
||
"suchego lądu, jako że są na nim dość niezdarne i z trudem poruszają się po "
|
||
"nierównym lub zalesionym terenie."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Monster"
|
||
msgstr "Potwór"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:307
|
||
msgid "race+female^Monster"
|
||
msgstr "Potwór"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Monsters"
|
||
msgstr "Potwory"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:309
|
||
msgid ""
|
||
"The term “monster” incorporates many hideous beasts that haunt the caves, "
|
||
"wilderness, ocean depths, and other climes of the world. They figure largely "
|
||
"in the tales and nightmares of its denizens, as well."
|
||
msgstr ""
|
||
"Termin \"potwory\" odnosi się do wielu odrażających bestii, które "
|
||
"nawiedziają jaskinie, dzicz, głebiny oceany, oraz rejony świata. Spotykane "
|
||
"głównie w podaniach ludowych i koszmarach."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:316
|
||
msgid "race^Naga"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:317
|
||
msgid "race^Nagini"
|
||
msgstr "Nagini"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:318
|
||
msgid "race^Nagas"
|
||
msgstr "Nagi"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:319
|
||
msgid ""
|
||
"The serpentine nagas are one of the least understood races of the Great "
|
||
"Continent. Part of this is due to their xenophobic nature and part is due to "
|
||
"their alien environment. Nagas are one of the few races capable of any "
|
||
"meaningful mobility in water, giving them access to a whole world "
|
||
"effectively forbidden to land dwellers and further separating them from the "
|
||
"terrestrial beings that they shun. Still, they are not true creatures of the "
|
||
"sea, and their inability to breathe water leaves them in trepidation of the "
|
||
"abyss. Living in coastal areas gives them an escape route on land against "
|
||
"denizens of the deep while keeping them out of reach of those who travel by "
|
||
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
|
||
"often faster and more nimble than their opponents. They sometimes find "
|
||
"themselves at odds with merfolk when their territories overlap, but overall "
|
||
"nagas tend to favor swamps and rivers as much as open water."
|
||
msgstr ""
|
||
"Wężowate nagi to jedna z najmniej rozumianych ras Wielkiego Kontynentu. "
|
||
"Częściowo, z powody ich ksenofobicznej natury, jak również ze względu na ich "
|
||
"nieprzystępne środowisko. Nagi to jedne z niewielu istot który zachowują "
|
||
"wysoką mobilność w środowisku wodnym, co daje im dostęp do całego świata, "
|
||
"normalnie niedostępnego dla mieszkańców lądu, co jeszcze dalej oddziela je "
|
||
"od nich oddziela. Jednakowoż, nie są one prawdziwymi istotami mórz, a ich "
|
||
"niezdolność do oddychania w wodzie sprawia, że obawiają się one głębin. "
|
||
"Zasiedlają najczęściej obszary nabrzeżne, co daje im możliwość ucieczki od "
|
||
"mieszkańców głębin, jak również od istot lądu. Nagi często są słabe "
|
||
"fizycznie, jednak nadrabiają te braki zwinnością oraz prędkością. Niekiedy "
|
||
"rywalizują z mermenami o terytoria, jednak preferują raczej tereny bagienne "
|
||
"oraz rzeki od otwartych wód."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:327
|
||
msgid "race^Ogre"
|
||
msgstr "Ogr"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:328
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ogrzyca"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:329
|
||
msgid "race^Ogres"
|
||
msgstr "Ogry"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:330
|
||
msgid ""
|
||
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
|
||
"the Great Continent. Physically, they resemble humans and orcs but are "
|
||
"larger and stronger. Even their adolescents are more than a match for most "
|
||
"men. Ogres are distrusted in many populated areas and usually either avoid "
|
||
"them or are driven out by force. Instead, they lurk the mountainous areas on "
|
||
"the edges of civilization, where hungry ogre bandits provide a constant "
|
||
"threat to travelers and caravans. While ogres are not particularly "
|
||
"intelligent or quick, their toughness and physical strength make them a "
|
||
"valuable asset in the armies of other races. They are especially valued by "
|
||
"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
|
||
"known about their biology or society, if they can truly be said to have one, "
|
||
"but they are said to attack alongside wolves and other beasts. Whether this "
|
||
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
|
||
"known."
|
||
msgstr ""
|
||
"Ogry są nieucywilizowaną rasą, która zamieszkuje głównie dzikie tereny "
|
||
"Wielkiego Kontynentu. Fizycznie przypominają ludzi oraz orki, są jednak od "
|
||
"nich większe i silniejsze. Nawet ich młode stanowią nie lada wyzwanie dla "
|
||
"większości dorosłych istot. Ogry nie cieszą się zaufaniem na terenach "
|
||
"zaludnionych, często po prostu omija się je, lub wypędza siłą. Dlatego też "
|
||
"najczęściej spotykane są w górzystych obszarach, na krawędziach cywilizacji, "
|
||
"gdzie głodni ogrzy bandyci stanowią zagrożenie dla podróżników oraz karawan. "
|
||
"Ogry nie są zbyt inteligentne, w ruchach raczej ślamazarne, jednak ich "
|
||
"hardość i ogromna siła fizyczna czyni je cennym elementem armii innych ras. "
|
||
"Najbardziej cenione są przed bezwzględnych dowódców, którym nie przeszkadza "
|
||
"ich brutalność. Niewiele wiadomo o ich cechach biologicznych i strukturach "
|
||
"społecznych, jeżeli w ogóle takowe budują. Według pogłosek, widywano ogry "
|
||
"walczące wspólnie z wilkami i innymi bestiami u boku. Nie wiadomo czy jest "
|
||
"to przejaw współpracy, udomowienia, czy może zwyczajnego obustronnego "
|
||
"oportunizmu."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:338
|
||
msgid "race^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:339
|
||
msgid "race+female^Orc"
|
||
msgstr "Orczyca"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:340
|
||
msgid "race^Orcs"
|
||
msgstr "Orkowie"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:341
|
||
#, 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 ""
|
||
"Orki są z wyglądu pół ludźmi, pół zwierzętami. Są wyższe, bardziej "
|
||
"wytrzymałe i silniejsze od ludzi. Są z natury wojownicze, dzikie i okrutne, "
|
||
"a ich krew jest ciemniejsza i gęstsza od ludzkiej. Nie przywiązują żadnej "
|
||
"wagi do higieny ani wyglądu. Choć orki są niezwykle brutalne nawet wobec "
|
||
"własnych pobratymców, są w istocie stworzeniami stadnymi, które nigdy przez "
|
||
"dłuższy czas nie podróżują ani nie mieszkają w grupach mniejszych niż pół "
|
||
"tuzina.\n"
|
||
"\n"
|
||
"<header>text='Struktura społeczna'</header>\n"
|
||
"Każdy niemal ork należy do plemienia lub klanu. Kontakty między sąsiednimi "
|
||
"klanami są najczęściej brutalne, z wyjątkiem rzadkich sytuacji, gdy poważne "
|
||
"zagrożenie ze strony wspólnego wroga lub perspektywa bogatych łupów bierze "
|
||
"górę nad animozjami. Raz na jakiś czas pojawia się silny wódz, któremu udaje "
|
||
"się zjednoczyć wiele plemion, najczęściej poprzez zastraszenie poddanych. W "
|
||
"czasach pokoju każde plemię orków zajmuje się niemal wyłącznie "
|
||
"przygotowaniami do następnego konfliktu zbrojnego. Orki posiadają prymitywny "
|
||
"system pisma (z reguły zapisywanego krwią), ale jego najczęstszym "
|
||
"zastosowaniem jest przesyłanie obelg i pogróżek przywódcom innych plemion.\n"
|
||
"\n"
|
||
"Społeczności orków oparte są niemal wyłącznie na sile - rację ma silniejszy, "
|
||
"a każdy przywódca żyje i przewodzi tylko dopóty, dopóki żaden inny ork nie "
|
||
"zajmie jego miejsca. Wśród pretendentów do przewodzenia plemieniu "
|
||
"bezustannie trwa zakulisowa walka o władzę. Mało który przywódca orków "
|
||
"cieszy się swoją absolutną władzą dłużej niż kilka lat, gdyż prędzej czy "
|
||
"później ginie z ręki swojego następcy - choć historia zna kilka chwalebnych "
|
||
"wyjątków od tej reguły. Najchętniej stosowaną metodą udowodnienia swojej "
|
||
"wyższości jest brutalna siła, ale ponieważ orkowie nie posiadają żadnego "
|
||
"kodeksu honorowego, zabójstwo, trucizna lub sztylet w plecy również nie są "
|
||
"pogardzane, gdy stawką jest przewodzenie klanowi.\n"
|
||
"\n"
|
||
"Orki najczęściej mieszkają na terenach wiejskich, często w górach lub na "
|
||
"pogórzach, a niekiedy również w jaskiniach. Nie uprawiają ziemi ani nie "
|
||
"hodują zwierząt, ale za sprawą potężnej budowy i brutalnej natury są "
|
||
"niezłymi myśliwymi. Ponieważ zawsze obozują w dużych grupach, potrafią w "
|
||
"krótkim czasie wybić na zajmowanym obszarze całą zwierzynę większą od myszy, "
|
||
"co w połączeniu z niestabilnym przywództwem oznacza, że większość plemion "
|
||
"wiedzie żywot koczowników, nigdy nie zatrzymując się na dłużej w jednym "
|
||
"miejscu. Większym plemionom zdarza się zadomowić i umocnić na wybranym "
|
||
"obszarze na wiele lat czy nawet dziesięcioleci i budować duże obozowiska "
|
||
"przypominające do złudzenia miasta, jednak nawet te osady można szybko "
|
||
"zwinąć i porzucić, jeśli konieczne będzie przemieszczenie hordy.\n"
|
||
"\n"
|
||
"Choć znane są przypadki orków dożywających 50 czy nawet 60 lat, bardzo "
|
||
"nielicznym zdarza się dożyć choćby trzeciego dziesięciolecia przed śmiercią "
|
||
"w walce lub z ręki innego orka. Najstarszymi orkami są często szamani, "
|
||
"którzy jako jedyni spośród orków są przez większość swoich pobratymców "
|
||
"uważani za neutralnych i godnych zaufania. Pochodzenie tej kasty nie jest "
|
||
"znane, gdyż szamani nie uczestniczą bezpośrednio w codziennym życiu orków, a "
|
||
"jedynie pełnią niezwykłą (biorąc pod uwagę charakter orków) funkcję "
|
||
"doradców. Pod wieloma względami szamani stanowią przeciwieństwo innych "
|
||
"orków, w porównaniu z którymi są osłabieni wiekiem, mało wytrzymali i "
|
||
"niezbyt wprawni w walce.\n"
|
||
"\n"
|
||
"Pomimo panującego wśród nich kultu surowej siły, nie wszystkim orkom dane "
|
||
"jest ją posiąść. Wiele orków rodzi się mniejszymi i słabszymi od reszty, "
|
||
"przez co od pierwszych niemal dni życia musi znosić poniżenia ze strony "
|
||
"silniejszego rodzeństwa. Silniejsze orki zagarniają też dla siebie większość "
|
||
"jedzenia, przez co rosną jeszcze w siłę kosztem swoich słabszych "
|
||
"pobratymców. Słabsze orki często specjalizują się w umiejętnościach "
|
||
"niewymagających siły fizycznej, takich jak łucznictwo i skrytobójstwo."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:352
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:361
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Raven"
|
||
msgstr "Krasnoludy"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:362
|
||
#, fuzzy
|
||
#| msgid "race+female^Drake"
|
||
msgid "race+female^Raven"
|
||
msgstr "Smoczyca"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:363
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Ravens"
|
||
msgstr "Krasnoludy"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:364
|
||
msgid ""
|
||
"Ravens are general scavengers, often associating with hunters or predators "
|
||
"in the hope of sharing in the kill. They do not have the powerful beak or "
|
||
"claws of the gryphons or raptors, but can still be a threat because of their "
|
||
"intelligence and ability to recognize any advantage.\n"
|
||
"\n"
|
||
"In the aftermath of a battle, the dead and wounded are a banquet for ravens, "
|
||
"thus ravens are a nuisance for allies of the defeated but are seen by some "
|
||
"victors as part of martial ceremonies. The violence and large numbers that "
|
||
"characterize both orcs and humans bring these races into constant "
|
||
"interaction with ravens in this context. For this reason, the birds have "
|
||
"become characters in fables, parables, and superstitions related to war.\n"
|
||
"\n"
|
||
"As intelligent scavengers, ravens do not need war dead to survive. Some "
|
||
"farmers struggle to keep ravens away from freshly sown seeds, but others are "
|
||
"happy to have them around as sentries."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:375
|
||
msgid "race^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:376
|
||
msgid "race+female^Troll"
|
||
msgstr "Trollica"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Trolls"
|
||
msgstr "Trolle"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:378
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Trolls are ancient creatures, one of the oldest known races known to "
|
||
#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
|
||
#| "live extremely long lives inside deep caves or atop high mountains. The "
|
||
#| "most unique characteristic of trolls is an internal vitality that "
|
||
#| "sustains and heals them from within. As a result they live very different "
|
||
#| "lives from almost any known creature. Trolls have few real needs: they "
|
||
#| "require little food or water, and thus they have little incentive to "
|
||
#| "pursue much besides protection from those who are hostile towards them. "
|
||
#| "This in turn means they rarely have to worry about anything and can spend "
|
||
#| "much of their time sleeping or in contemplation. Trolls have a curious "
|
||
#| "affinity with nature. They do not relate with living things like elves "
|
||
#| "do, but instead with earth and stone. They are also somewhat curious of "
|
||
#| "their surroundings and many younger whelps even enjoy traveling and "
|
||
#| "seeing the world. As trolls grow older they tend to become increasingly "
|
||
#| "passive, gradually losing interest in their environment and spending more "
|
||
#| "of their time sleeping in a quiet, familiar corner of their home cave. "
|
||
#| "This is until they finally pass away as their bodies themselves slowly "
|
||
#| "turn into lifeless statues of stone.\n"
|
||
#| "\n"
|
||
#| "Trolls are seen by many as being little more than yet another race of "
|
||
#| "savage monsters. This common misconception is in part perpetuated by orcs "
|
||
#| "to persuade trolls to join their armies. Because they are rather simple "
|
||
#| "and do not understand the ways of other races or sometimes 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, and live extremely long "
|
||
"lives inside deep caves or atop high mountains. The most unique "
|
||
"characteristic of trolls is an internal vitality that sustains and heals "
|
||
"them from within. As a result they live very different lives from almost any "
|
||
"known creature. Trolls have few real needs: they require little food or "
|
||
"water, and thus they have little incentive to pursue much besides protection "
|
||
"from those who are hostile towards them. This in turn means they rarely have "
|
||
"to worry about anything and can spend much of their time sleeping or in "
|
||
"contemplation. Trolls have a curious affinity with nature. They do not "
|
||
"relate with living things like elves do, but instead with earth and stone. "
|
||
"They are also somewhat curious of their surroundings and many younger whelps "
|
||
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
|
||
"become increasingly passive, gradually losing interest in their environment "
|
||
"and spending more of their time sleeping in a quiet, familiar corner of "
|
||
"their home cave. This is until they finally pass away as their bodies "
|
||
"themselves slowly turn into lifeless statues of stone.\n"
|
||
"\n"
|
||
"Trolls are seen by many as being little more than yet another race of savage "
|
||
"monsters. This common misconception is in part perpetuated by orcish "
|
||
"successes in persuading trolls to join their armies. Because they are rather "
|
||
"simple and do not understand the ways of other races or sometimes cannot "
|
||
"even tell them apart, it is usually easy for an orcish band to convince a "
|
||
"group of trolls that by joining them they get to exact revenge on those that "
|
||
"have before hunted them. These new recruits are then directed to attack "
|
||
"whoever the orcs themselves are currently in conflict with, whether "
|
||
"previously a foe of the trolls or not, accumulating even more enemies for "
|
||
"the misled trolls. The most common enemy of trolls are dwarves, and the "
|
||
"animosity between these two races is ancient.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Trolls have inhabited the mountains of the Great Continent longer than the "
|
||
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
|
||
"north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgstr ""
|
||
"Trolle są stworzeniami pradawnymi - to jedna z najstarszych ras "
|
||
"zamieszkujących Wielki Kontynent. Są wielkie, powolne, niespecjalnie bystre "
|
||
"i wiodą swój niezwykle długi żywot w głębokich jaskiniach lub pośród "
|
||
"niedostępnych gór. Najbardziej niezwykłą cechą trolli jest wewnętrzna "
|
||
"żywotność, która je podtrzymuje i uzdrawia. Oznacza to, że ich życie bardzo "
|
||
"różni się od żywotów niemal wszystkich innych stworzeń. Trolle w zasadzie "
|
||
"nie mają potrzeb życiowych - prawie wcale nie potrzebują strawy ani wody, "
|
||
"więc nie mają motywacji, by szukać czegokolwiek poza schronieniem przed "
|
||
"ewentualnymi wrogami. To z kolei oznacza, że rzadko muszą się czymkolwiek "
|
||
"zajmować, więc mogą swój czas poświęcać przede wszystkim na spanie i "
|
||
"kontemplację. Trolle mają dziwną więź z naturą - nie czują bliskości z "
|
||
"żywymi istotami, jak elfy, lecz z ziemią i skałami. Bywają też ciekawskie, "
|
||
"przez co wiele spośród młodych szczeniaków chętnie podróżuje i poznaje "
|
||
"świat. Z nadejściem starości trolle stają się coraz mniej aktywne, tracąc "
|
||
"powoli zainteresowanie otoczeniem i przebywając coraz dłużej w cichym, "
|
||
"znanym zakamarku rodzinnej jaskini. W końcu odchodzą z tego świata, a ich "
|
||
"ciała stopniowo obracają się w martwe kamienne posągi.\n"
|
||
"\n"
|
||
"Trolle są na ogół uważane po prostu za kolejną rasę bezmyślnych potworów. Ta "
|
||
"błędna lecz powszechna opinia jest po części rozpowszechniana przez orków, "
|
||
"by zachęcać trolle do przyłączania się do ich oddziałów. Ponieważ trolle nie "
|
||
"grzeszą inteligencją i nie rozumieją zwyczajów innych ras, a czasem wręcz "
|
||
"mają trudności z ich odróżnianiem, orkom najczęściej bez trudu przychodzi "
|
||
"przekonanie stada trolli, że dołączenie do ich oddziału pozwoli zemścić się "
|
||
"na wrogach, którzy wcześniej je prześladowali. Tak pozyskani rekruci są "
|
||
"następnie kierowani przeciwko aktualnym przeciwnikom orków, niezależnie od "
|
||
"tego, czy rzeczywiście są to ciemiężyciele trolli, przez co trolle "
|
||
"bezwiednie coraz to zyskują nowych wrogów. Najczęstszymi przeciwnikami "
|
||
"trolli są krasnoludy, a źródła nienawiści między tymi rasami giną w mrokach "
|
||
"pradawnych dziejów.\n"
|
||
"\n"
|
||
"<header>text='Geografia'</header>\n"
|
||
"Trolle zamieszkują góry Wielkiego Kontynentu znacznie dłużej niż krasnoludy, "
|
||
"które tam przywędrowały. Trolle są częstym widokiem na pasmach górskich "
|
||
"północy i wschodu Wesnoth oraz u boku każdej większej hordy orków."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:398
|
||
msgid "race^Undead"
|
||
msgstr "Nieumarły"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:399
|
||
msgid "race+female^Undead"
|
||
msgstr "Nieumarła"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:400
|
||
msgid "race+plural^Undead"
|
||
msgstr "Nieumarli"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:401
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Undead are not really a single race of creatures, although often treated "
|
||
#| "as such. Almost any dead creature can, by a sufficiently skilled "
|
||
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
|
||
#| "most part unnatural but mindless constructs, obeying whoever created them "
|
||
#| "without question nor thought. A greater mystery of necromancy is in how "
|
||
#| "constructs are sustained without continuous effort from the necromancer. "
|
||
#| "An undead creature does not require the constant attention of the "
|
||
#| "necromancer to command and sustain, but can work autonomously according "
|
||
#| "to the commands of its master. Only rarely, perhaps once every few "
|
||
#| "months, does the necromancer need to maintain his creation.\n"
|
||
#| "\n"
|
||
#| "Necromancy is almost solely limited to humans. Even the legends of "
|
||
#| "magically apt races like elves and mermen tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "While undead lords arrived on the Great Continent in considerable numbers "
|
||
#| "only in the wake of Haldric I, they were not completely unheard of by "
|
||
#| "elves and dwarves before that."
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Most ordinary creatures can, by a sufficiently skilled necromancer, be "
|
||
"reanimated into constructs of varying character — resurrection of the "
|
||
"physical form often results in a minion that obeys its master without "
|
||
"question, while manifestation of a soul usually produces a servant with at "
|
||
"least a modicum of thought. A great mystery of necromancy is how these "
|
||
"constructs are sustained and controlled without continuous effort from the "
|
||
"necromancer. Most dark magi do not provide constant attention or maintenance "
|
||
"to their creations, instead allowing them a small degree of independence to "
|
||
"function autonomously in line with the provided commands. However, when left "
|
||
"unchecked, some undead gain enough sovereignty to break free from and even "
|
||
"turn on their masters. Accordingly, while even lesser undead require "
|
||
"periodic maintenance, this is especially true for more powerful undead, "
|
||
"particularly greater spirits or death knights, who possess a high degree of "
|
||
"inherent will. In these cases, necromancy becomes a battle of resolve "
|
||
"between mage and minion. The necromancer must maintain a delicate balance "
|
||
"between control over their servants and allotting them free will — the "
|
||
"source of their individual powers.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"While undead lords arrived on the Great Continent in considerable numbers "
|
||
"only in the wake of Haldric I, they were not completely unheard of by elves "
|
||
"and dwarves before that."
|
||
msgstr ""
|
||
"Nieumarli nie są w rzeczywistości jedną rasą stworzeń, choć często są tak "
|
||
"traktowani. Nekromanta dostatecznie biegły w swej sztuce, potrafi ożywić "
|
||
"niemal każde martwe stworzenie i przywrócić je światu w widmowej półśmierci. "
|
||
"Nieumarli są w większości tworami nienaturalnymi i bezwolnymi, bezmyślnie i "
|
||
"bez zadawania pytań wykonującymi wolę swojego stwórcy. Większą tajemnicą "
|
||
"samej nekromancji jest sposób utrzymywania takich tworów przy życiu bez "
|
||
"ciągłego wysiłku twórcy. Istota nieumarła nie wymaga ciągłej uwagi i "
|
||
"kierowania ze strony nekromanty, lecz potrafi samodzielnie wykonywać rozkazy "
|
||
"swojego władcy. Mimo to nekromanta musi jednak co jakiś czas (najczęściej co "
|
||
"kilka miesięcy) odnawiać siły powołanych stworzeń.\n"
|
||
"\n"
|
||
"Sztuka nekromancji jest praktykowana prawie wyłącznie przez ludzi. Nawet w "
|
||
"legendach ras z natury obdarzonych zdolnościami magicznymi, takich jak elfy "
|
||
"i mermeni, rzadko można znaleźć wzmiankę o praktykantach mrocznych sztuk "
|
||
"magicznych. Powszechnie uważa się, że nekromancja wymaga niezwykłej "
|
||
"wszechstronności i elastyczności umysłu, a skrajne uzdolnienia tego typu "
|
||
"spotyka się przeważnie u ludzi. Ostatecznym celem większości nekromantów "
|
||
"jest skierowanie opanowanych umiejętności utrzymywania i nadawania życia na "
|
||
"samych siebie, aby nie bacząc na koszt, wyrzeczenia i straszliwe deformacje "
|
||
"oszukać śmierć poprzez zapewnienie przetrwania swojemu umysłowi i duchowi.\n"
|
||
"\n"
|
||
"<header>text='Historia'</header>\n"
|
||
"Choć władcy nieumarłych zaczęli przybywać na Wielki Kontynent w większych "
|
||
"ilościach dopiero podążając z Haldrikiem I, im podobni bywali już wcześniej "
|
||
"znani elfom i krasnoludom."
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:414
|
||
msgid "race^Wolf"
|
||
msgstr "Wilk"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:415
|
||
msgid "race+female^Wolf"
|
||
msgstr "Wilczyca"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:416
|
||
msgid "race^Wolves"
|
||
msgstr "Wilki"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:417
|
||
msgid ""
|
||
"Wolves are predatory canines encountered frequently in the wilderness. "
|
||
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
|
||
"civilians and untrained soldiers with ease, but it is their tendency to "
|
||
"travel in packs and attack in an organized manner that makes them "
|
||
"particularly fearsome to travelers. They tend to stay away from "
|
||
"civilization, though, only occasionally venturing close to prey upon "
|
||
"livestock."
|
||
msgstr ""
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:426
|
||
msgid "race^Wose"
|
||
msgstr "Drzewiec"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:427
|
||
msgid "race^Woses"
|
||
msgstr "Drzewce"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:428
|
||
#, fuzzy
|
||
#| 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 "
|
||
#| "deeper connection to the woodlands 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."
|
||
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 ""
|
||
"Potężne drzewce zamieszkują najgłębsze ostępy lasów Wesnoth. Dla "
|
||
"niewprawnego oka, wyglądają na nic więcej, jak tylko zwykłe, dziwnie "
|
||
"ukształtowane - aczkolwiek dumne - drzewa. Jako strażnicy lasu, drzewce "
|
||
"dzielą głęboką więź z naturą, silniejszą nawet od elfiej. Pomimo, że są rasą "
|
||
"o pokojowym nastawieniu, wszelkie zakłócenia spokoju starożytnego lasu, "
|
||
"którym się opiekują, wywołają gniew samej natury. Drzewce to powolne "
|
||
"stworzenia, które potrafią spędzić setki lat w bezruchu, nieporuszone "
|
||
"przemijaniem czasu.\n"
|
||
"\n"
|
||
"Mimo, że same nie praktykują magii, dzielą silną więź z magią krain. "
|
||
"Szczątkowe informacje o tej starożytnej rasie pochodzą od elfickich "
|
||
"uczonych, którzy wierzą że mistyczna moc, na której opanowanie "
|
||
"najpotężniejsi z elfów poświęcają swe życia, jest ściśle powiązana z "
|
||
"drzewcami. Mimo podobieństw w wyglądzie, drzewce nie są spokrewnione z "
|
||
"drzewami. Prawdopodobnie są one jednymi z najstarszych istot zamieszkujących "
|
||
"krainy, być może są nawet starsze od lasów które zamieszkują. Niektórzy "
|
||
"wierzą, że magia ziemi nadała tym stworzeniom zadanie wiecznej ochrony "
|
||
"kniei.\n"
|
||
"\n"
|
||
"Drzewce nie prowadzą wojen i są słabo zaznajomione ze sztuką walki. Jednak "
|
||
"na wszelką przemoc wobec lasów odpowiedzą tym samym. Są one powolne i "
|
||
"narażone na taki poza osłoną leśnych terenów. Twarda kora czy je niemal "
|
||
"niewrażliwymi na fizyczne ataki, jednak z tego samego powodu są wrażliwe na "
|
||
"ogień. Ta osłona, w połączeniu z magiczną regeneracją odniesionych ran, "
|
||
"pozwala drzewcom przetrwanie nawet najbardziej zajadłych ataków, na które "
|
||
"odpowiadają druzgocącą siłą skrywaną przez ich pokojową naturę. W swych "
|
||
"leśnych domach, drzewce potrafią wtopić się w naturę i stać się "
|
||
"niewidocznymi nawet dla najlepiej wyszkolonego oka.\n"
|
||
"\n"
|
||
"Długość życia drzewców jest nieznana, chociaż zaobserwowano najstarsze, "
|
||
"kilkusetletnie osobniki, które urosły do ogromnych rozmiarów. Wierzy się, iż "
|
||
"- o ile nie polegną w walce - drzewce nie umierają ze starości. Zadowolone, "
|
||
"kiedy przez setki lat mogą stać na straży w bezruchu, niezainteresowane "
|
||
"losami cywilizowanego świata, drzewce maszerują tylko wtedy, gdy przyrodzie "
|
||
"i lasom, które nazywają swym domem, grozi niebezpieczeństwo."
|
||
|
||
#. [lua]: action
|
||
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
|
||
msgid "+1 max HP"
|
||
msgstr "+1 maks. PŻ"
|
||
|
||
#. [lua]: wesnoth.interface.game_display.unit_status
|
||
#: data/lua/stun.lua:14
|
||
msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control."
|
||
msgstr ""
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
#, fuzzy
|
||
#| msgid "female^undead"
|
||
msgid "female^stunned"
|
||
msgstr "nieumarła"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr ""
|
||
|
||
#: src/help/help.cpp:207
|
||
msgid "Close"
|
||
msgstr "Zamknij"
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Help"
|
||
msgstr "Pomoc"
|
||
|
||
#: src/help/help.cpp:263 src/help/help.cpp:267
|
||
#, fuzzy
|
||
#| msgid "Parse error when parsing help text: "
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "Błąd podczas przetwarzania tekstu pomocy:"
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Best of"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Worst of"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
|
||
#: src/help/help_topic_generators.cpp:94
|
||
#, fuzzy
|
||
#| msgid "Base Terrain: "
|
||
msgid "base terrain"
|
||
msgstr "Teren podstawowy:"
|
||
|
||
#: src/help/help_topic_generators.cpp:165
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
|
||
#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
|
||
#: src/help/help_topic_generators.cpp:170
|
||
msgid ""
|
||
"This terrain allows units to be cured of poison, or to heal a single "
|
||
"hitpoint."
|
||
msgid_plural ""
|
||
"This terrain allows units to heal $amount hitpoints, or to be cured of "
|
||
"poison, as if stationed in a village."
|
||
msgstr[0] ""
|
||
msgstr[1] ""
|
||
msgstr[2] ""
|
||
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
|
||
#: src/help/help_topic_generators.cpp:181
|
||
msgid ""
|
||
"This terrain is a keep — a leader can recruit from this hex onto connected "
|
||
"castle hexes."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
|
||
#: src/help/help_topic_generators.cpp:184
|
||
msgid ""
|
||
"This unusual keep allows a leader to recruit while standing on it, but does "
|
||
"not allow a leader on a connected keep to recruit onto this hex."
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:188
|
||
#: src/help/help_topic_generators.cpp:618
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Special Notes:"
|
||
msgid "Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Uwagi specjalne:"
|
||
|
||
#. TRANSLATORS: $types is a conjunct list, typical values will be "Castle" or "Flat and Shallow Water".
|
||
#. The terrain names will be hypertext links to the help page of the corresponding terrain type.
|
||
#. There will always be at least 1 item in the list, but unlikely to be more than 3.
|
||
#: src/help/help_topic_generators.cpp:209
|
||
#, fuzzy
|
||
#| msgid "Base Terrain: "
|
||
msgid "Basic terrain type: $types"
|
||
msgid_plural "Basic terrain types: $types"
|
||
msgstr[0] "Teren podstawowy:"
|
||
msgstr[1] "Teren podstawowy:"
|
||
msgstr[2] "Teren podstawowy:"
|
||
|
||
#. TRANSLATORS: In the help for a terrain type, for example Dwarven Village is often placed on Cave Floor
|
||
#: src/help/help_topic_generators.cpp:221
|
||
msgid "Typical base terrain: $type"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:227
|
||
#, fuzzy
|
||
#| msgid "Movement Cost"
|
||
msgid "Movement properties: "
|
||
msgstr "Koszt ruchu"
|
||
|
||
#: src/help/help_topic_generators.cpp:231
|
||
msgid "Defense properties: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:311
|
||
#, fuzzy
|
||
#| msgid "level"
|
||
msgid "Level"
|
||
msgstr "poziom"
|
||
|
||
#: src/help/help_topic_generators.cpp:375
|
||
msgid "Advances from: "
|
||
msgstr "Awansuje z:"
|
||
|
||
#: src/help/help_topic_generators.cpp:377
|
||
#, fuzzy
|
||
#| msgid "Advances from: "
|
||
msgid "Advances to: "
|
||
msgstr "Awansuje z:"
|
||
|
||
#: src/help/help_topic_generators.cpp:406
|
||
msgid "Base unit: "
|
||
msgstr "Jednostka podstawowa:"
|
||
|
||
#: src/help/help_topic_generators.cpp:411
|
||
msgid "Base units: "
|
||
msgstr "Jednostki podstawowe:"
|
||
|
||
#: src/help/help_topic_generators.cpp:429
|
||
#, fuzzy
|
||
#| msgid "Factions:"
|
||
msgid "Variations: "
|
||
msgstr "Strony:"
|
||
|
||
#: src/help/help_topic_generators.cpp:453
|
||
msgid "race^Miscellaneous"
|
||
msgstr "Inne"
|
||
|
||
#: src/help/help_topic_generators.cpp:455
|
||
msgid "Race: "
|
||
msgstr "Rasa: "
|
||
|
||
#: src/help/help_topic_generators.cpp:525
|
||
msgid "Abilities: "
|
||
msgstr "Zdolności:"
|
||
|
||
#: src/help/help_topic_generators.cpp:551
|
||
msgid "Ability Upgrades: "
|
||
msgstr "Polepszenia zdolności: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:581
|
||
#, fuzzy
|
||
#| msgid "HP: "
|
||
msgid "HP:"
|
||
msgstr "PŻ: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:585
|
||
#, fuzzy
|
||
#| msgid "Moves: "
|
||
msgid "Moves:"
|
||
msgstr "Ruchy:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:590
|
||
#, fuzzy
|
||
#| msgid "Vision: "
|
||
msgid "Vision:"
|
||
msgstr "Zasięg widzenia:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:596
|
||
#, fuzzy
|
||
#| msgid "Swarming"
|
||
msgid "Jamming:"
|
||
msgstr "Rój"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:601
|
||
#, fuzzy
|
||
#| msgid "Cost: "
|
||
msgid "Cost:"
|
||
msgstr "Koszt:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:605
|
||
#, fuzzy
|
||
#| msgid "Alignment: "
|
||
msgid "Alignment:"
|
||
msgstr "Charakter:"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. It uses
|
||
#. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the
|
||
#. translation use non-breaking spaces as appropriate for the target language.
|
||
#: src/help/help_topic_generators.cpp:612
|
||
#, fuzzy
|
||
#| msgid "Required XP: "
|
||
msgid "Required XP:"
|
||
msgstr "Wymagane PD: "
|
||
|
||
#: src/help/help_topic_generators.cpp:630
|
||
msgid "unit help^Attacks"
|
||
msgstr "Ataki"
|
||
|
||
#: src/help/help_topic_generators.cpp:637
|
||
msgid "unit help^Name"
|
||
msgstr "Nazwa"
|
||
|
||
#: src/help/help_topic_generators.cpp:638
|
||
msgid "Strikes"
|
||
msgstr "Ciosy"
|
||
|
||
#: src/help/help_topic_generators.cpp:639
|
||
msgid "Range"
|
||
msgstr "Zasięg"
|
||
|
||
#: src/help/help_topic_generators.cpp:640
|
||
msgid "Type"
|
||
msgstr "Typ"
|
||
|
||
#: src/help/help_topic_generators.cpp:641
|
||
msgid "Special"
|
||
msgstr "Specjalna"
|
||
|
||
#: src/help/help_topic_generators.cpp:716
|
||
msgid "Resistances"
|
||
msgstr "Odporności"
|
||
|
||
#: src/help/help_topic_generators.cpp:720
|
||
msgid "Attack Type"
|
||
msgstr "Rodzaj ataku"
|
||
|
||
#: src/help/help_topic_generators.cpp:721
|
||
msgid "Resistance"
|
||
msgstr "Odporność"
|
||
|
||
#: src/help/help_topic_generators.cpp:751
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Modifiers"
|
||
msgstr "Modyfikatory terenowe"
|
||
|
||
#: src/help/help_topic_generators.cpp:755
|
||
msgid "Terrain"
|
||
msgstr "Teren"
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Defense"
|
||
msgstr "Obrona"
|
||
|
||
#: src/help/help_topic_generators.cpp:757
|
||
msgid "Movement Cost"
|
||
msgstr "Koszt ruchu"
|
||
|
||
#: src/help/help_topic_generators.cpp:761
|
||
#, fuzzy
|
||
#| msgid "Defense"
|
||
msgid "Defense Cap"
|
||
msgstr "Obrona"
|
||
|
||
#: src/help/help_topic_generators.cpp:766
|
||
#, fuzzy
|
||
#| msgid "Vision: "
|
||
msgid "Vision Cost"
|
||
msgstr "Zasięg widzenia:"
|
||
|
||
#: src/help/help_topic_generators.cpp:770
|
||
msgid "Jamming Cost"
|
||
msgstr ""
|
||
|
||
#~ msgid ""
|
||
#~ "A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
#~ "text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
#~ "Plains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Bariera praktycznie nie do przebycia, pomiędzy krainą "
|
||
#~ "<ref>dst='arkan_thoria' text='rzeki'</ref> a <ref>dst='far_north' "
|
||
#~ "text='Północnymi Stepami'</ref>."
|
||
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "pierwszy cios"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Dusk"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "Późny Zmierzch"
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Płaski"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Wioska"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "This unit can lead our own units that are next to it, making them fight "
|
||
#~| "better.\n"
|
||
#~| "\n"
|
||
#~| "Adjacent own units of lower level will do more damage in battle. When a "
|
||
#~| "unit adjacent to, of a lower level than, and on the same side as a unit "
|
||
#~| "with Leadership engages in combat, its attacks do 25% more damage times "
|
||
#~| "the difference in their levels."
|
||
#~ msgid ""
|
||
#~ "This unit can lead your own units that are next to it, making them fight "
|
||
#~ "better.\n"
|
||
#~ "\n"
|
||
#~ "Adjacent own units of lower level will do more damage in battle. When a "
|
||
#~ "unit adjacent to, of a lower level than, and on the same side as a unit "
|
||
#~ "with Leadership engages in combat, its attacks do 25% more damage times "
|
||
#~ "the difference in their levels."
|
||
#~ msgstr ""
|
||
#~ "Dowodzenie:\n"
|
||
#~ "Jednostka może prowadzić do boju sąsiednie oddziały, sprawiając, że będą "
|
||
#~ "lepiej walczyć.\n"
|
||
#~ "\n"
|
||
#~ "Sąsiadujące przyjazne jednostki niższego poziomu będą zadawały większe "
|
||
#~ "obrażenia w walce. Ataki sąsiadującej przyjaznej jednostki niższego "
|
||
#~ "poziomu zadają 25% więcej obrażeń na każdą różnicę poziomów między "
|
||
#~ "jednostką a dowódcą."
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "System pomocy Bitwy o Wesnoth"
|
||
|
||
#, fuzzy
|
||
#~| msgid " green if it hasn’t moved this turn,"
|
||
#~ msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
|
||
#~ msgstr " zielona, jeśli jednostka nie ruszyła się w tej turze;"
|
||
|
||
#, fuzzy
|
||
#~| msgid " yellow if it has moved, but could still move further or attack, or"
|
||
#~ msgid ""
|
||
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
|
||
#~ "further or attack."
|
||
#~ msgstr ""
|
||
#~ " żółta, jeśli ruszyła się, ale nadal może przemieszczać się lub atakować;"
|
||
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "Kule"
|
||
|
||
#~ 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 ""
|
||
#~ "Na górze paska energii znajdującego się przy każdej twojej jednostce "
|
||
#~ "znajduje się kula. W przypadku jednostek, które kontrolujesz, jest ona:"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| " black if it can no longer move or attack, or the user ended the unit’s "
|
||
#~| "turn."
|
||
#~ msgid ""
|
||
#~ " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~ "turn."
|
||
#~ msgstr ""
|
||
#~ "czarna, jeżeli nie może się już w danej turze poruszać lub atakować, lub "
|
||
#~ "jeżeli gracz zakończył turę dla danej jednostki."
|
||
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr ""
|
||
#~ " niebieska, jeśli to jednostka sojusznicza, nad którą nie masz kontroli."
|
||
|
||
#, fuzzy
|
||
#~| msgid " Enemy units have a red orb on top of their energy bar."
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr " Wrogie jednostki mają czerwone kule nad swoim paskiem energii."
|
||
|
||
#, 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"
|
||
#~ "Ustawienie lub przełączenie gracza kontrolującego daną stronę (człowiek/"
|
||
#~ "komputer). Polecenie musi wydać gracz/klient kontrolujący daną stronę. "
|
||
#~ "Drugi parametr może mieć wartość \"on\" (komputer) lub "
|
||
#~ "\"off\" (człowiek). Jeśli drugi parametr nie zostanie podany, polecenie "
|
||
#~ "przełącza między komputerem a człowiekiem. Jeśli wartość parametru nie "
|
||
#~ "zostanie podana, domyślną przyjmowana jest strona aktualnie aktywna.\n"
|
||
#~ "\n"
|
||
|
||
#, 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='Szansa trafienia'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Zasoby dla twórców'</header>"
|
||
|
||
#, 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 ""
|
||
#~ "W porównaniu do ludzi, elfy są odrobinę wyższe oraz zręczniejsze, ale "
|
||
#~ "mniej zahartowane. Mają lekko spiczaste uszy, bladą cerę i —najczęściej — "
|
||
#~ "włosy w kolorze blond. Niewiele różnic między tymi dwoma rasami jest tak "
|
||
#~ "wyraźna, jak długowieczność elfów — większość z nich, pomijając choroby, "
|
||
#~ "wypadki oraz wojny, żyje przez całe dwa i pół wieku. Te nieliczne z "
|
||
#~ "nich, które posiadają wyjątkowe talenty magiczne, czasem żyją nawet o "
|
||
#~ "całe sto lat dłużej. Większość z elfów niedołężeje fizycznie dopiero "
|
||
#~ "gdzieś pomiędzy dwieście pięćdziesiątym a trzechsetnym rokiem życia i "
|
||
#~ "umiera niedługo później (około roku lub dwóch).\n"
|
||
#~ "\n"
|
||
#~ "Każdy elf zespojony jest — co najmniej w pewnym, małym stopniu — z magią. "
|
||
#~ "Choć większość z nich nie potrafi bezpośrednio kierować magią, jej ukryty "
|
||
#~ "potencjał nadaje im długowieczność oraz wyostrza zmysły. Wiele z elfów "
|
||
#~ "posiada magicznie wspomagane talenty, takie jaj wyjątkowe zdolności "
|
||
#~ "strzeleckie lub niebywała umiejętność pozostawania w ukryciu, co "
|
||
#~ "umożliwia im osiąganie wyżyn sprawności. Ci osobnicy, którzy potrafią "
|
||
#~ "dzierżyć te moce w bardziej bezpośredni sposób, mają szansę na stanie się "
|
||
#~ "potężnymi istotami. Wielu ukierunkowuje te talenty w stronę magii "
|
||
#~ "leczniczej, aby pomagać swym pobratymcom w potrzebie.\n"
|
||
#~ "\n"
|
||
#~ "Pojedyncze elfy, zapuszczające się głęboko w odmęty magii i mistycyzmu, "
|
||
#~ "stają się wyczulone na obecność zimnego żelaza i mogą nawet doznać "
|
||
#~ "oparzeń od bezpośredniego kontaktu z nim. Elfickie legendy zawierają "
|
||
#~ "przesłanki, które świadczą o tym, że w przeszłości było to dużo częściej "
|
||
#~ "występujące zjawisko.\n"
|
||
#~ "\n"
|
||
#~ "Elfy spędzają wiele czasu ćwicząc swoje talenty i umiejętności. Ci mniej "
|
||
#~ "zaznajomieni ze sztukami magicznymi, najczęściej poświęcają swój czas na "
|
||
#~ "trening fizyczny. Wynikiem tego są niezwykłe umiejętności łucznicze, "
|
||
#~ "które najprawdopodobniej są najważniejszą taktyką wojenną elfów. Wielu z "
|
||
#~ "nich dzierży łuki, których celność i prędkość jest niedościgniona wśród "
|
||
#~ "wyrobów rzemieślników innych ras. Wszystkie elfy posiadają silne "
|
||
#~ "zamiłowanie do natury, przez co często czują się nieswojo na otwartych, "
|
||
#~ "nie porośniętych przestrzeniach. Zamieszkują głównie lasy Wielkiego "
|
||
#~ "Kontynentu: na południowym-zachodzie las Aethenwood, na północnym-"
|
||
#~ "zachodzie Wesmere oraz wielki las północny, którego najdalej wysuniętą na "
|
||
#~ "południe częścią jest las Lintanir."
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "Ta rasa nie posiada jeszcze opisu."
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Whether used offensively or defensively, this attack presses the "
|
||
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~| "have occurred."
|
||
#~ msgid ""
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
#~ msgstr ""
|
||
#~ "Berserk:\n"
|
||
#~ "Zarówno podczas ataku, jak i obrony, ten typ ataku powoduje walkę aż do "
|
||
#~ "śmierci jednego z uczestników lub wymiany 30 ciosów."
|
||
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "pierwszy cios"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~| "ability of the unit being attacked."
|
||
#~ msgid ""
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the champion being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magiczny:\n"
|
||
#~ "Ten atak ma zawsze 70% szansy na trafienie, niezależnie od zdolności "
|
||
#~ "obronnych atakowanego."
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "Mermeni"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Twórcy"
|
||
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Człowiek"
|
||
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Człowiek"
|
||
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Kalifat"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "skradanie się"
|
||
|
||
#~ 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 ""
|
||
#~ "Zaraza:\n"
|
||
#~ "Jednostka zabita atakiem z zarazą zostaje zastąpiona jednostką identyczną "
|
||
#~ "do tej, która ją zabiła, i stojącą po tej samej stronie. Nie dotyczy to "
|
||
#~ "nieumarłych ani jednostek w wioskach."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Inteligentna"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Szybka"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Wytrzymała"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Silna"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Nieustraszony"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Dzika"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Lojalna"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Nieumarła"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mechaniczne"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Żywiołak"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Zręczna"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Zdrowy"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Tępy"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Powolny"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Słaby"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Wiekowa"
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Strony"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Omówienie"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Podstawy gry"
|
||
|
||
#~ 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"
|
||
#~ "Swoją przygodę z grą najlepiej zacząć od kliknięcia przycisku "
|
||
#~ "<bold>text='Samouczek'</bold> w menu głównym gry. Zostanie uruchomiony "
|
||
#~ "interaktywny samouczek, w którym poznasz podstawy gry. Następnie zalecamy "
|
||
#~ "zagrać w kampanię Następca Tronu — w tym celu kliknij przycisk "
|
||
#~ "<bold>text='Kampania'</bold>, a następnie <italic>text='Następca tronu'</"
|
||
#~ "italic>. Ponieważ <italic>text='Bitwa o Wesnoth'</italic> bywa z początku "
|
||
#~ "trudna, najlepiej zacząć od najłatwiejszego poziomu trudności."
|
||
|
||
#~ 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 ""
|
||
#~ "Te strony przedstawiają wszystko, co należy wiedzieć, by grać w "
|
||
#~ "<italic>text='Bitwę o Wesnoth'</italic>. Omówione zostały podstawowe "
|
||
#~ "mechanizmy i sposoby gry. Wraz z postępem rozgrywki pojawiać się tu będą "
|
||
#~ "kolejne informacje dotyczące nowych aspektów gry. Bardziej szczegółowe "
|
||
#~ "wyjaśnienia specjalnych sytuacji i wyjątków od reguł można znaleźć pod "
|
||
#~ "odpowiednimi odsyłaczami."
|
||
|
||
#~ 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='Kampanie'</italic> składają się z wielu połączonych ze sobą "
|
||
#~ "scenariuszy, opowiadających pewną historię. W kampanii często musisz grać "
|
||
#~ "ostrożniej, zachowując najlepszych żołnierzy, aby można ich było użyć w "
|
||
#~ "kolejnych scenariuszach kampanii."
|
||
|
||
#~ 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 ""
|
||
#~ "Gra rozgrywa się na przestrzeni serii bitew zwanych "
|
||
#~ "<italic>text='scenariuszami'</italic>. W każdym scenariuszu twoi "
|
||
#~ "żołnierze stawiają czoła wojsku jednego lub więcej przeciwników. Możesz "
|
||
#~ "grać przeciwko komputerowi lub przeciw znajomym, którzy kolejno wykonują "
|
||
#~ "swoje tury siedząc przy tym samym komputerze. Jeśli komputer należy do "
|
||
#~ "sieci lokalnej, możesz grać przeciwko innym graczom w tej sieci. Jeśli "
|
||
#~ "masz połączenie z Internetem, możesz grać z użytkownikami z całego świata."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Doświadczenie i awansowanie"
|
||
|
||
#~ 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."
|
||
#~ msgstr ""
|
||
#~ "Twoje jednostki nie unikną obrażeń w walce. Gdy jednostka "
|
||
#~ "<ref>dst='experience_and_advancement' text='osiąga kolejny poziom'</ref>, "
|
||
#~ "odzyskuje wszystkie punkty życia. Może stać się to po każdej zakończonej "
|
||
#~ "walce z przeciwnikiem, bez względu na to, czyja przypada tura. Istnieje "
|
||
#~ "też kilka innych możliwości leczenia jednostek. Leczenie odbywa się "
|
||
#~ "zawsze na początku twojej tury, przed wykonaniem jakichkolwiek czynności."
|
||
|
||
#~ 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"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Inne cechy, które mogą być przypisane jednostkom, to "
|
||
#~ "<ref>dst='traits_dextrous' text='zręczna'</ref>, <ref>dst='traits_loyal' "
|
||
#~ "text='lojalna'</ref> i <ref>dst='traits_undead' text=nieumarła</ref>.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
|
||
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
|
||
#~ "fight. They also suffer a quarter less damage from poison."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Zdrowe'</italic> jednostki mają o 1 PŻ więcej od "
|
||
#~ "pozostałych jednostek, plus dodatkowy 1 PŻ za każdy poziom. Odzyskują też "
|
||
#~ "zwykłe 2 PŻ po każdej turze, w której nie walczyły, a dodatkowo odnoszą o "
|
||
#~ "jedną czwartą mniejsze obrażenia z powodu zatrucia."
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Jednostki posiadające ten atak specjalny'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Jednostki posiadające tę umiejętność'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Przywódcy:"
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Rekruci:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Era:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Strony:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Strony są używane tylko w rozgrywce wieloosobowej"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Wróć"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Dalej >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Odniesienie do nieznanego tematu:"
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "uszkodzony plik oryginalny"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Zamek"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "żerowanie"
|
||
|
||
#, fuzzy
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Wielkie drzewo"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Leczenie"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Leczenie"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Inteligentna"
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Rój"
|
||
|
||
#~ 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='Łąki'</italic> reprezentują otwarte równiny, w tym pola "
|
||
#~ "uprawne, pastwiska i tereny dzikie. Ponieważ jest to równy grunt, "
|
||
#~ "poruszanie się po łąkach jest bardzo łatwe, ale jednocześnie trudno jest "
|
||
#~ "się na nich bronić. Na łąkach zazwyczaj najlepiej sprawdza się kawaleria "
|
||
#~ "lub inne szybkie jednostki, które zyskują przewagę na otwartej "
|
||
#~ "przestrzeni.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma na łąkach obronę na poziomie od 30 do 40%."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Droga"
|
||
|
||
#~ 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='Drogi'</italic> to ziemiste ścieżki ubite przez wielu "
|
||
#~ "przemieszczających się po nich podróżników. W grze drogi mają takie same "
|
||
#~ "własności jak <ref>dst='terrain_flat' text='równiny'</ref>.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defense to most units than open ground. "
|
||
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
|
||
#~ "gained by stealth is negated. Elves are an exception to this general rule "
|
||
#~ "for forests. Not only do they possess full movement in forests, but they "
|
||
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
|
||
#~ "to this rule; though they are able to plow through the forests without "
|
||
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
|
||
#~ "them to receive no defensive bonus.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Lasy'</italic> reprezentują dowolny teren zarośnięty na "
|
||
#~ "tyle, by utrudnić przemieszczanie się. Choć spowalniają niemal każdego, "
|
||
#~ "lasy oferują większości jednostek lepsze możliwości obrony niż otwarta "
|
||
#~ "przestrzeń. Jedynie kawaleria ma takie trudności w poruszaniu się po "
|
||
#~ "lasach, że możliwość ukrycia się zupełnie traci na znaczeniu. Odstępstwem "
|
||
#~ "od tych ogólnych prawidłowości są elfy. Nie tylko potrafią się one "
|
||
#~ "poruszać w lasach z normalną prędkością, ale także zyskują sporą premię "
|
||
#~ "do obrony. Innym wyjątkiem są krasnoludy, które wprawdzie potrafią się "
|
||
#~ "przedzierać przez lasy bez znaczącej utraty szybkości, ale za sprawą "
|
||
#~ "całkowitego braku wiedzy o tym terenie nie otrzymują żadnej premii do "
|
||
#~ "obrony.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma w lasach obronę na poziomie 50%, ale kawaleria "
|
||
#~ "jest ograniczona do 30%. Z kolei elfy korzystają w nich z obrony od 60 do "
|
||
#~ "70%, włącznie z jednostkami konnymi. Krasnoludy na ogół mają w lasach "
|
||
#~ "obronę zaledwie 30%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
|
||
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
|
||
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
|
||
#~ "enough familiarity with the terrain that they can pass through it without "
|
||
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
|
||
#~ "that any defensive aid lent by cover is negated.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Wzgórza'</italic> reprezentują każdy względnie nierówny "
|
||
#~ "teren ze sporą liczbą spadków i wzniesień, które umożliwiają schronienie "
|
||
#~ "się. Większość żołnierzy ma problemy z poruszaniem się na wzgórzach. "
|
||
#~ "Krasnoludy, trolle i orki znają je na tyle, że przemieszczają po nich bez "
|
||
#~ "utraty szybkości. Kawaleria ma na tyle duże trudności z jazdą w tym "
|
||
#~ "terenie, że możliwość ukrycia się całkowicie traci na znaczeniu.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma na wzgórzach obronę na poziomie 50%, lecz "
|
||
#~ "kawaleria jest ograniczona do 40%. Krasnoludy korzystają na wzgórzach z "
|
||
#~ "obrony na poziomie 60%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Góry"
|
||
|
||
#~ 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='Góry'</italic> są na tyle strome, że większość jednostek "
|
||
#~ "musi wspinać się na przeszkody, by móc się poruszać. Z natury zapewniają "
|
||
#~ "większości żołnierzy sporą premię do obrony, ale jednocześnie poważnie "
|
||
#~ "spowalniają przemieszczanie się. Większość jednostek kawalerii nie może "
|
||
#~ "wjechać na górzysty teren. Wyjątkami są jazda elfów i gobliny dosiadające "
|
||
#~ "wilków. Góry są rodzimym terenem krasnoludów i trolli, więc nie mają one "
|
||
#~ "problemów z poruszaniem się w nich.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma w górach obronę rzędu 60%, a krasnoludy korzystają "
|
||
#~ "z obrony 70%."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
|
||
#~ "slow down nearly everyone, and inhibit their ability to defend "
|
||
#~ "themselves. An exception to this is any race bodily skilled in navigating "
|
||
#~ "water; these receive both full movement and a defensive bonus. Those that "
|
||
#~ "make their living in the wetlands are also adept at using this terrain "
|
||
#~ "for cover.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Bagna'</italic> reprezentują różne rodzaje terenów "
|
||
#~ "podmokłych. Spowalniają one niemal każdego, ograniczając jednocześnie "
|
||
#~ "możliwości obrony. Wyjątki stanowią tu rasy z natury przystosowane do "
|
||
#~ "przemieszczania się w wodzie, które otrzymują pełne premie do ruchu i "
|
||
#~ "obrony. Jednostki żyjące na terenach podmokłych potrafią też dobrze "
|
||
#~ "wykorzystywać możliwości ukrywania się w nich.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek posiada na bagnach obronę na poziomie 30%, zaś "
|
||
#~ "mermeni, nagi i jaszczury zazwyczaj 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Płytka woda"
|
||
|
||
#~ 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='Płytka woda'</italic> reprezentuje każdy zbiornik wodny na "
|
||
#~ "tyle głęboki, by woda sięgała człowiekowi mniej więcej do pasa, co "
|
||
#~ "wystarcza, by spowolnić niemal każdego i uczynić go podatnym na atak. "
|
||
#~ "Krasnoludy mają szczególne problemy, ponieważ w takich warunkach woda "
|
||
#~ "sięga im niemal po szyję. Wyjątkiem są rasy, których ciała przystosowane "
|
||
#~ "są do pływania — poruszają się one w płytkiej wodzie bez problemów i "
|
||
#~ "otrzymują sporą premię do obrony.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma w płytkiej wodzie obronę na poziomie od 20 do 30%, "
|
||
#~ "podczas gdy nagi i mermeni korzystają z obrony 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Głęboka woda"
|
||
|
||
#~ 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='Głęboka woda'</italic> reprezentuje akwen na tyle głęboki, "
|
||
#~ "że woda zakryłaby człowieka. Większość jednostek nie może wchodzić do "
|
||
#~ "głębokiej wody — jest ona domeną jednostek, które potrafią latać lub są "
|
||
#~ "wyśmienitymi pływakami.\n"
|
||
#~ "\n"
|
||
#~ "Mermeni i nagi poruszają się w głębokiej wodzie bez problemów i mają tam "
|
||
#~ "obronę 50%."
|
||
|
||
#~ 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='Zamarznięty'</italic> teren reprezentuje dowolny płaski "
|
||
#~ "obszar pokryty śniegiem lub lodem. Większość jednostek porusza się na nim "
|
||
#~ "wolniej i ma utrudnioną obronę. Jednostki pływające nie mogą pływać pod "
|
||
#~ "lodem, nawet jeśli potrafią oddychać pod wodą.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma na terenie zamarzniętym obronę na poziomie 20 do "
|
||
#~ "40%."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~ "Nearly all units receive a considerable bonus to their defense by being "
|
||
#~ "stationed in a castle, and most units receive full movement in a castle. "
|
||
#~ "Stationing units in a castle represents its defensive capability. Without "
|
||
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
|
||
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 60% defense in a castle.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Zamki'</italic> obejmują wszelkiego rodzaju stałe "
|
||
#~ "fortyfikacje. Niemal każda jednostka, która stacjonuje w zamku, otrzymuje "
|
||
#~ "sporą premię do obrony i może się w nim bez przeszkód poruszać. "
|
||
#~ "Utrzymywanie jednostek w zamku jest konieczne do zachowania jego "
|
||
#~ "zdolności obronnych. Jeśli nie każde pole muru jest obsadzone "
|
||
#~ "jednostkami, wróg może po prostu wkraść się do zamku, zyskując taką samą "
|
||
#~ "premię do obrony, jak każdy z obrońców.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma w zamku obronę rzędu 60%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
|
||
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
|
||
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
|
||
#~ "easier for them to navigate.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in sand."
|
||
#~ msgstr ""
|
||
#~ "Niestabilność <italic>text='piasków'</italic> sprawia, że większość "
|
||
#~ "jednostek ma trudności z ich pokonywaniem i jest na tym terenie łatwym "
|
||
#~ "celem. Wyjątkiem są rasy jaszczurze, które dzięki szerokim stopom i "
|
||
#~ "wężowatym ciałom przebywają piasek z dużo większą łatwością.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma na piaskach obronę od 20 do 40%."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Pustynia"
|
||
|
||
#~ 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='Pustynie'</italic> różnią się nieco od piaszczystych wydm i "
|
||
#~ "plaż, ale dla potrzeb rozgrywki wszystkie te tereny są identyczne — patrz "
|
||
#~ "<ref>dst='terrain_sand' text='piasek'</ref>."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
|
||
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
|
||
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
|
||
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
|
||
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
|
||
#~ "their small size can navigate many obstacles that other races cannot. "
|
||
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='illuminated'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Jaskinie'</italic> reprezentują podziemne groty na tyle "
|
||
#~ "przestronne, że mogą się w nich poruszać jednostki. Dla większości "
|
||
#~ "jednostek ten typ terenu jest zupełnie obcy, przez co są one w nim "
|
||
#~ "wolniejsze, a ich zdolności obrony są osłabione. Krasnoludy i trolle "
|
||
#~ "zamieszkują jaskinie, więc nie mają problemów z poruszaniem się w nich. "
|
||
#~ "Dotyczy to w szczególności krasnoludów, które dzięki niewielkiemu "
|
||
#~ "wzrostowi mogą pokonywać przeszkody nie do przebycia dla innych ras. "
|
||
#~ "Jaskinie bywają też <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='oświetlone'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek otrzymuje w jaskiniach obronę na poziomie od 20 do "
|
||
#~ "40%, a krasnoludy 50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Kamienista jaskinia"
|
||
|
||
#~ 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='Kamieniste jaskinie'</italic> kształtowane są przez wodę i "
|
||
#~ "wiatr, które rzeźbią skałę przenoszonym materiałem erodującym. Nierówna "
|
||
#~ "podziemna grota utrudnia większości jednostek poruszanie się, ale za to "
|
||
#~ "podnosi ich obronę. Krasnoludy i trolle, które są głównymi mieszkańcami "
|
||
#~ "jaskiń, poruszają się w tym terenie ze względną łatwością. Ponadto "
|
||
#~ "krasnoludy dzięki swojemu małemu wzrostowi czerpią pełne korzyści z "
|
||
#~ "takiego ukształtowania terenu. Jaskinie bywają niekiedy "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='oświetlone'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma w kamienistych jaskiniach obronę na poziomie 50%, "
|
||
#~ "zaś kawaleria ograniczona jest do 40%. Krasnoludy korzystają z obrony 60%."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Oświetlona jaskinia"
|
||
|
||
#~ 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 ""
|
||
#~ "Oświetlona jaskinia to nieczęsto spotykany skrawek podziemnego świata, na "
|
||
#~ "który padają przebijające się z powierzchni promienie światła "
|
||
#~ "rozpraszające ciemność. Zapewnia to praworządnym jednostkom premię do "
|
||
#~ "ataku i odbiera tę premię jednostkom chaotycznym. Pod innymi względami "
|
||
#~ "teren ten nie różni się od zwykłej <ref>dst='terrain_cave' "
|
||
#~ "text='jaskini'</ref>."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
|
||
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
|
||
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
|
||
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
|
||
#~ "completely mired and lack proper freedom of movement in combat. Undead "
|
||
#~ "units have a natural affinity for decay and function quite well in "
|
||
#~ "mushroom forests.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
|
||
#~ "receive only 20%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Grzybowe gaje'</italic> to rozległe, podziemne lasy "
|
||
#~ "gigantycznych grzybów rosnących w wilgotnych ciemnościach. Większość "
|
||
#~ "jednostek ma problemy z przemierzaniem sprężystego podłoża składającego "
|
||
#~ "się z mniejszych grzybków, choć większe grzyby zapewniają dobrą osłonę. "
|
||
#~ "Jednostki konne zupełnie jednak grzęzną w tym terenie, a w walce brakuje "
|
||
#~ "im swobody ruchu. Jednostki nieumarłych mają w swej naturze upodobanie do "
|
||
#~ "rozkładu i w grzybowych lasach całkiem nieźle dają sobie radę.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek ma w grzybowych gajach obronę na poziomie od 50% do "
|
||
#~ "60%, podczas gdy kawaleria otrzymuje zaledwie 20%."
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
|
||
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
|
||
#~ "navigating villages, and most units gain a defensive bonus from being "
|
||
#~ "stationed in a village. Villages allow units the resources to clean and "
|
||
#~ "tend to their wounds, which allows any unit stationed therein to heal "
|
||
#~ "eight hitpoints each turn, or to be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Wioski'</italic> reprezentują skupiska budynków, "
|
||
#~ "wybudowanych zarówno przez ludzi, jak i inne rasy. Prawie wszystkie "
|
||
#~ "jednostki, nawet kawaleria, bez problemu poruszają się w wioskach, a "
|
||
#~ "większość jednostek ma zapewnioną premię do obrony podczas pobytu w "
|
||
#~ "wiosce. Wioski dają możliwość leczenia ran, dzięki czemu znajdujące się w "
|
||
#~ "nich jednostki odzyskują każdej tury osiem punktów życia albo zostają "
|
||
#~ "wyleczone z trucizny.\n"
|
||
#~ "\n"
|
||
#~ "Większość jednostek otrzymuje w wioskach współczynnik obrony na poziomie "
|
||
#~ "od 50 do 60%, choć w przypadku kawalerii jest to tylko 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Wodna wioska"
|
||
|
||
#~ 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='Wodne wioski'</italic> to domostwa mermenów i nag. Choć "
|
||
#~ "stworzenia wodne czują się tam jak w domu, jednostki lądowe mają w takich "
|
||
#~ "wioskach duże trudności z poruszaniem się i obroną. Jak wszystkie wioski, "
|
||
#~ "również i te pozwalają jednak leczyć rany wszystkim jednostkom, "
|
||
#~ "niezależnie od rasy. Każda jednostka stacjonująca w wiosce odzyska osiem "
|
||
#~ "punktów życia na turę lub zostanie uzdrowiona z trucizny.\n"
|
||
#~ "\n"
|
||
#~ "Mermeni i nagi mają w wodnych wioskach obronę 60%, ale większość "
|
||
#~ "jednostek lądowych ma obronę znacznie niższą."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Nie do przejścia"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
|
||
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
|
||
#~ "are noted for sheer walls which would take days to traverse. As far as "
|
||
#~ "gameplay is concerned, only units capable of flying can cross this "
|
||
#~ "terrain."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Teren nie do przejścia'</italic> to każda przepaść lub "
|
||
#~ "rozpadlina, której (jak sama nazwa wskazuje) nie da się przejść po ziemi. "
|
||
#~ "Przepaście mają strome, często wręcz pionowe ściany, których przejście "
|
||
#~ "zajęłoby wiele dni. Z punktu widzenia rozgrywki teren tego typu mogą "
|
||
#~ "przekraczać tylko jednostki latające."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lawa"
|
||
|
||
#~ 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 ""
|
||
#~ "Niebezpieczeństwa związane z chodzeniem po <italic>text='lawie'</italic> "
|
||
#~ "są dość oczywiste. Pod względem przemieszczania się odpowiada terenowi "
|
||
#~ "<ref>dst='terrain_unwalkable' text='nie do przejścia'</ref> i tylko "
|
||
#~ "jednostki potrafiące latać na znacznej wysokości mogą ją przekraczać. "
|
||
#~ "Płynna magma wytwarza też jasny blask, który oświetla wszystko, co się "
|
||
#~ "nad nią znajduje. Zapewnia to premię do ataku jednostkom praworządnym i "
|
||
#~ "odbiera ją jednostkom chaotycznym."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Bród rzeczny"
|
||
|
||
#~ 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 ""
|
||
#~ "Gdy rzeka okazuje się być bardzo płytka, przeprawienie się przez nią jest "
|
||
#~ "proste dla jednostek lądowych. Co więcej, każde stworzenie przystosowane "
|
||
#~ "do pływania ma pełne możliwości ruchu w tych częściach rzek. Na potrzeby "
|
||
#~ "rozgrywki bród rzeczny traktowany jest jako łąka albo jako płytka woda, w "
|
||
#~ "zależności od tego, który rodzaj terenu zapewnia znajdującej się na nim "
|
||
#~ "jednostce lepsze premie do ruchu i obrony."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Rafa"
|
||
|
||
#~ 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='Rafy przybrzeżne'</italic> to płycizny utworzone przez "
|
||
#~ "kamienie, koralowce i piasek. Zapewniają one pieszym jednostkom "
|
||
#~ "pewniejszy grunt pod nogami i lepszą obronę niż płytka woda, a większości "
|
||
#~ "ras wodnych dają wyjątkowo wysoki współczynnik obrony.\n"
|
||
#~ "\n"
|
||
#~ "Mermeni i nagi mają na rafach obronę 70%."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Most"
|
||
|
||
#~ msgid ""
|
||
#~ "To those capable of building one, the ability to lay a "
|
||
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
|
||
#~ "of waterways, whose fords come and go with the rise and fall of the "
|
||
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
|
||
#~ "which is no laughing matter in the cold months of the year.\n"
|
||
#~ "\n"
|
||
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
|
||
#~ "for gameplay purposes, it is treated either as grassland or the "
|
||
#~ "underlying water, whichever offers the best movement and defensive "
|
||
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
|
||
#~ "and a land unit are not capable of occupying a bridge hex at the same "
|
||
#~ "time."
|
||
#~ msgstr ""
|
||
#~ "Umiejętność budowania <italic>text='mostów'</italic> pozwala na "
|
||
#~ "uwolnienie się od kaprysów natury, za których sprawą brody rzeczne "
|
||
#~ "pojawiają się i znikają wraz ze zmianą poziomu wód. Nie można też "
|
||
#~ "pogardzić luksusem przekraczania przeszkód wodnych suchą stopą, "
|
||
#~ "szczególnie w zimnych porach roku.\n"
|
||
#~ "\n"
|
||
#~ "Dla jednostek chodzących i pływających most łączy zalety lądu i wody — "
|
||
#~ "dla potrzeb rozgrywki most jest traktowany jak łąka lub płytka woda, w "
|
||
#~ "zależności od tego, który teren zapewnia najlepsze premie do ruchu i "
|
||
#~ "obrony jednostce stojącej na polu mostu. Należy pamiętać, że jednostki "
|
||
#~ "pływająca i piesza nie mogą jednocześnie zajmować tego samego pola mostu."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Nie do przebycia"
|
||
|
||
#~ 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 ""
|
||
#~ "Istnieją przeszkody nie do przebycia nawet dla najbardziej zawziętego "
|
||
#~ "podróżnika, takie jak ściany z litej skały czy też niebotyczne góry, "
|
||
#~ "których wierzchołki wiecznie spowijają chmury. Nawet stworzenie latające "
|
||
#~ "nie są w stanie pokonać podniebnych grani, a nawet najsilniejszy troll "
|
||
#~ "nie przebije grubej ściany jaskini."
|
||
|
||
#~ 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 ""
|
||
#~ "Berserk:\n"
|
||
#~ "Ten typ ataku powoduje trwanie walki aż do śmierci jednego z uczestników "
|
||
#~ "lub wymiany 30 ciosów i to zarówno podczas ataku, jak i obrony."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magiczny:\n"
|
||
#~ "Ten atak ma zawsze 70% szansy na trafienie, niezależnie od zdolności "
|
||
#~ "obronnych atakowanego."
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Pierwszy cios:\n"
|
||
#~ "Jednostka zawsze uderza jako pierwsza, nawet gdy się broni."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Żerowanie:\n"
|
||
#~ "Maksymalna liczba PŻ tej jednostki zwiększa się o 1 za każdym razem, gdy "
|
||
#~ "zabije ona jednostkę żyjącą."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Niektóre rodzaje uzbrojenia mają cechy specjalne, które zwiększają "
|
||
#~ "skuteczność ataków z ich wykorzystaniem.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Szansa trafienia'</header>"
|