7815 lines
308 KiB
Text
7815 lines
308 KiB
Text
# translation of fr.po to
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# Language french translations for Battle for Wesnoth package
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# vim:set encoding=utf-8:
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# Traduction anglaise du package Battle for Wesnoth.
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# Copyright (C) 2004 THE Battle for Wesnoth'S COPYRIGHT HOLDER
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# This file is distributed under the same license as the Battle for Wesnoth package.
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# French Wesnoth translation team <wesnoth@ml.free.fr>, 2004.
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# Guillaume Melquiond <guillaume.melquiond@gmail.com>, 2009.
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# Guillaume Melquiond <guillaume.melquiond@gmail.com>, 2009.
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# Guillaume Pascal <guillaume.pascal43@laposte.net>, 2011, 2012, 2013.
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# Guigou Guillaume <guillaume.guigou@orange.fr>, 2013.
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# Rémi BERTHO <remi.bertho@gmail.com>, 2014.
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: Wesnoth_Help-1.12\n"
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"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2017-09-21 23:27+0300\n"
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"PO-Revision-Date: 2014-07-10 20:03+0100\n"
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"Last-Translator: Émile Enguehard <zerbugug@gmail.com>\n"
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"Language-Team: français <wesnoth@ml.free.fr>\n"
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"Language: fr\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=(n > 1);\n"
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"X-Generator: Poedit 1.5.5\n"
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#. [time]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
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#: data/core/macros/schedules.cfg:109
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msgid "Underground"
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msgstr "Sous terre"
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#. [berserk]: id=berserk
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657
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#: data/core/macros/abilities.cfg:274
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msgid "berserk"
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msgstr "fureur berserk"
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#. [berserk]: id=berserk
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
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#: data/core/macros/abilities.cfg:275
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msgid ""
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"Whether used offensively or defensively, this attack presses the engagement "
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"until one of the combatants is slain, or 30 rounds of attacks have occurred."
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msgstr ""
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"En attaque comme en défense, cette attaque force le combat jusqu'à la mort "
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"de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours."
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#. [chance_to_hit]: id=magical
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:670
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668
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#: data/core/macros/abilities.cfg:359
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msgid "magical"
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msgstr "magique"
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#. [chance_to_hit]: id=magical
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
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#: data/core/macros/abilities.cfg:360
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msgid ""
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"This attack always has a 70% chance to hit regardless of the defensive "
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"ability of the unit being attacked."
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msgstr ""
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"Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que soit "
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"la capacité défensive de l'ennemi."
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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
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#: data/core/macros/abilities.cfg:404
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msgid "first strike"
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msgstr "initiative"
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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
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#: data/core/macros/abilities.cfg:405
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msgid ""
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"This unit always strikes first with this attack, even if they are defending."
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msgstr "Cette unité attaque toujours en premier, même quand elle se défend."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
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#: data/core/macros/abilities.cfg:10
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msgid "heals +4"
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msgstr "soins +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
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#: data/core/macros/abilities.cfg:11
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msgid "female^heals +4"
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msgstr "soins +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
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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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"Permet à cette unité de soigner les unités adjacentes au début de chaque "
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"tour.\n"
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"\n"
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"Une unité soignée peut soit regagner jusqu'à 4 points de vie, soit ne pas "
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"subir les effets du poison ce tour-ci.\n"
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"Une unité empoisonnée ne peut pas être guérie par un soigneur et devra "
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"trouver un village ou une unité qui dispose de la compétence guérison."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
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#: data/core/macros/abilities.cfg:28
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msgid "heals +8"
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msgstr "soins +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
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#: data/core/macros/abilities.cfg:29
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msgid "female^heals +8"
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msgstr "soins +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
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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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"Cette unité combine des remèdes à base de plantes avec des incantations "
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"magiques pour soigner plus rapidement que la normale sur le champ de "
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"bataille.\n"
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"\n"
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"Une unité soignée peut soit regagner jusqu'à 8 points de vie, soit ne pas "
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"subir les effets du poison ce tour-ci.\n"
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"Une unité empoisonnée ne peut pas être traitée par un soigneur, mais devra "
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"trouver un village ou une unité avec la capacité de guérison."
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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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#. [topic]: id=editor_brush
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#: data/core/editor/help.cfg:13
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msgid "Editor Brush"
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msgstr ""
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#. [topic]: id=editor_brush
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#. [topic]: id=editor_clipboard
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#. [topic]: id=editor_tool_label
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#. [topic]: id=editor_tool_item
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#. [topic]: id=editor_tool_village
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#. [topic]: id=editor_tool_unit
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#. [topic]: id=editor_time_schedule
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#. [topic]: id=editor_starting_positions_in_general
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#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
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#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
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#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
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#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
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msgid "TODO"
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msgstr ""
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#. [topic]: id=editor_clipboard
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#: data/core/editor/help.cfg:21
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msgid "Terrain Clipboard"
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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 "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:30
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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 brushes and the terrain palette."
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:39
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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:40
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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."
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:49
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msgid "Select Tool"
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:50
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msgid ""
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"Selects a set of hex fields. The best tool ever!\n"
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"\n"
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"This tool utilizes the brushes."
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:59
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msgid "Paste Tool"
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:60
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msgid "Paste the terrain in the clipboard"
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msgstr ""
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:67
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msgid "Starting Tool"
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msgstr ""
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:68
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msgid ""
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"Defines the side leader starting position\n"
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"\n"
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"This tool gives only limited control over the start locations of certain."
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msgstr ""
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#. [topic]: id=editor_tool_label
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#: data/core/editor/help.cfg:77
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msgid "Label Tool"
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msgstr ""
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#. [topic]: id=editor_tool_item
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#: data/core/editor/help.cfg:85
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msgid "Item Tool"
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msgstr ""
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#. [topic]: id=editor_tool_soundsource
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#: data/core/editor/help.cfg:93
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msgid "Soundsource Tool"
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msgstr ""
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#. [topic]: id=editor_tool_soundsource
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#: data/core/editor/help.cfg:94
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msgid ""
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"Places Soundsources on your maps!\n"
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"\n"
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"This tool has not been implemented yet."
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msgstr ""
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#. [topic]: id=editor_tool_village
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#: data/core/editor/help.cfg:103
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msgid "Village Ownership Tool"
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msgstr ""
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#. [topic]: id=editor_tool_unit
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#: data/core/editor/help.cfg:111
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msgid "Unit Tool"
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msgstr ""
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:119
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msgid "Named Areas"
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msgstr ""
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:120
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msgid ""
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"Named Areas are sets of gamefields which can be addressed during scenario "
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"scripting by a given name.\n"
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"\n"
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"It can be used to abstract between the implementation of an effect and the "
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"map specific setting.\n"
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"This is a very powerful mechanism since it allows generic scenario codings "
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"working with different maps providing the needed named locations."
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msgstr ""
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:130
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msgid "Playlist Manager"
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msgstr ""
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:131
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msgid ""
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"Saves a list of music tracks defining a random playlist to the scenario.\n"
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"\n"
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"Have a look at the addon server for easy to use additional music tracks."
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msgstr ""
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:140
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msgid "Map/Scenario Editor"
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msgstr ""
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:142
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msgid ""
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"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
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"on which every Wesnoth scenario takes place. It also provides a limited set "
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"of features for setting up a basic scenario.\n"
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"\n"
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"The editor can be launched from the <italic>text='Map Editor'</italic>"
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msgstr ""
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||
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:144
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#, fuzzy
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#| msgid ""
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#| "\n"
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#| "\n"
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#| "<header>text='Chance to Hit'</header>"
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msgid ""
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" option at the title screen. \n"
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"\n"
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"<header>text='What you get'</header>"
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msgstr ""
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"\n"
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||
"\n"
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"<header>text='Probabilité de toucher'</header>"
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||
|
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#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:146
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msgid ""
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"\n"
|
||
"\n"
|
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"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
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"An easy to use map editor, similar to simple paint applications.\n"
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"\n"
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"• Scenario Editor\n"
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"\n"
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"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
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msgstr ""
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||
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:153
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msgid ""
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"\n"
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"Predefine the scenario's music track playlist.\n"
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||
"\n"
|
||
"• Time Schedule Editor\n"
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"\n"
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||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:158
|
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msgid ""
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||
"\n"
|
||
"\n"
|
||
"• What-you-see-is-what-you-get\n"
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||
"The editor is not a WYSIWYG application.\n"
|
||
"\n"
|
||
"Because which exact graphic tile represents a terrain in the map depends on "
|
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"all terrain rules loaded (which is different between the editor and each "
|
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"other use case) the map won't look exactly the same.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"The editor is not a tool to help you scripting the scenario's event "
|
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"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"The editor can't load maps from versions prior to 1.10.\n"
|
||
"TODO is that true?\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:172
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
|
||
"needs a topic on its own\n"
|
||
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:184
|
||
msgid "Editing Modes"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Pure Map Mode'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Créateur de ressources'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "The editor features two separate modes of operation:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:187
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Allows only the composing of the terrain map itself and the definition of "
|
||
"leader starting positions."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:189
|
||
msgid ""
|
||
"\n"
|
||
"How the information is saved depends on the loaded file:\n"
|
||
"\n"
|
||
"<bold>text='Native'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:192
|
||
msgid ""
|
||
"\n"
|
||
"A new map or file containing only the arguments to the map_data attribute.\n"
|
||
"\n"
|
||
"The produced map can be played in the “User Maps” game type at the create "
|
||
"multiplayer game dialog if saved to the default directory.\n"
|
||
"\n"
|
||
"<bold>text='Embedded'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:197
|
||
msgid ""
|
||
"\n"
|
||
"Scenario files containing a valid map_data attribute (not a file include) "
|
||
"will be opened in this submode. The editor replaces only the content of "
|
||
"map_data and leaves everything else in the scenario untouched. Maps opened "
|
||
"this way are marked [e] in the Maps menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:198
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Scenario Mode'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Créateur de ressources'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:200
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The Scenario mode allows several extra tools to be used, such as the Unit "
|
||
"tool. At least one side must be defined in order to use these tools, "
|
||
"however.\n"
|
||
"\n"
|
||
"In this mode, terrain data is stored in the map_data attribute and saved "
|
||
"into a file with any applicable WML."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_toolkit
|
||
#: data/core/editor/help.cfg:211
|
||
msgid "Editor Tools"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_toolkit
|
||
#: data/core/editor/help.cfg:212
|
||
msgid ""
|
||
"The editor provides several tools for editing your maps and scenarios. At "
|
||
"all times, one of the editor tools is active. The active tool's context "
|
||
"determines the content of the editor palette and context menu.\n"
|
||
"\n"
|
||
"These following tools are provided:\n"
|
||
"\n"
|
||
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:234
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Editor"
|
||
msgstr "Modificateurs de terrain"
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:235
|
||
msgid ""
|
||
"The terrain editor's functionality is covered by the "
|
||
"<ref>dst='editor_tool_paint' text='Paint'</ref> and "
|
||
"<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:250
|
||
msgid "Time Schedule Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:258
|
||
msgid "Editor Palette"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:259
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:266
|
||
msgid "Wesnoth Map Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:267
|
||
msgid ""
|
||
"Wesnoth stores its maps in human readable plain text files.\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"files can be edited with a general purpose text editor like notepad.\n"
|
||
"\n"
|
||
"The only additional information provided by the map syntax are the starting "
|
||
"positions of the scenario's sides.\n"
|
||
"\n"
|
||
"Additional information, such as teams, custom events, and complex side "
|
||
"setups still need to be manually coded in WML."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=scenario_format
|
||
#: data/core/editor/help.cfg:280
|
||
msgid "Scenario Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_starting_positions_in_general
|
||
#: data/core/editor/help.cfg:288
|
||
msgid "Starting Positions Howto"
|
||
msgstr ""
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Encyclopédie"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Géographie'</ref>"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Géographie"
|
||
|
||
#. [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 ""
|
||
"Une rivière qui prend sa source dans les <ref>dst='heart_mountains' "
|
||
"text='Montagnes Centrales'</ref> et qui se jette à l'est dans la Listra."
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great Ocean"
|
||
msgstr "Grand Océan"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
#, 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 ""
|
||
"S'étend à l'ouest du <ref>dst='great_continent' text='Grand Continent'</ref> "
|
||
"et tous les fleuves s'y jettent. Loin vers l'ouest dans le Grand Océan se "
|
||
"trouve l'immense archipel appelé <ref>dst='morogor' text='Morogor'</ref>."
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:38
|
||
msgid "Morogor"
|
||
msgstr "Morogor"
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:39
|
||
#, 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 ""
|
||
"Archipel situé quelque part dans le <ref>dst='great_ocean' text='Grand "
|
||
"Océan'</ref>, à l'ouest de l' <ref>dst='green_isle' text='Île Verte'</ref> "
|
||
"et à l'est du <ref>dst=old_continent text='Vieux Continent'</ref>.\n"
|
||
"Il est peuplé principalement de <ref>dst='..race_drake' text='dracans'</"
|
||
"ref>.\n"
|
||
"L'île centrale de l'archipel est aussi appelée « Morogor »."
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:46
|
||
msgid "Green Isle"
|
||
msgstr "Île Verte"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:47
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"Une plus grande île du <ref>dst='great_ocean' text='Grand Océan'</ref>."
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
msgid "Old Continent"
|
||
msgstr "Vieux Continent"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:53
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"Se trouve à l'ouest de <ref>dst='morogor' text='Morogor'</ref>, de l'autre "
|
||
"côté du <ref>dst='great_ocean' text='Grand Océan'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Great Continent"
|
||
msgstr "Grand Continent"
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:59
|
||
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 ""
|
||
"Le continent où se trouve le <ref>dst='kingdom_wesnoth' text='royaume de "
|
||
"Wesnoth'</ref>. Sa côté ouest borde le <ref>dst='great_ocean' text='Grand "
|
||
"Océan'</ref>."
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
msgid "Irdya"
|
||
msgstr "Irdya"
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:65
|
||
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 ""
|
||
"Le nom du monde dans lequel le royaume de <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> est situé s'appelle « Irdya ». Ce terme est cependant "
|
||
"rarement utilisé dans l'aire décrite par la carte principale. Normalement on "
|
||
"dit juste « le monde » ou, poétiquement, « le grand monde vert »."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Royaume de Wesnoth"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:71
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
#| "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
#| "mainline campaigns revolve around it. It is bounded on the map by the "
|
||
#| "Great River to the north, the shore of the Great Ocean to the west, the "
|
||
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
|
||
#| "ref>, and the Bitter Swamp to the southeast (lower right corner of the "
|
||
#| "main map).\n"
|
||
#| "\n"
|
||
#| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier "
|
||
#| "region. It is bounded to the south (off-map) by dense woods of which the "
|
||
#| "Aethenwood may be considered a northernmost extension.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Weldyn: The capital of Wesnoth.\n"
|
||
#| " ◦ Aldril: City lying on the Bay of Pearls.\n"
|
||
#| " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
#| " ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
#| " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of "
|
||
#| "the country, just west and north of Weldyn.\n"
|
||
#| " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
|
||
#| "the confluence of the Weldyn River and the Great River.\n"
|
||
#| " ◦ Fort Tahn: The southernmost border outpost, controls the "
|
||
#| "north/south road crossing the River Aethen.\n"
|
||
#| " ◦ Tath: Important fort city north of Dan’Tonk, exerts control "
|
||
#| "over the wilderness country around the east of the Brown Hills and north "
|
||
#| "to the Ford of Abez.\n"
|
||
#| "\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
|
||
#| " ◦ Ford of Abez: Shallow part of the Great River, it is usually "
|
||
#| "controlled by Wesnothian forces\n"
|
||
#| " ◦ Weldyn River: It branches from the Great River and goes "
|
||
#| "south\n"
|
||
#| " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and "
|
||
#| "Fort Tahn, this plain is Wesnoth’s bread basket and home to most of its "
|
||
#| "population\n"
|
||
#| " ◦ Dulatus Hills: These rolling hills bordering the Great "
|
||
#| "Central Plain provide much of Wesnoth’s livestock and agriculture\n"
|
||
#| " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is "
|
||
#| "not well-populated and occasionally very dangerous.\n"
|
||
#| " ◦ Horse Plains: Region of rolling plains just south of the "
|
||
#| "Great River, bounded by Glyn’s Forest to the west and the River Weldyn to "
|
||
#| "the east; the southern reach merges into the Central Plain. Home of the "
|
||
#| "powerful Clans; the best horses in Wesnoth are bred here.\n"
|
||
#| " ◦ Estmark Hills: Largish range rising south of the Great River "
|
||
#| "and east of the Weldyn River. The northernmost portion, nearest the River "
|
||
#| "Weldyn, has at various times been settled by Wesnothians, but the "
|
||
#| "Kingdom’s control is tenuous at best and banditry is common.\n"
|
||
#| " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for "
|
||
#| "one of Haldric II’s sons\n"
|
||
#| " ◦ Gray Woods: Large forest in the heart of the wilds of "
|
||
#| "Wesnoth, located between Carcyn and Aldril and generally considered to be "
|
||
#| "haunted\n"
|
||
#| " ◦ Green Swamp: Large swamp in the heart of the wilds of "
|
||
#| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and "
|
||
#| "feeds into the Great River. (Not shown on the main map.)"
|
||
msgid ""
|
||
"The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
"mainline campaigns revolve around it. It is bounded on the map by the Great "
|
||
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
|
||
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
|
||
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
|
||
"\n"
|
||
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
|
||
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
|
||
"may be considered a northernmost extension.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Weldyn: The capital of Wesnoth.\n"
|
||
" • Aldril: City lying on the Bay of Pearls.\n"
|
||
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
" • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
"country, just west and north of Weldyn.\n"
|
||
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
"confluence of the Weldyn River and the Great River.\n"
|
||
" • Fort Tahn: The southernmost border outpost, controls the north/south "
|
||
"road crossing the River Aethen.\n"
|
||
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
|
||
"wilderness country around the east of the Brown Hills and north to the Ford "
|
||
"of Abez.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
" • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
"controlled by Wesnothian forces.\n"
|
||
" • Weldyn River: It branches from the Great River and goes south.\n"
|
||
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s livestock and agriculture.\n"
|
||
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
|
||
"populated and occasionally very dangerous.\n"
|
||
" • Horse Plains: Region of rolling plains just south of the Great River, "
|
||
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
|
||
"southern reach merges into the Central Plain. Home of the powerful Clans; "
|
||
"the best horses in Wesnoth are bred here.\n"
|
||
" • Estmark Hills: Largish range rising south of the Great River and east "
|
||
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
|
||
"at various times been settled by Wesnothians, but the Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s sons.\n"
|
||
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted."
|
||
msgstr ""
|
||
"Le royaume de Wesnoth est situé dans la partie au centre-nord du "
|
||
"<ref>dst='great_continent' text='Grand Continent'</ref>. La plupart des "
|
||
"campagnes officielles se déroulent dans cette région. Il est limité sur la "
|
||
"carte par le Grand Fleuve au nord, le rivage du Grand Océan à l'ouest, la "
|
||
"Forêt d'Aethen au <ref>dst='southwest_elven_lands' text='sud-ouest'</ref> et "
|
||
"le Marais Amer au sud-est (coin en bas à droite de la carte principale).\n"
|
||
"\n"
|
||
"Au-delà du fleuve Aethen, au sud de Fort Tahn, se trouve une région "
|
||
"frontalière de Wesnoth. Elle est limitée au sud (en dehors de la carte) par "
|
||
"des forêts denses dont la Forêt d'Aethen peut être considérée comme la "
|
||
"partie la plus au nord.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Weldyn : La capitale de Wesnoth.\n"
|
||
" ◦ Aldril : Cité située dans la Baie des Perles.\n"
|
||
" ◦ Port d'Aiguenoire : Cité au sud de la Baie des Perles.\n"
|
||
" ◦ Carcyn : Située entre les Bois Gris et le Grand Fleuve.\n"
|
||
" ◦ Dan’Tonk : La plus grande cité de Wesnoth, située au centre du "
|
||
"royaume, juste au nord-ouest de Weldyn.\n"
|
||
" ◦ Soradoc : Le poste frontière le plus au nord de Wesnoth, qui "
|
||
"contrôle la confluence de la rivière Weldyn et du Grand Fleuve.\n"
|
||
" ◦ Fort Tahn : Le poste frontière le plus au sud, qui contrôle la "
|
||
"traversée nord/sud du fleuve Aethen.\n"
|
||
" ◦ Tath : Importante cité fortifiée au nord de Dan’Tonk, exerce un "
|
||
"contrôle sur les terres sauvages à l'est des Collines Brunes et au nord du "
|
||
"Gué d'Abez.\n"
|
||
"\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ Montagne aux Griffons : Terre des légendaires griffons\n"
|
||
" ◦ Gué d'Abez : Partie peu profonde du Grand Fleuve, il est le plus "
|
||
"souvent contrôlé par les armées de Wesnoth\n"
|
||
" ◦ Fleuve Weldyn : Il dérive du Grand Fleuve pour aller vers le "
|
||
"sud\n"
|
||
" ◦ Grande Plaine Centrale : Zone entourée par Weldyn, Dan’Tonk et "
|
||
"Fort Tahn, cette plaine est le grenier à blé de Wesnoth et abrite la plus "
|
||
"grande partie de sa population\n"
|
||
" ◦ Collines Dulatus : Ces collines vallonnées au bord de la Grande "
|
||
"Plaine Centrale contribuent largement au bétail et à l'agriculture de "
|
||
"Wesnoth\n"
|
||
" ◦ Collines Ocres : Terres arides autour de la Montagne aux "
|
||
"Griffons, peu peuplées et parfois très dangereuses.\n"
|
||
" ◦ Plaines aux Chevaux : Région de plaines herbeuses juste au sud "
|
||
"du Grand Fleuve, entourée de la Forêt de Glyn à l'ouest et du fleuve Weldyn "
|
||
"à l'est ; la partie sud rejoint la Plaine Centrale. Terre des puissants "
|
||
"Clans ; les meilleurs chevaux de Wesnoth sont élevés ici.\n"
|
||
" ◦ Collines Estmark : Vaste zone s'étalant au sud du Grand Fleuve "
|
||
"et à l'est du fleuve Weldyn. La partie la plus au nord, la plus proche du "
|
||
"fleuve Weldyn, a été colonisée à diverses périodes par des Wesnothiens, mais "
|
||
"le contrôle du Royaume y est mince et le banditisme courant.\n"
|
||
" ◦ Forêt de Glyn : Parfois aussi appelée Forêt Royale, elle a "
|
||
"hérité du nom d'un fils de Haldric II.\n"
|
||
" ◦ Bois Gris : Vaste forêt au cœur des terres sauvages de Wesnoth, "
|
||
"située entre Carcyn et Aldril et réputée pour être hantée\n"
|
||
" ◦ Marais Glauque : Vaste marais au cœur des terres sauvages de "
|
||
"Wesnoth, au sud d'Aldril. Il recueille les boues des Collines Brunes et "
|
||
"alimente le Grand Fleuve. (Absent de la carte principale)"
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:100
|
||
msgid "Elensefar"
|
||
msgstr "Elensefar"
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:101
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
#| "text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
#| "treaty federation with Wesnoth. Its borders are the Great River to the "
|
||
#| "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls "
|
||
#| "to the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the "
|
||
#| "west. More information is found in the historical narrative of Wesnoth.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Elensefar: The capital, located on an island in the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref> delta\n"
|
||
#| " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with "
|
||
#| "Wesnoth\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ <ref>dst='great_river' text='Great River'</ref>: It is very "
|
||
#| "wide at this point, and only ships can cross it."
|
||
msgid ""
|
||
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
"treaty federation with Wesnoth. Its borders are the Great River to the "
|
||
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
|
||
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
|
||
"More information is found in the historical narrative of Wesnoth.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Elensefar: The capital, located on an island in the "
|
||
"<ref>dst='great_river' text='Great River'</ref> delta.\n"
|
||
" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n"
|
||
" \n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
|
||
"this point, and only ships can cross it."
|
||
msgstr ""
|
||
"Elensefar est parfois une province du <ref>dst='kingdom_wesnoth' "
|
||
"text='royaume de Wesnoth'</ref>, parfois un pays indépendant et parfois lié "
|
||
"en fédération avec Wesnoth. Ses frontières sont le Grand Fleuve au nord, une "
|
||
"ligne changeante de démarcation avec Wesnoth à l'est, la Baie des Perles au "
|
||
"sud et le<ref>dst='great_ocean' text='grand océan'</ref> à l'ouest. Plus "
|
||
"d'information disponible dans l'Histoire de Wesnoth.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Elensefar : La capitale, située sur une île dans le delta du "
|
||
"<ref>dst='great_river' text='Grand Fleuve'</ref>\n"
|
||
" ◦ Carcyn : Cité sur la frontière entre Wesnoth et Elensefar, d'un "
|
||
"côté ou de l'autre au gré des conflits\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ <ref>dst='great_river' text='Grand Fleuve'</ref>: Il est très "
|
||
"large à cet endroit, il faut un bâteau pour le traverser."
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:113
|
||
msgid "Northlands"
|
||
msgstr "Terres du Nord"
|
||
|
||
# "Long-Repos" : cf. campagne Héritier du Trône pour le choix de la traduction
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:114
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "There is no government of the Northlands. Various groups of orcs, "
|
||
#| "dwarves, barbarian men and even elves populate the region. The northern "
|
||
#| "and eastern borders are not defined, the southern border is the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
|
||
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Glamdrol: An Orcish tribal capital\n"
|
||
#| " ◦ Romyr: Another Orcish tribal capital\n"
|
||
#| " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
|
||
#| " ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
|
||
#| "Knalga in the southern Heart Mountains. A major trade center.\n"
|
||
#| " ◦ Dallben and Delwyn: Human villages originally built by "
|
||
#| "settlers who crossed the Great River during Wesnoth’s Golden Age "
|
||
#| "expansion. Now abandoned. The forested area northeast of Elensefar, where "
|
||
#| "these villages were located, was named the Annuvin province by men but "
|
||
#| "was known by the elves as Wesmere.\n"
|
||
#| "\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Heart Mountains: A virtually impassable barrier between the "
|
||
#| "river country and the Northern Plains.\n"
|
||
#| " ◦ Heartfangs: the particularly forbidding stretch of high peaks "
|
||
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
#| "madmen, and mages live there.\n"
|
||
#| " ◦ Swamp of Dread: a very large bog located between the Heart "
|
||
#| "Mountains and the Great River. A notoriously dangerous place.\n"
|
||
#| " ◦ Lake Vrug: A large mountain lake whose river carves the only "
|
||
#| "pathway through the Northern Mountains\n"
|
||
#| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is "
|
||
#| "the elvish name; among humans it is called Longlier.\n"
|
||
#| " ◦ River Listra: The south-running tributary of the Great River "
|
||
#| "into which the Arkan-thoria empties.\n"
|
||
#| " ◦ Lintanir Forest: The southernmost portion of the Great "
|
||
#| "Northern Forest, a gigantic wood whose eastern and northern boundaries "
|
||
#| "are known only the elves. Their capitol, Elensiria, has only seldom been "
|
||
#| "visited by humans.\n"
|
||
#| " ◦ Great River: The origin of this river is somewhere in the "
|
||
#| "east of the northern lands"
|
||
msgid ""
|
||
"There is no government of the Northlands. Various groups of orcs, dwarves, "
|
||
"barbarian men and even elves populate the region. The northern and eastern "
|
||
"borders are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An Orcish tribal capital.\n"
|
||
" • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of Elensefar, where these villages "
|
||
"were located, was named the Annuvin province by men but was known by the "
|
||
"elves as Wesmere.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Heart Mountains: A virtually impassable barrier between the river "
|
||
"country and the Northern Plains.\n"
|
||
" • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
"madmen, and mages live there.\n"
|
||
" • Swamp of Dread: a very large bog located between the Heart Mountains "
|
||
"and the Great River. A notoriously dangerous place.\n"
|
||
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
|
||
"through the Northern Mountains.\n"
|
||
" • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
|
||
"elvish name; among humans it is called Longlier.\n"
|
||
" • River Listra: The south-running tributary of the Great River into "
|
||
"which the Arkan-thoria empties.\n"
|
||
" • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
|
||
"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."
|
||
msgstr ""
|
||
"Il n'y a aucun gouvernement dans les Terres du Nord. Divers groupes d'orcs, "
|
||
"de nains, de barbares humains et même d'elfes peuplent la région. Les "
|
||
"frontières nord et est ne sont pas définies, celle du sud est le "
|
||
"<ref>dst='great_river' text='Grand Fleuve'</ref> et celle de l'ouest le "
|
||
"<ref>dst='great_ocean' text='Grand Océan'</ref>.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Glamdrol : La capitale d'une tribu orc\n"
|
||
" ◦ Wesmere : L'emplacement du Ka’lian, le Conseil Elfe\n"
|
||
" ◦ Les Portes des Nains : Un village mixte humain/nain dans la "
|
||
"région de Knalga au sud des Montagnes Heart. Un grand centre de commerce.\n"
|
||
" ◦ Dallben and Delwyn : Des villages humains fondés à l'origine par "
|
||
"des colons qui avaient traversé le Grand Fleuve pendant l'expansion de l'Âge "
|
||
"d'Or de Wesnoth. Désormais abandonnes. La forêt au nord-est d'Elensefar, où "
|
||
"ces villages étaient situés, était appelée la province d'Annuvin par les "
|
||
"hommes mais les elfes la nommaient Wesmere.\n"
|
||
"\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ Montagnes Centrales : Une barrière naturelle presque "
|
||
"infranchissable entre la région du fleuve et les Plaines du Nord.\n"
|
||
" ◦ Crocs Centraux : la ligne de monts particulièrement imposants au "
|
||
"sud-ouest du Lac Vrug et au nord de la Forêt de Wesmere. La partie la plus "
|
||
"hostile et dangereuse des Montagnes Centrales ; seuls des ermites, des fous "
|
||
"et des mages y vivent.\n"
|
||
" ◦ Marais de la Peur : un très vaste zone marécageuse entre les "
|
||
"Montagnes du cœur et le Grand Fleuve. Un endroit connu pour être dangereux.\n"
|
||
" ◦ Lac Vrug : Un grand lac de montagne dont la rivière creuse le "
|
||
"seul chemin au travers des Montagnes du Nord\n"
|
||
" ◦ Arkan-thoria : Le fleuve issu du Lac Vrug. C'est le nom elfe ; "
|
||
"les humains l'appellent Long-Repos.\n"
|
||
" ◦ Rivière Listra : L'affluent du Grand Fleuve coulant vers le sud "
|
||
"dans lequel se déverse l'Arkan-thoria.\n"
|
||
" ◦ Forêt de Lintanir : La partie la plus au sud de la Grande Forêt "
|
||
"du Nord, un gigantesque bois dont les limites est et nord ne sont connues "
|
||
"que des elfes. Leur capitale, Elensiria, n'est que rarement visitée par des "
|
||
"humains.\n"
|
||
" ◦ Grand Fleuve : La source de ce fleuve est quelque part dans "
|
||
"l'est des terres du nord"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:135
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Terres elfes du Sud-Ouest"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:136
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Wood Elves are separate from those of the north, and have only "
|
||
#| "intermittent relations with them and most other countries. Its borders "
|
||
#| "are the Green Swamp to the northeast, the desert (not shown) to the "
|
||
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
|
||
#| "\n"
|
||
#| " • Notable cities\n"
|
||
#| " ◦ None known\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
|
||
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
|
||
#| "race_elf' text='elves'</ref>."
|
||
msgid ""
|
||
"The Wood Elves are separate from those of the north, and have only "
|
||
"intermittent relations with them and most other countries. Its borders are "
|
||
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River "
|
||
"to the south and southeast, the lands of Wesnoth to the north and the "
|
||
"Kerlath province to the east.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • None known.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Aethenwood: The largest southern forest, it extends far to the south "
|
||
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
|
||
"make no such distinction, the southern part of the forest has been named "
|
||
"Southwood by denizens of Kerlath.\n"
|
||
" • Black Forest: An ancient forest of which very little is known, "
|
||
"abandoned by the elves long ago."
|
||
msgstr ""
|
||
"Les Bois Elfes sont distincts de ceux du Nord, et n'ont que de sporadiques "
|
||
"relations avec eux et la plupart des autres pays. Ses frontières sont le "
|
||
"Marais Glauque au nord-est, le désert (absent de la carte) au sud et "
|
||
"le<ref>dst='great_ocean' text='grand océan'</ref> à l'ouest.\n"
|
||
"\n"
|
||
" • Cités remarquables\n"
|
||
" ◦ Aucune cité connue\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ Forêt d'Aethen : La plus grande forêt du Sud, elle s'étend loin "
|
||
"vers le sud-ouest, bien plus que ce qu'en connaissent les géographes, et est "
|
||
"la terre des <ref>dst='..race_elf' text='elfes'</ref>."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:148
|
||
msgid "Heart Mountains"
|
||
msgstr "Montagnes Centrales"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:149
|
||
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 ""
|
||
"Une barrière naturelle presque infranchissable entre la région de la "
|
||
"<ref>dst='arkan_thoria' text='rivière'</ref> et les <ref>dst='far_north' "
|
||
"text='Plaines du Nord'</ref>."
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
msgid "Far North"
|
||
msgstr "Grand Nord"
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:155
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
|
||
#| "text='Heart Mountains'</ref>, which the Orcs call the Haggid-Dargor and "
|
||
#| "claim (without merit) as their own. To the east lie the Unaligned Tribes "
|
||
#| "of the Wild Steppe, who fell out of the control of the Clannate, instead "
|
||
#| "roaming with wild human barbarians and clashing with the High Elves of "
|
||
#| "the North Plains (known as North Elves in human lands). The High Elves "
|
||
#| "themselves reside further east, where it is rumored they rule a vast "
|
||
#| "kingdom.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Barag Gor, a city home to the Orcish Council\n"
|
||
#| " ◦ Bitok\n"
|
||
#| " ◦ Borstep\n"
|
||
#| " ◦ Castelfrang\n"
|
||
#| " ◦ Farzi\n"
|
||
#| " ◦ Festog\n"
|
||
#| " ◦ Grisbi\n"
|
||
#| " ◦ Lmarig\n"
|
||
#| " ◦ Melmog\n"
|
||
#| " ◦ Prestim\n"
|
||
#| " ◦ Tirigaz\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Swamp of Desolation\n"
|
||
#| " ◦ Mountains of Dorth\n"
|
||
#| " ◦ Mountains of Haag\n"
|
||
#| " ◦ Green Forest\n"
|
||
#| " ◦ Silent Forest\n"
|
||
#| " ◦ Forest of Thelien\n"
|
||
#| " ◦ River Oumph\n"
|
||
#| " ◦ River Bork\n"
|
||
#| " ◦ Wild Steppe"
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
|
||
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
|
||
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
|
||
"Steppe, who fell out of the control of the Clannate, instead roaming with "
|
||
"wild human barbarians and clashing with the High Elves of the North Plains "
|
||
"(known as North Elves in human lands). The High Elves themselves reside "
|
||
"further east, where it is rumored they rule a vast kingdom.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Barag Gor, a city home to the Orcish Council\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz\n"
|
||
" • Dorest, the northernmost human city\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Black Marshes\n"
|
||
" • Mountains of Dorth\n"
|
||
" • Mountains of Haag\n"
|
||
" • Greenwood\n"
|
||
" • Silent Forest\n"
|
||
" • Forest of Thelien\n"
|
||
" • River Oumph\n"
|
||
" • River Bork\n"
|
||
" • Frosty Wastes\n"
|
||
" • Barren Plains"
|
||
msgstr ""
|
||
"Froid, inhospitalier et inaccessible, le Grand Nord est la terre ancestrale "
|
||
"des Clans orcs. Il est situé au nord des <ref>dst='heart_mountains' "
|
||
"text='Montagnes Centrales'</ref>, que les orcs appellent Haggid-Dargor et "
|
||
"affirment être leur propriété (sans fondement). À l'est vivent les Tribus "
|
||
"Libres de la Steppe Sauvage, qui ont échappé au contrôle des Clans et qui "
|
||
"vagabondent avec des barbares humains sauvages et se battent contre les "
|
||
"Hauts Elfes des Plaines du Nord (appelés Elfes du Nord dans les terres "
|
||
"humaines). Les Hauts Elfes eux-mêmes vivent plus à l'est, où la rumeur veut "
|
||
"qu'ils possèdent un vaste royaume.\n"
|
||
"\n"
|
||
" • Cités remarquables :\n"
|
||
" ◦ Barag Gor, une ville qui abrite le Conseil Orc\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
" ◦ Dorest, la ville humaine la plus au nord\n"
|
||
" • Lieux remarquables :\n"
|
||
" ◦ Marais de la Désolation\n"
|
||
" ◦ Montagnes de Dorth\n"
|
||
" ◦ Montagnes de Haag\n"
|
||
" ◦ Forêt Verte\n"
|
||
" ◦ Forêt Silencieuse\n"
|
||
" ◦ Forêt de Thelien\n"
|
||
" ◦ Rivière Oumph\n"
|
||
" ◦ Rivière Bork\n"
|
||
" ◦ Steppe Sauvage\n"
|
||
" ◦ Plaines Désertiques"
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Moment de la journée"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:96
|
||
msgid "Introduction"
|
||
msgstr "Introduction"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:168
|
||
msgid "Gameplay"
|
||
msgstr "Déroulement du jeu"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:397
|
||
msgid "Traits"
|
||
msgstr "Traits"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:119
|
||
msgid "Units"
|
||
msgstr "Unités"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:139
|
||
msgid "Abilities"
|
||
msgstr "Capacités"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:148
|
||
msgid "Weapon Specials"
|
||
msgstr "Spécificités des attaques"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:128
|
||
msgid "Eras"
|
||
msgstr ""
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:71 data/core/help.cfg:412
|
||
msgid "Terrains"
|
||
msgstr "Terrains"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:79 data/core/help.cfg:465
|
||
msgid "Add-ons"
|
||
msgstr "Extensions"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:85 data/core/help.cfg:532
|
||
msgid "Commands"
|
||
msgstr "Commandes"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:97
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy "
|
||
#| "strategy game somewhat unusual among modern strategy games. While other "
|
||
#| "games strive for complexity, <italic>text='Battle for Wesnoth'</italic> "
|
||
#| "strives for simplicity of both rules and gameplay. This does not make the "
|
||
#| "game simple, however — from these simple rules arise a wealth of "
|
||
#| "strategy, making the game easy to learn but a challenge to master."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
|
||
"game somewhat unusual among modern strategy games. While other games strive "
|
||
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
|
||
"simplicity of both rules and gameplay. This does not make the game simple, "
|
||
"however — from these simple rules arise a wealth of strategy, making the "
|
||
"game easy to learn but a challenge to master.\n"
|
||
"\n"
|
||
"The following pages outline all you need to know to play Wesnoth. As you "
|
||
"play, new information is added to the various categories as you come across "
|
||
"new aspects of the game. For more detailed information on special situations "
|
||
"and exceptions, follow the included links."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"« Bataille pour Wesnoth » est un jeu de stratégie d'<italic>text='heroic "
|
||
"fantasy'</italic> quelque peu inhabituel parmi les jeux récents du même "
|
||
"type. Alors que les autres s'avèrent toujours plus complexes, "
|
||
"<italic>text='Bataille pour Wesnoth'</italic> vise la simplicité et la "
|
||
"jouabilité sans être simpliste pour autant : ses règles simples révèlent une "
|
||
"vraie richesse stratégique, ce qui en fait un jeu facile à apprendre mais "
|
||
"difficile à maîtriser."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid "About the Game"
|
||
msgstr "À propos du jeu"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:108
|
||
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:120
|
||
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 ""
|
||
"Cette section liste toutes les unités que vous découvrez lorsque vous "
|
||
"explorez le monde de Wesnoth. Quand vous voyez une nouvelle unité au cours "
|
||
"d'une campagne ou d'un scénario multijoueur, elle sera ajoutée à la sous-"
|
||
"section de sa race et vous pourrez alors voir sa page chaque fois que vous "
|
||
"le souhaiterez. La page d'une unité fournit une description générale, ses "
|
||
"statistiques, ainsi que d'autres informations concernant ses attaques, ses "
|
||
"capacités de résistance, et ses valeurs de mouvements et de défense.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:129
|
||
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:131
|
||
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:140
|
||
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 ""
|
||
"Certaines unités ont des capacités qui affectent les autres unités ou la "
|
||
"manière dont elles interagissent avec les autres. Ces capacités seront "
|
||
"listées dans cette rubrique au fur et à mesure que vous les rencontrerez.\n"
|
||
"Chaque page fournira une description de la capacité et listera les unités "
|
||
"(actuellement découvertes) qui la possède.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:149
|
||
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 ""
|
||
"Certaines armes ont des caractéristiques particulières qui augmentent "
|
||
"l'efficacité de l'attaque. Quand vous voyez une nouvelle arme spéciale lors "
|
||
"d'un scénario de campagne ou de multijoueur, elle sera ajoutée à cette "
|
||
"liste, vous pourrez alors voir sa page chaque fois que vous le souhaitez. "
|
||
"Chaque page fournira une description de ce que fait l'arme spéciale ainsi "
|
||
"qu'une liste des unités (actuellement découvertes) qui la possède.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid "Unknown Unit"
|
||
msgstr "Unité inconnue"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:159
|
||
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"
|
||
"Vous ne connaissez pas cette unité pour l'instant. Vous devez l'avoir "
|
||
"rencontrée pour en lire la description."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:169
|
||
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."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:176
|
||
#, fuzzy
|
||
#| msgid "<header>text='Units of this race'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr "<header>text='Unités de cette race'</header>"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:176
|
||
#, 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 ""
|
||
"En cours de partie, gardez en tête qu'une brève explication apparaîtra si "
|
||
"vous glissez le curseur sur différents éléments du jeu, comme par exemple "
|
||
"dans le panneau d'état, à droite. Cela est très utile quand vous voyez pour "
|
||
"la première fois une nouvelle <ref>dst='..abilities_section' "
|
||
"text='capacité'</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:188
|
||
msgid "Victory and Defeat"
|
||
msgstr "Victoire et défaite"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
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"
|
||
"Après avoir gagné un scénario, la carte se grise et le bouton de fin de tour "
|
||
"se transforme en bouton de fin de scénario. Vous pouvez ainsi, par exemple, "
|
||
"changer vos options de sauvegarde ou, en jeu multijoueur, discuter avec les "
|
||
"autres avant de continuer."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
#, 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 ""
|
||
"Faites très attention aux <bold>text='objectifs'</bold> du scénario en début "
|
||
"de partie. Souvent, vous gagnerez en tuant tous les chefs ennemis et ne "
|
||
"serez battu qu'en perdant votre propre chef. Mais certains scénarios ont "
|
||
"d'autres conditions de victoire : amener une unité à un point précis de la "
|
||
"carte, secourir quelqu'un, résoudre une énigme ou résister à un siège "
|
||
"pendant un certain nombre de tours."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:198
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Recruter et rappeler"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
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"
|
||
"Si vous faites un clic-droit sur un hexagone de château et sélectionnez "
|
||
"« Recruter », la nouvelle unité apparaîtra sur la case choisie. Autrement, "
|
||
"elle apparaîtra sur une case libre près du donjon. Vous pouvez recruter "
|
||
"autant d'unités qu'il y a de cases libres dans votre château, mais vous ne "
|
||
"pouvez pas dépenser plus d'or que vous n'en disposez."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
#, 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 OK button to recruit it."
|
||
msgstr ""
|
||
"Chaque camp commence avec un chef dans son donjon. Au début de chaque "
|
||
"bataille, et parfois au cours de celle-ci, vous aurez besoin d'enrôler des "
|
||
"<ref>dst='..units' text='unités'</ref> dans votre armée. Pour recruter, vous "
|
||
"devez avoir votre chef (par exemple, Konrad dans la campagne « L'Héritier du "
|
||
"trône ») sur une case de donjon dans un <ref>dst='terrain_castle' "
|
||
"text='château'</ref>. Vous pourrez alors recruter soit en choisissant "
|
||
"<bold>text='Recruter'</bold> dans le menu soit par un clic-droit sur un "
|
||
"hexagone pour sélectionner <bold>text='Recruter'</bold>. Cela affichera le "
|
||
"menu de recrutement, avec la liste des unités disponibles et leur coût en "
|
||
"or. Sélectionnez une unité pour afficher ses caractéristiques, puis appuyez "
|
||
"sur le bouton « Recruter » pour l'enrôler."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:201
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Les unités recrutées arrivent avec deux <ref>dst='..traits_section' "
|
||
"text='traits'</ref> choisis au hasard qui modifient leurs caractéristiques."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:203
|
||
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"
|
||
"Dans les scénarios suivants, vous pourrez rappeler des survivants de "
|
||
"batailles antérieures, à choisir dans la liste des unités ayant servi dans "
|
||
"les scénarios précédents. Le rappel coûte toujours 20 pièces d'or."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:205
|
||
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"
|
||
"Les unités coûtent de l'or, non seulement pour les recruter ou les rappeler, "
|
||
"mais aussi pour les entretenir. Consultez <ref>dst='income_and_upkeep' "
|
||
"text='Revenu et entretien'</ref> pour plus d'informations."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:214
|
||
msgid "Income and Upkeep"
|
||
msgstr "Revenu et entretien"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Income is simple. You have a base income of 2 gold per turn. For every "
|
||
"village you control, you gain one additional gold each turn. (In general "
|
||
"this is configurable but in campaigns it is almost always one gold per "
|
||
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
|
||
"each turn. Your upkeep costs are subtracted from this income, as detailed "
|
||
"below."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Le revenu se calcule simplement : vous avez un revenu de base de 2 pièces "
|
||
"d'or par tour et vous gagnez une pièce d'or supplémentaire par tour pour "
|
||
"chaque village contrôlé ; vous gagnez donc normalement 12 pièces d'or si "
|
||
"vous possédez 10 villages. Vos coûts d'entretien sont soustraits comme "
|
||
"détaillé ci-dessous."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
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 ""
|
||
"Dans Wesnoth, il ne suffit pas d'enrôler des unités et de combattre. Vous "
|
||
"devez aussi surveiller votre or, particulièrement en campagne, où vous "
|
||
"pouvez conserver de l'or d'un scénario au suivant. Il y a deux aspects à "
|
||
"cela : le <italic>text='revenu'</italic> et l'<italic>text='entretien'</"
|
||
"italic>."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:217
|
||
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"
|
||
"L'entretien se calcule tout aussi simplement. Chaque unité requiert un "
|
||
"montant d'entretien égal à son niveau ; vous pouvez soutenir gratuitement "
|
||
"autant de niveaux d'unités que vous possédez de villages, et ne commencerez "
|
||
"à payer 1 pièce d'or par tour que pour chaque niveau d'unité au-delà de ce "
|
||
"nombre. Par exemple, si vous avez 12 unités de niveau 1 et 10 villages, vous "
|
||
"devrez dépenser 2 pièces d'or par tour en entretien."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:219
|
||
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"
|
||
"Les coûts d'entretien sont soustraits de votre revenu ; si vos unités "
|
||
"regroupées cumulent 12 niveaux et que vous possédez 10 villages, votre "
|
||
"revenu net sera de 10 pièces d'or par tour."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:221
|
||
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"
|
||
"Il y a deux exceptions importantes : les unités avec le trait « fidèle » et "
|
||
"les chefs ne nécessitent jamais d'entretien. Les unités avec lesquelles vous "
|
||
"débutez le scénario (comme Delfador) ou les unités qui vous rejoignent au "
|
||
"cours d'un scénario (tel le cavalier dans le deuxième scénario de "
|
||
"<italic>text='L\\'Héritier du trône'</italic>) auront généralement le trait "
|
||
"fidèle. Le héros que vous incarnez (comme Konrad) sera presque toujours un "
|
||
"chef."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:230
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Points de vie et expérience"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:231
|
||
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 ""
|
||
"Chaque unité a un certain nombre de <italic>text='points de vie'</italic> "
|
||
"(PV) et meurt s'ils tombent en dessous de 1. Chaque unité a aussi des "
|
||
"<italic>text='points d\\'expérience'</italic> (XP) ; une nouvelle recrue "
|
||
"démarre sans point d'expérience mais en gagne en combattant."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:235
|
||
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 ""
|
||
"Les points de vie et d'expérience sont indiqués dans le panneau d'état par "
|
||
"deux nombres (la valeur actuelle et la valeur maximum que l'unité peut "
|
||
"avoir)."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
#, 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 ""
|
||
"Les points de vie sont aussi indiqués par une barre d'énergie verte, jaune, "
|
||
"ou rouge, près de chaque unité. Une unité avec au moins un point "
|
||
"d'expérience a une barre d'expérience bleue, qui devient blanche quand "
|
||
"l'unité est sur le point d'<ref>dst='experience_and_advancement' "
|
||
"text='avancer d\\'un niveau'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:244
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Évolue en : "
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:245
|
||
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"
|
||
"Les unités nécessitent une certaine quantité d'expérience pour s'améliorer "
|
||
"(quantité réduite pour les unités intelligentes). Une fois ce seuil atteint, "
|
||
"elles progressent immédiatement au niveau suivant, se soignant complètement. "
|
||
"Dans certains cas, vous pourrez choisir entre plusieurs promotions."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:245
|
||
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 ""
|
||
"Deux unités qui survivent à un combat gagnent un nombre de points "
|
||
"d'expérience égal au niveau de l'unité qu'elles ont combattue. Une unité qui "
|
||
"en tue une autre reçoit plus d'expérience : 4 pour une unité de niveau 0, 8 "
|
||
"pour le niveau 1, 16 pour le niveau 2, 24 pour le niveau 3 et ainsi de suite."
|
||
|
||
# Damien : j'ai allégé la traduction car les règles du jeu ont un peu changé.
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:247
|
||
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"
|
||
"La plupart des unités ont trois niveaux, mais pas toutes. Quelques-unes "
|
||
"(comme les <ref>dst=unit_Mage text='mages'</ref>) peuvent en avoir quatre. "
|
||
"Une unité qui atteint son niveau maximum peut avoir une « Amélioration Post-"
|
||
"Niveau Maximum » (APNM), qui la transformera à chaque palier d'expérience : "
|
||
"l'unité reste au même niveau mais, généralement, l'APNM augmente son maximum "
|
||
"de PV de 3 points et la soigne complètement. Cependant, chaque nouvelle APNM "
|
||
"obtenue par une unité rendra les suivantes de plus en plus difficiles à "
|
||
"gagner ; il est donc généralement plus utile d'essayer de faire progresser "
|
||
"vos unités de niveau inférieur."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:256
|
||
msgid "Movement"
|
||
msgstr "Mouvement"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:257
|
||
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"
|
||
"Chaque unité dispose d'un certain nombre de points de mouvement qui sont "
|
||
"dépensés en fonction du terrain lors d'un déplacement vers un nouvel "
|
||
"hexagone. Par exemple, une case de prairie coûte presque toujours un point "
|
||
"de mouvement. Le nombre exact de points dépensés pour pénétrer dans un "
|
||
"hexagone dépend du type d'unité : en forêt, les unités elfes n'utilisent "
|
||
"qu'un point, la plupart des unités humaines et orcs en consomment deux, "
|
||
"alors que les cavaliers en dépensent trois. Vous pouvez connaître ce nombre "
|
||
"avec un clic-droit sur une unité, en choisissant « Description de l'unité », "
|
||
"puis en consultant la rubrique <bold>text='Modificateurs de terrain'</bold>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:257
|
||
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 ""
|
||
"Le déplacement dans « Bataille pour Wesnoth » est simple : cliquez sur "
|
||
"l'unité à déplacer pour la sélectionner, puis cliquez sur l'hexagone de "
|
||
"destination ; tous les hexagones que l'unité sélectionnée peut atteindre ce "
|
||
"tour-ci sont éclairés et les autres sont grisés. Passer la souris sur une "
|
||
"case éclairée affiche le taux de défense que l'unité aura dessus, passer la "
|
||
"souris sur une case grisée affiche aussi le nombre de tours nécessaires pour "
|
||
"l'atteindre ; une unité se déplacera par le chemin le plus court. Une unité "
|
||
"à qui il reste des points de déplacement peut être bougée de nouveau : ceci "
|
||
"est très utile pour échanger des positions. Le mouvement est terminé quand "
|
||
"une unité attaque ou prend un village que vous ne possédez pas ; dans ce "
|
||
"dernier cas, elle peut toujours attaquer."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:259
|
||
#, 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_skirmisher' text='skirmishers'</ref> can ignore zones of "
|
||
"control."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Pendant les déplacements, il ne faut pas oublier la notion de "
|
||
"<italic>text='zone de contrôle'</italic>. Chaque unité contrôle les "
|
||
"hexagones qui l'entourent, et empêche toute unité ennemie qui y pénètre de "
|
||
"continuer son mouvement. Apprendre à utiliser des zones de contrôle "
|
||
"constitue un élément important de Wesnoth, puisque seuls les "
|
||
"<ref>dst='ability_skirmisher' text='tirailleurs'</ref> peuvent les ignorer."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:261
|
||
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"
|
||
"Pour voir où l'ennemi peut se déplacer à son prochain tour, pressez « Ctrl-"
|
||
"v » ou « Cmd-v ». « Ctrl-b » ou « Cmd-b » montrent où l'ennemi pourrait se "
|
||
"déplacer si vos unités n'étaient pas sur la carte pour bloquer sa "
|
||
"progression."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:270
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Voile et brouillard de guerre"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:271
|
||
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 ""
|
||
"Certaines parties de la carte vous seront cachées dans certains scénarios. "
|
||
"Deux effets peuvent être utilisés ensemble ou séparément : le "
|
||
"<italic>text='voile'</italic> cache à la fois le terrain et les unités "
|
||
"ennemies mais, quand une zone est découverte, vous pourrez toujours la "
|
||
"voir ; le <italic>text='brouillard de guerre'</italic> dissimule seulement "
|
||
"les unités et le possesseur d'un village (autre que vous ou vos alliés). Le "
|
||
"brouillard de guerre disparaît temporairement lorsque vous avez des unités "
|
||
"dans les parages, mais réapparaît dès que celles-ci quittent la zone. Le "
|
||
"voile et le brouillard de guerre sont tous deux découverts par les unités "
|
||
"dans la portée d'un tour de leurs déplacements, sans tenir compte des zones "
|
||
"de contrôle et des ennemis.\n"
|
||
"\n"
|
||
"En principe, vous pouvez annuler une action tant qu'un événement aléatoire "
|
||
"n'a pas eu lieu ; ainsi, un combat, un recrutement, l'exploration de lieux "
|
||
"cachés par le voile ou le brouillard rendent impossible une annulation. "
|
||
"Activer l'option « Différer les mises à jour du voile », dans le menu "
|
||
"« Actions », permet de différer les mises à jour du voile et du brouillard "
|
||
"jusqu'à un prochain événement aléatoire, une mise à jour manuelle via "
|
||
"l'option « Mettre à jour le voile maintenant » ou la fin de votre tour, et "
|
||
"permet ainsi de conserver la possibilité d'annuler des déplacements."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:280
|
||
msgid "Combat"
|
||
msgstr "Combat"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ordre et nombre d\\'attaques'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
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 ""
|
||
"Un combat dans « Bataille pour Wesnoth » confronte toujours deux unités sur "
|
||
"des cases adjacentes. Cliquez sur votre unité, puis sur l'ennemi que vous "
|
||
"voulez attaquer : votre unité se déplacera vers l'adversaire et le combat "
|
||
"commencera quand elles seront côte à côte. L'attaquant et le défenseur se "
|
||
"frappent tour à tour jusqu'à ce qu'ils aient utilisé toutes leurs frappes. "
|
||
"L'attaquant choisit une de ses armes pour attaquer et le défenseur riposte "
|
||
"avec une de ses attaques du même type. Il y a deux types d'attaques : celles "
|
||
"au<italic>text='corps à corps'</italic> (exemples : épées, haches ou crocs) "
|
||
"et celles <italic>text='à distance'</italic> (exemples : arcs, lances et "
|
||
"boules de feu)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:283
|
||
#, 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"
|
||
"L'attaquant a l'initiative, puis le défenseur riposte ; un coup qui touche "
|
||
"fait des dégâts, un coup qui rate n'en fait aucun. Les attaques et les "
|
||
"ripostes alternent jusqu'à épuiser le nombre de coups de chaque unité ; ce "
|
||
"nombre varie : par exemple, un guerrier elfe avec une attaque 5-4 peut "
|
||
"asséner 4 coups infligeant chacun 5 points de dégâts, alors qu'un grognard "
|
||
"orc avec 9-2 ne dispose que de 2 coups, chacun pouvant faire 9 points de "
|
||
"dégâts."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:285
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Probabilité de toucher'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:287
|
||
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"
|
||
"Chaque unité a une probabilité d'être touchée qui dépend du "
|
||
"<italic>text='terrain'</italic> sur lequel elle se tient. C'est affiché dans "
|
||
"le panneau d'état ou peut être trouvé par un clic-droit sur une unité, en "
|
||
"choisissant <bold>text='Description de l\\'unité'</bold> puis en consultant "
|
||
"la rubrique <bold>text='Modificateurs de terrain'</bold>. Par exemple, les "
|
||
"elfes ont une défense de 70 % en forêt, ce qui signifie qu'une unité les "
|
||
"attaquant n'a que 30 % de chance de les atteindre. Inversement, la "
|
||
"probabilité pour l'elfe de toucher son assaillant dépend du terrain sur "
|
||
"lequel ce dernier se trouve."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:289
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
|
||
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
|
||
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
|
||
"regardless of terrain, and, when used offensively, marksmen always have at "
|
||
"least a 60% chance to hit, regardless of terrain."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Il y a deux exceptions à cette règle : les <ref>dst='weaponspecial_magical' "
|
||
"text='attaques magiques'</ref> et les <ref>dst='weaponspecial_marksman' "
|
||
"text='tireurs d\\'élite'</ref>. Les attaques enchantées ont toujours une "
|
||
"probabilité de toucher de 70 %, indépendamment du terrain, et celle des "
|
||
"tireurs d'élite est d'au moins 60 % quand ils engagent le combat, là encore "
|
||
"indépendamment du terrain."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:291
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Dégâts'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:293
|
||
#, 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"
|
||
"Chaque coup qui porte inflige une quantité de dégâts qui dépend de plusieurs "
|
||
"facteurs. Par exemple, un guerrier elfe avec une attaque 5-4 cause 5 points "
|
||
"de dégâts comme base. Cela est généralement modifié par deux éléments : "
|
||
"<ref>dst='damage_types_and_resistance' text='la résistance'</ref> et "
|
||
"<ref>dst='time_of_day' text='le moment de la journée'</ref>. Pour voir "
|
||
"l'influence de ces paramètres, sélectionnez <bold>text='Calcul des dégâts'</"
|
||
"bold> pendant le choix de l'attaque."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:295
|
||
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"
|
||
"Quelques unités possèdent des <ref>dst='..abilities_section' "
|
||
"text='capacités'</ref> spéciales qui affectent la quantité de dégâts "
|
||
"infligés en combat. La plus courante d'entre elles est la "
|
||
"<ref>dst='weaponspecial_charge' text='charge'</ref>, qui double les dégâts "
|
||
"infligés par l'attaquant et par le défenseur lorsque l'unité attaquante "
|
||
"charge."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:303
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Types de dégâts et résistance"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:304
|
||
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"
|
||
"Les résistances fonctionnent de manière très simple : une unité avec 40 % de "
|
||
"résistance contre un type de dégâts subira 40 % de dégâts en moins par un "
|
||
"coup de ce type. Il est également possible pour une unité d'avoir une "
|
||
"faiblesse contre certains types de dégâts : une unité avec -100 % de "
|
||
"résistance contre un type de dégâts subira 100 % de dégâts en plus par une "
|
||
"attaque de ce type."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:304
|
||
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 ""
|
||
"Dans Wesnoth, il y a trois types de dégât habituellement associés aux "
|
||
"attaques physiques : <italic>text='tranchant, perforant et contondant'</"
|
||
"italic>. Trois autres types de dégât sont communément associés aux attaques "
|
||
"enchantées : <italic>text='feu, froid et arcane'</italic>. Les unités ont "
|
||
"différentes résistances qui modifient la quantité de dégâts reçus par les "
|
||
"différents types d'attaques."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:306
|
||
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"
|
||
"Par exemple, les squelettes sont hautement résistants aux attaques "
|
||
"tranchantes et perforantes, mais sont vulnérables aux attaques contondantes "
|
||
"et de feu et extrêmement vulnérables aux attaques arcanes."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:308
|
||
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"
|
||
"Une attaque qui touche fera toujours au moins un point de dégâts, même si la "
|
||
"résistance du défenseur est de 100 % pour ce type de dégât."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:316
|
||
msgid "Orbs"
|
||
msgstr "Orbes"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:317
|
||
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 ""
|
||
"Il y a un orbe au-dessus de la barre d'énergie affichée à côté de chacune de "
|
||
"vos unités. Pour une unité que vous contrôlez, cet orbe est :"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:319
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr " vert si elle ne s'est pas encore déplacée pendant ce tour,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:320
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr ""
|
||
" jaune si elle a déjà bougé, mais pourrait encore se déplacer ou attaquer,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:321
|
||
#, 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 ""
|
||
" noir si elle ne peut plus se déplacer ni attaquer, ou si le joueur a mis "
|
||
"fin à son tour."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:322
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr " bleu si l'unité est sous le contrôle d'un allié."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:323
|
||
#, 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 "Les unités ennemies ont un orbe rouge au dessus de leur barre de vie."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:330
|
||
msgid "Time of Day"
|
||
msgstr "Moment de la journée"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:331
|
||
#, 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 both night and "
|
||
"daytime."
|
||
msgstr ""
|
||
"Le moment de la journée modifie la quantité de dégâts infligés par les "
|
||
"unités :\n"
|
||
" - les loyales infligent +25 % de dégâts le jour et -25 % la nuit ;\n"
|
||
" - les chaotiques infligent +25 % de dégâts la nuit et -25 % le jour ;\n"
|
||
" - les neutres ne sont pas affectées par le moment de la journée ;\n"
|
||
" - les liminales infligent -25 % de dégâts aussi bien le jour que la nuit."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:336
|
||
#, 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"
|
||
"Le moment de la journée est affiché sous la mini-carte dans le panneau "
|
||
"d'état. Pour un cycle habituel, le matin et l'après-midi correspondent au "
|
||
"jour, le premier et le deuxième quart correspondent à la nuit :\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#: data/core/help.cfg:340 data/core/macros/schedules.cfg:14
|
||
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
|
||
msgid "Dawn"
|
||
msgstr "Aube"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:341 data/core/macros/schedules.cfg:26
|
||
#: data/test/maps/pathfind_1.cfg:75
|
||
msgid "Morning"
|
||
msgstr "Matinée"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:342 data/core/macros/schedules.cfg:44
|
||
#: data/test/maps/pathfind_1.cfg:86
|
||
msgid "Afternoon"
|
||
msgstr "Après-midi"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#: data/core/help.cfg:343 data/core/macros/schedules.cfg:53
|
||
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
|
||
msgid "Dusk"
|
||
msgstr "Crépuscule"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:344 data/core/macros/schedules.cfg:65
|
||
#: data/test/maps/pathfind_1.cfg:108
|
||
msgid "First Watch"
|
||
msgstr "Premier quart"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:345 data/core/macros/schedules.cfg:89
|
||
#: data/test/maps/pathfind_1.cfg:119
|
||
msgid "Second Watch"
|
||
msgstr "Deuxième quart"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:347
|
||
#, 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 ""
|
||
"Retenez que certains scénarios se déroulent sous terre, où il fait toujours "
|
||
"nuit !"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:349
|
||
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:351
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:358
|
||
msgid "Healing"
|
||
msgstr "Soins"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:359
|
||
#, 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='Repos'</italic> : une unité qui ne bouge pas, n'attaque pas et "
|
||
"ne se fait pas attaquer, se soignera de 2 PV à son prochain tour."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:359
|
||
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:361
|
||
#, 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 "
|
||
"oasis will heal 8HP. If the unit is poisoned, the poison will be cured "
|
||
"instead."
|
||
msgstr ""
|
||
"\n"
|
||
"<italic>text='Villages'</italic> : une unité qui commence un tour dans un "
|
||
"village se soignera de 8 PV."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:362
|
||
#, 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_regenerates' 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='Régénération'</ref> : certaines unités "
|
||
"(comme les trolls) se soigneront automatiquement de 8 PV à chaque tour."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:363
|
||
#, 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_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."
|
||
msgstr ""
|
||
"\n"
|
||
"<italic>text='Unités soignantes'</italic> : les unités avec la capacité de "
|
||
"<ref>dst='ability_heals +4' text='soins'</ref> soigneront les unités alliées "
|
||
"adjacentes, habituellement de <ref>dst='ability_heals +4' text='4 PV'</ref> "
|
||
"ou de <ref>dst='ability_heals +8' text='8 PV'</ref> par tour, ou empêcheront "
|
||
"le poison de leur faire des dégâts."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:364
|
||
#, 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_cures' "
|
||
"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='Unités guérisseuses'</italic> : les unités avec la capacité de "
|
||
"<ref>dst='ability_cures' text='guérison'</ref> guériront de l'empoisonnement "
|
||
"toutes les unités adjacentes (au lieu de les soigner, si l'unité est aussi "
|
||
"soignante)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:365
|
||
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:366
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resting can be combined with other forms of healing, but villages, "
|
||
"regeneration, healing and curing cannot combine with each other: the best "
|
||
"option will be used. Finally, units heal fully between scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Le repos peut être combiné avec d'autres formes de soins, mais les villages, "
|
||
"la régénération, les soins et la guérison ne peuvent se cumuler : seule "
|
||
"l'option la plus intéressante sera utilisée. Par ailleurs, les unités "
|
||
"guérissent complètement d'un scénario à l'autre."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:368
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:370
|
||
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:378
|
||
msgid "Wrap Up"
|
||
msgstr "Conclusion"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:379
|
||
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 ""
|
||
"Ceci conclut les bases de Wesnoth. Vous pourriez vouloir en lire plus sur la "
|
||
"stratégie de base ou vous familiariser avec les <ref>dst='..traits_section' "
|
||
"text='traits'</ref> et les <ref>dst='..abilities_section' text='capacités'</"
|
||
"ref>, mais vous connaissez maintenant le nécessaire pour jouer la campagne "
|
||
"<italic>text='L\\'Héritier du trône'</italic>. Amusez-vous bien et bonne "
|
||
"chance !"
|
||
|
||
#. [topic]: id=about
|
||
#: data/core/help.cfg:384
|
||
msgid "ingame_help_item^Contributors"
|
||
msgstr "Contributeurs"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:390
|
||
msgid "License"
|
||
msgstr "Licence"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:399
|
||
#, 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 ""
|
||
"La plupart des unités ont deux traits, sauf les morts-vivants qui ne "
|
||
"possèdent que le trait <italic>text='mort-vivant'</italic> et les woses qui "
|
||
"n'en ont pas. Les traits modifient légèrement les caractéristiques d'une "
|
||
"unité et sont normalement attribués aléatoirement au moment du recrutement."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:399
|
||
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:401
|
||
#, 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"
|
||
"Toutes les unités, sauf les morts-vivants, peuvent disposer des traits "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='rapide'</ref>, <ref>dst='traits_resilient' "
|
||
"text='robuste'</ref> ou <ref>dst='traits_strong' text='fort'</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:403
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
|
||
#| "text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
|
||
#| "<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
|
||
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
|
||
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
|
||
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
|
||
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
|
||
"<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Les unités peuvent également posséder les traits <ref>dst='traits_dextrous' "
|
||
"text='habile'</ref>, <ref>dst='traits_loyal' text='fidèle'</ref> et "
|
||
"<ref>dst='traits_undead' text='mort-vivant'</ref>.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:413
|
||
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:413
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"Les cartes du jeu comprennent des terrains variés qui influent à la fois sur "
|
||
"le déplacement et sur les capacités défensives des unités."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Créateur de ressources'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:417
|
||
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:421
|
||
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:423
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Créateur de ressources'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:425
|
||
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:429
|
||
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:433
|
||
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:437
|
||
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:441
|
||
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:443
|
||
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:445
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Créateur de ressources'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:447
|
||
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:449
|
||
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:451
|
||
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:453
|
||
#, 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='Créateur de ressources'</header>"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:466
|
||
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 ""
|
||
"Le moteur de jeu de Wesnoth permet aux joueurs de créer leur propre contenu "
|
||
"de jeu, ce qui inclut des nouveaux scénarios, campagnes... Tout cela permet "
|
||
"de profiter de Wesnoth bien au-delà du contenu officiel du jeu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:476
|
||
msgid "Using Add-ons"
|
||
msgstr "Utiliser des extensions"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:477
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campagnes et scénarios'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:477
|
||
msgid ""
|
||
"The game supports different types of add-on content, which are not all "
|
||
"available in every gameplay mode."
|
||
msgstr ""
|
||
"Le jeu prend en charge différents types d'extensions qui ne sont pas tous "
|
||
"disponibles dans tous les modes de jeu."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:479
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Single-player campaigns are collections of scenarios that fit together to "
|
||
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
|
||
"and regular campaigns are available from the <italic>text='Campaigns'</"
|
||
"italic> menu at the title screen."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Les campagnes solos sont des groupes de scénarios qui se suivent pour "
|
||
"raconter une histoire. Les scénarios indépendants — s'ils sont destinés à "
|
||
"être joués en tant que tel — et les campagnes ordinaires sont disponibles à "
|
||
"partir du menu <italic>text='Campagnes'</italic> dans l'écran d'accueil."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:481
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campagnes multijoueurs, scénarios et cartes additionnelles'</"
|
||
"header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:483
|
||
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"
|
||
"Les parties <italic>text='multijoueurs'</italic> peuvent être entièrement "
|
||
"personnalisées. Elles se présentes sous la forme de scénarios déterminés ou "
|
||
"de campagnes spécialement conçues pour ça. Il y a aussi des extensions qui "
|
||
"fournissent des ensembles de scénarios multijoueurs individuels sous la "
|
||
"forme d'une campagne."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:485
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ères multijoueurs et Factions'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:487
|
||
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"
|
||
"À des fins de jouabilité, diverses races de créatures dans le monde "
|
||
"coopèrent les unes avec les autres au sein de factions. Les factions sont "
|
||
"regroupées dans des ensembles équilibrés avec un thème commun; par exemple, "
|
||
"les principales factions de Wesnoth peuvent être trouvées dans l'ère par "
|
||
"défaut.\n"
|
||
"\n"
|
||
"En mode <italic>text='multijoueur'</italic>, vous pouvez choisir une ère à "
|
||
"la création d'un nouveau jeu, et les joueurs peuvent choisir parmi les "
|
||
"factions disponibles pour cette ère lorsqu'ils mettent en place leur camp et "
|
||
"leur équipe."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:491
|
||
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:493
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications multijoueurs'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:495
|
||
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."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Les modifications sont des scripts indépendants des scénarios et des ères "
|
||
"multijoueurs. Elles peuvent être utilisées pour des parties "
|
||
"<italic>text='multijoueurs'</italic> et modifient ainsi les règles par "
|
||
"défaut de différentes manières. Vous pouvez les choisir et les configurer à "
|
||
"la création de la partie."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:497
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Créateur de ressources'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:499
|
||
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"
|
||
"Les auteurs des extensions peuvent utiliser des packs de ressources "
|
||
"disponibles sur le serveur d'extensions pour enrichir leur propre contenu "
|
||
"avec les ressources existantes tels que des images, de la musique et du "
|
||
"code. Ceux-ci ne sont généralement pas destinés à être utilisés par les "
|
||
"joueurs et ne peuvent être utilisés directement dans le jeu, cependant, "
|
||
"d'autres extensions jouables peuvent dépendre d'eux et suggérer ou exiger "
|
||
"leur installation pendant le téléchargement."
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:508
|
||
msgid "Installing Add-ons"
|
||
msgstr "Installation des extensions"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:509
|
||
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."
|
||
msgstr ""
|
||
"Les extensions conçues par la communauté peuvent être obtenues et mises à "
|
||
"jour via l'option <italic>text='Extensions'</italic> dans le menu principal. "
|
||
"Une fois connecté au serveur d'extension (par défaut <italic>text='add-ons."
|
||
"wesnoth.org'</italic>), vous pourrez voir la liste des extensions "
|
||
"disponibles sur le serveur en téléchargement.\n"
|
||
"\n"
|
||
"L'état de l'installation pour chaque extension est indiqué en dessous de "
|
||
"chaque entrée. Pour les extensions qui ont une <italic>text='mise à jour "
|
||
"disponible'</italic> sur le serveur ou qui sont <italic>text='obsolète'</"
|
||
"italic>, la version installée et la version disponible sur le serveur seront "
|
||
"affichées dans la colonne <italic>text='Version'</italic>.\n"
|
||
"\n"
|
||
"Pour rechercher des extensions à l'aide de mots clés, tapez-les dans "
|
||
"n'importe quel ordre dans la zone <bold>text='Filtre'</bold>, en les "
|
||
"séparant par des espaces. Vous pouvez également trier la liste des "
|
||
"extensions en cliquant sur les en-têtes de colonnes. Il est également "
|
||
"possible de choisir d'afficher uniquement les extensions de catégories "
|
||
"spécifiques en cliquant sur le bouton <bold>text='Options'</bold> dans le "
|
||
"coin supérieur droit.\n"
|
||
"\n"
|
||
"Pour installer une extension, sélectionnez-la dans la liste et cliquez sur "
|
||
"<bold>text='OK'</bold> ou double-cliquez simplement le titre de l'extension. "
|
||
"Le bouton <bold>text='Description'</bold> vous fournit des détails "
|
||
"supplémentaires sur l'extension, comme sa description complète, l'état de "
|
||
"l'installation, et les langues disponibles."
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:522
|
||
msgid "Removing Add-ons"
|
||
msgstr "Suppression des extensions"
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:523
|
||
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 ""
|
||
"Pour supprimer des extensions, cliquez sur <bold>text='Supprimer des "
|
||
"extensions'</bold> dans la boîte de dialogue de connexion au serveur "
|
||
"d'extensions. Vous pourrez choisir avec des cases à cocher les extensions à "
|
||
"supprimer parmi celles que vous avez installées.\n"
|
||
"\n"
|
||
"Cette fonction ne peut pas supprimer les extensions pour lesquelles il y a "
|
||
"des informations publiées (fichiers <italic>text='.pbl'</italic>) attachées, "
|
||
"afin d'éviter toute perte accidentelle. Au lieu de cela, vous devez "
|
||
"supprimer manuellement les fichiers d'information ou les extensions elles-"
|
||
"mêmes en passant par le gestionnaire de fichier de votre système "
|
||
"d'exploitation."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:538
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Commandes générales"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:540 data/core/help.cfg:583 data/core/help.cfg:621
|
||
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 ""
|
||
"Ces commandes peuvent soit être exécutées via la ligne de commande en les "
|
||
"préfixant d'un « : » (comme montré ici) ou via le chat en les préfixant d'un "
|
||
"« / » (après avoir appuyé sur « m » pour ouvrir le chat).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:542
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Efface les messages de la discussion.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:545
|
||
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"
|
||
"Passe en mode débogage (cela ne fonctionne pas en mode multijoueur). Voir "
|
||
"<ref>dst='debug_commands' text='Commandes du mode débogage'</ref>.\n"
|
||
"Le mode débogage est désactivé à la fin de la partie ou par la commande :"
|
||
"nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:549
|
||
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"
|
||
msgstr ""
|
||
"\n"
|
||
"Sélectionne ou bascule le contrôle d'un camp entre un humain et l'IA. Cette "
|
||
"commande doit être exécutée par le joueur/client qui contrôle ce camp. Si le "
|
||
"second paramètre est absent, bascule entre humain et IA ; « on » sélectionne "
|
||
"l'ordinateur, « off », un humain. Sans précision, le camp par défaut est "
|
||
"celui du joueur actif. \n"
|
||
"\n"
|
||
|
||
# J'ai pas réussi à lancer cette commande et je comprend pas très bien la version anglaise.
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:552
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Affiche le statut du responsable d'un camp.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Active/désactive l'affichage du nombre d'images par seconde.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:558
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Passe d'un niveau de journalisation à un autre.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:561
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Redessine l'écran et recharge les images qui ont été modifiées.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:564
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Affiche le menu de sélection des thèmes.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:567
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Finit le scénario (sans confirmer).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:570
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sauvegarde la partie (sans confirmer).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:573
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Sauvegarde la partie et quitte le scénario (sans confirmer)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:582
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Commandes multijoueurs"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:585
|
||
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"
|
||
"Éjecte et bannit un utilisateur en mode multijoueur, ainsi que l'IP utilisée "
|
||
"par cet utilisateur. Peut être utilisée sur les utilisateurs ne jouant pas "
|
||
"mais connectés sur le serveur. (Il ne seront alors évidemment pas éjectés du "
|
||
"jeu)\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:588
|
||
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"
|
||
"Donne le contrôle du camp (écrire ici le numéro de camp) au joueur (écrire "
|
||
"ici le pseudonyme de l'utilisateur ou de l'observateur). Vous pouvez "
|
||
"regarder à qui appartient un camp dans la fenêtre <bold>text='Paramètres du "
|
||
"Scénario'</bold> (appuyez sur le bouton <bold>text='Suite'</bold> de la "
|
||
"<bold>text='fenêtre d\\'état'</bold> pour y accéder (alt+s par défaut)). "
|
||
"L'hôte peut changer le contrôle de n'importe quel camp.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:591
|
||
msgid ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Lance une boite de dialogue pour aider l'hébergeur à changer les "
|
||
"responsables humains des différents camps.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:594
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Bascule le statut de repos pour un camp. L'hébergeur peut mettre un camp en "
|
||
"repos après une déconnexion réseau.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:597
|
||
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"
|
||
"Éjecte un utilisateur en mode multijoueur. Il pourra rejoindre la partie. Si "
|
||
"vous voulez seulement changer le contrôle de son camp, utilisez plutôt la "
|
||
"commande « :control ».\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:600
|
||
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"
|
||
"Envoie un message privé à un utilisateur. Vous ne pouvez pas envoyer de "
|
||
"messages privés aux joueurs qui contrôlent un camp dans une partie où vous "
|
||
"êtes.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:603
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ignore l'observateur spécifié. Si aucun nom n'est fourni, affiche la liste "
|
||
"des utilisateurs ignorés.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:606
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Bascule entre ignorer/ne pas ignorer les messages de tous les observateurs.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:609
|
||
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"
|
||
"Dé-bannit un utilisateur en mode multijoueur, en spécifiant l'IP utilisée "
|
||
"par cet utilisateur. Peut être utilisé sur un utilisateur n'étant pas en jeu "
|
||
"mais sur le serveur.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:612
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"Dé-ignore l'observateur spécifié. Si aucun nom n'est fourni, affiche la "
|
||
"liste des utilisateurs ignorés."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:620
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Commandes du mode débug"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:623
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Active un menu de choix de scénario pour avancer immédiatement dans une "
|
||
"campagne.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:626
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Crée une unité du type demandé sur la case sélectionnée.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Active/désactive voile et brouillard pour le joueur en train de jouer.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:632
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Donne cette quantité de pièces d'or au joueur en train de jouer.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Avance immédiatement jusqu'au prochain scénario dans une campagne.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:638
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Permet de définir manuellement une variable du jeu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Affiche la valeur d'une variable du jeu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:644
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Déclenche manuellement un évènement précis.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:647
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Modifie une propriété de l'unité sélectionnée. Par exemple : :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:650
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"Augmente N fois le niveau de l'unité séléctionnée. Par exemple : :unit "
|
||
"advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:12
|
||
#, 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 ""
|
||
"Permet à cette unité de soigner les unités adjacentes au début de chaque "
|
||
"tour.\n"
|
||
"\n"
|
||
"Une unité soignée peut soit regagner jusqu'à 4 points de vie, soit ne pas "
|
||
"subir les effets du poison ce tour-ci.\n"
|
||
"Une unité empoisonnée ne peut pas être guérie par un soigneur et devra "
|
||
"trouver un village ou une unité qui dispose de la compétence guérison."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:30
|
||
#, 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 ""
|
||
"Cette unité combine des remèdes à base de plantes avec des incantations "
|
||
"magiques pour soigner plus rapidement que la normale sur le champ de "
|
||
"bataille.\n"
|
||
"\n"
|
||
"Une unité soignée peut soit regagner jusqu'à 8 points de vie, soit ne pas "
|
||
"subir les effets du poison ce tour-ci.\n"
|
||
"Une unité empoisonnée ne peut pas être traitée par un soigneur, mais devra "
|
||
"trouver un village ou une unité avec la capacité de guérison."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "guérison"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
msgid "female^cures"
|
||
msgstr "guérison"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:49
|
||
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 ""
|
||
"Un guérisseur peut guérir une unité empoisonnée, mais celle-ci ne recevra "
|
||
"alors pas de soins supplémentaires ce tour-là."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "régénération"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
msgid "female^regenerates"
|
||
msgstr "régénération"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:72
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"L'unité se soigne de 8 PV par tour. Si elle est empoisonnée, elle élimine le "
|
||
"poison au lieu de se soigner."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "inébranlable"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
msgid "female^steadfast"
|
||
msgstr "inébranlable"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:93
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Les résistances de cette unité sont doublées, jusqu'à un maximum de 50 %, en "
|
||
"défense. Les points faibles ne sont pas modifiés."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "commandement"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
msgid "female^leadership"
|
||
msgstr "commandement"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:108
|
||
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."
|
||
msgstr ""
|
||
"Cette unité peut commander les unités alliées présentes à ses côtés, les "
|
||
"rendant meilleures au combat.\n"
|
||
"\n"
|
||
"Les attaques des unités de niveau inférieur aux côtés du commandant et "
|
||
"appartenant au même camp feront 25% de dégâts supplémentaires pour chaque "
|
||
"niveau d'écart entre elles et lui."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "tirailleur"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
msgid "female^skirmisher"
|
||
msgstr "tirailleur"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:127
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"Cette unité est très habile pour aller rapidement derrière les lignes "
|
||
"ennemies et ignore les zones de contrôle des adversaires."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "illumination"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
msgid "female^illuminates"
|
||
msgstr "illumination"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:142
|
||
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 ""
|
||
"Cette unité illumine les cases environnantes, rendant les unités loyales "
|
||
"plus fortes et les unités chaotiques plus faibles.\n"
|
||
"\n"
|
||
"Les unités adjacentes à cette unité combattront la nuit comme si c'était le "
|
||
"crépuscule, et comme s'il faisait jour au crépuscule."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "téléportation"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
msgid "female^teleport"
|
||
msgstr "téléportation"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:156
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Cette unité peut se téléporter instantanément entre deux villages d'un même "
|
||
"camp pour un point de mouvement."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "embuscade"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
msgid "female^ambush"
|
||
msgstr "embuscade"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:187
|
||
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 ""
|
||
"Cette unité peut se cacher dans les forêts et y rester invisible.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve en forêt, "
|
||
"sauf s'ils sont juste à côté. Le premier à découvrir cette unité perd "
|
||
"immédiatement tous ses points de mouvement."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "chasseur nocturne"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:206
|
||
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 ""
|
||
"Cette unité devient invisible la nuit.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité la nuit, sauf s'ils sont juste à "
|
||
"côté. Le premier à découvrir cette unité perd immédiatement tous ses points "
|
||
"de mouvement."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
msgid "concealment"
|
||
msgstr "dissimulation"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
msgid "female^concealment"
|
||
msgstr "dissimulation"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:225
|
||
#, 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 (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in a village, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Cette unité peut se cacher dans les villages (sauf ceux aquatiques), et y "
|
||
"rester invisible.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve dans un "
|
||
"village, sauf s'ils sont juste à côté. Le premier à découvrir cette unité "
|
||
"perd immédiatement tous ses points de mouvement."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "immersion"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
msgid "female^submerge"
|
||
msgstr "immersion"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:244
|
||
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 ""
|
||
"Cette unité peut se cacher dans les eaux profondes et y rester invisible.\n"
|
||
"\n"
|
||
"Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve dans les "
|
||
"eaux profondes, sauf s'ils sont juste à côté. Le premier à découvrir cette "
|
||
"unité perd immédiatement tous ses points de mouvement."
|
||
|
||
# Benoît : traduction pas littérale, mais expliquant bien de quoi il s'agit
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr "nécrophagie"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
msgid "female^feeding"
|
||
msgstr "nécrophagie"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:263
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr ""
|
||
"Cette unité ajoute un point de vie à son maximum à chaque fois qu'elle tue "
|
||
"une unité sauf si celle-ci est immunisé contre la nécrophagie."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "backstab"
|
||
msgstr "coup dans le dos"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:286
|
||
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 ""
|
||
"Lorsqu'elle est utilisée offensivement, cette attaque occasionne des dégâts "
|
||
"doublés si une unité ennemie (ni pétrifiée ni paralysée) de la cible se "
|
||
"trouve en vis-à-vis de l'attaquant."
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315
|
||
msgid "plague"
|
||
msgstr "peste"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/abilities.cfg:305
|
||
#, 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 ""
|
||
"Une unité tuée par la peste se transforme zombi appartenant à la même armée "
|
||
"que celle ayant la peste. Cela ne fonctionne pas sur les morts-vivants ou "
|
||
"sur les unités stationnées dans les villages."
|
||
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:316
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
"Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
"doesn’t work on Undead or units in villages."
|
||
msgstr ""
|
||
"Une unité tuée par la peste se transforme zombi appartenant à la même armée "
|
||
"que celle ayant la peste. Cela ne fonctionne pas sur les morts-vivants ou "
|
||
"sur les unités stationnées dans les villages."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "ralentissement"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:327
|
||
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 ""
|
||
"Cette attaque ralentit la cible jusqu'à la fin de son tour. Une unité "
|
||
"ralentie inflige moitié moins de dégâts et voit le coût de ses mouvements "
|
||
"multiplié par deux. Lorsqu'elle est sélectionnée, une unité ralentie aura un "
|
||
"petit escargot dans son profil."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
msgid "petrifies"
|
||
msgstr "pétrification"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:337
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Cette attaque transforme la cible en pierre. Les unités ainsi pétrifiées ne "
|
||
"peuvent plus se déplacer ou attaquer."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "tir d'élite"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:347
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"Utilisée en attaque, cette attaque a toujours au moins 60 % de chance "
|
||
"d'atteindre sa cible."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "essaim"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:372
|
||
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 ""
|
||
"Le nombre de frappes de cette attaque diminue lorsque l'unité est blessée. "
|
||
"Ce nombre est proportionnel aux points de vie restants. Par exemple une "
|
||
"unité avec 3/4 de ses points de vie aura 3/4 de ses frappes."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "charge"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:382
|
||
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 ""
|
||
"Lorsqu'elle est utilisée offensivement, cette attaque inflige le double de "
|
||
"dégâts à la cible, mais l'attaquant recevra également le double de dégâts "
|
||
"lors de la riposte."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "drain"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:395
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Cette unité draine la vie des unités vivantes et se régénère de la moitié "
|
||
"des dégâts causés (arrondis à l'inférieur)."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "empoisonnement"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:415
|
||
#, 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 ""
|
||
"Cette attaque empoisonne des cibles vivantes, qui perdent 8 points de vie "
|
||
"chaque tour, jusqu'à ce qu'elles soient guéries ou qu'elles n'aient plus "
|
||
"qu'un seul point de vie. Le poison seul ne peut pas tuer une unité."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Bonus de PV max +3, XP max +20 %"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr "Midi"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr "Minuit"
|
||
|
||
#. [time]: id=indoors
|
||
#: data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr "Intérieur"
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "Abysses souterrains"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Deuxième quart - Première heure"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Deuxième quart - Deuxième heure"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Deuxième quart - Troisième heure"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Deuxième quart - Quatrième heure"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Deuxième quart - Cinquième heure"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Deuxième quart - Sixième heure"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:287
|
||
msgid "Morning — First Hour"
|
||
msgstr "Matin - Première heure"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:299
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Matin - Deuxième heure"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:311
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Matin- Troisième heure"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:320
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Matin - Quatrième heure"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:338
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Après-midi - Première heure"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:347
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Après-midi - Deuxième heure"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:356
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Après-midi - Troisième heure"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:365
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Après-midi - Quatrième heure"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:374
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Après-mid - Cinquième heure"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:385
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Après-midi - Sixième heure"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:408
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Premier quart - Première heure"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:420
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Premier quart - Deuxième heure"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:432
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Premier quart - Troisième heure"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:444
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Premier quart - Quatrième heure"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:498
|
||
msgid "First Dawn"
|
||
msgstr "Première aube"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
msgid "Second Dawn"
|
||
msgstr "Deuxième aube"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
msgid "First Morning"
|
||
msgstr "Premier matin"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
msgid "Second Morning"
|
||
msgstr "Deuxième matin"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
msgid "First Midday"
|
||
msgstr "Premier midi"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
msgid "Second Midday"
|
||
msgstr "Second midi"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
msgid "First Afternoon"
|
||
msgstr "Premier après-midi"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
msgid "Second Afternoon"
|
||
msgstr "Deuxième après-midi"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
msgid "First Dusk"
|
||
msgstr "Premier crépuscule"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
msgid "Second Dusk"
|
||
msgstr "Deuxième crépuscule"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:614
|
||
msgid "The Short Dark"
|
||
msgstr "La nuit courte"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:626
|
||
msgid "The Long Dark (1)"
|
||
msgstr "La longue nuit (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:638
|
||
msgid "The Long Dark (2)"
|
||
msgstr "La longue nuit (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:652
|
||
msgid "The Long Dark (3)"
|
||
msgstr "La longue nuit (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:664
|
||
msgid "The Long Dark (4)"
|
||
msgstr "La longue nuit (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:3
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Remarques :"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Les fantômes ont une résistance aux dégâts assez inhabituelle et se meuvent "
|
||
"assez lentement sur l'eau."
|
||
|
||
#: data/core/macros/special-notes.cfg:11
|
||
msgid ""
|
||
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
" L'attaque sacrée de cette unité provoque des dégâts considérables sur les "
|
||
"créatures magiques et aussi quelques dégâts sur les créatures non magiques."
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr " Cette unité est capable de prodiguer des soins de base."
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr " Cette unité est capable de prodiguer des soins de base."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" Cette unité est capable de soigner les unités environnantes et de les "
|
||
"guérir du poison."
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
" Cette unité est capable de neutraliser les effets du poison sur les unités "
|
||
"adjacentes."
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" Cette unité se régénère naturellement, ce qui lui permet de se soigner "
|
||
"comme si elle était toujours stationnée dans un village."
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
" Cette unité inébranlable reçoit moitié moins de dégâts lorsqu'elle se "
|
||
"défend."
|
||
|
||
#: data/core/macros/special-notes.cfg:32
|
||
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 ""
|
||
" Le commandement de cette unité permet aux unités amies adjacentes de faire "
|
||
"plus de dégâts lors d'un combat. Cela ne s'applique qu'aux unités de niveau "
|
||
"inférieur."
|
||
|
||
#: data/core/macros/special-notes.cfg:35
|
||
msgid ""
|
||
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" La capacité de tirailleur de cette unité lui permet d'ignorer les zones de "
|
||
"contrôle ennemies et donc de se faufiler dans les lignes ennemies."
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr " L'illumination éclaire les zones adjacentes."
|
||
|
||
#: data/core/macros/special-notes.cfg:41
|
||
msgid ""
|
||
" This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" Cette unité peut se téléporter instantanément entre deux villages d'un même "
|
||
"camp pour un point de mouvement."
|
||
|
||
#: data/core/macros/special-notes.cfg:44
|
||
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 ""
|
||
" Dans les forêts, le camouflage de cette unité la rend invisible aux "
|
||
"ennemis, sauf s'ils sont présents dans les zones adjacentes ou si l'unité a "
|
||
"révélé sa présence en attaquant."
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" Cette unité peut se cacher la nuit, sans laisser de trace de sa présence."
|
||
|
||
#: data/core/macros/special-notes.cfg:50
|
||
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 ""
|
||
" Cette unité peut se cacher dans les villages (à l'exception des villages "
|
||
"aquatiques), restant invisible de ses ennemis, sauf s'ils sont juste à coté."
|
||
|
||
#: data/core/macros/special-notes.cfg:53
|
||
msgid ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Cette unité peut se mouvoir sans être vue dans les eaux profondes, sans "
|
||
"avoir besoin d'air de la surface."
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
msgid ""
|
||
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
" Cette unité gagne un point de vie rajouté à chaque fois qu'elle tue une "
|
||
"unité vivante. Ce point de vie est aussi ajouté au maximum."
|
||
|
||
#: data/core/macros/special-notes.cfg:59
|
||
msgid ""
|
||
" Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
" Quand son attaque de fureur berserk est utilisée, cette unité se bat "
|
||
"jusqu'à sa mort ou jusqu'à celle de son adversaire."
|
||
|
||
#: data/core/macros/special-notes.cfg:62
|
||
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 ""
|
||
" Si un ennemi de la cible se trouve du coté opposé, cette unité peut "
|
||
"l'attaquer en la frappant dans le dos et infliger des dégâts doublés en se "
|
||
"glissant derrière elle."
|
||
|
||
#: data/core/macros/special-notes.cfg:65
|
||
msgid ""
|
||
" Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" Ceux qui meurent de la peste deviendront des morts-vivants, sauf s'ils sont "
|
||
"dans un village."
|
||
|
||
#: data/core/macros/special-notes.cfg:68
|
||
msgid ""
|
||
" This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" Cette unité peut ralentir ses ennemis, réduisant de moitié leur déplacement "
|
||
"et leurs dégâts jusqu'à la fin de leur tour."
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" Cette capacité de pétrification rend cette unité extrêmement dangereuse."
|
||
|
||
#: data/core/macros/special-notes.cfg:74
|
||
msgid ""
|
||
" This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
"enemies, but only on the attack."
|
||
msgstr ""
|
||
" Le tir d'élite donne à cette unité de fortes chances de toucher l'ennemi, "
|
||
"mais seulement en attaque."
|
||
|
||
#: data/core/macros/special-notes.cfg:77
|
||
msgid ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
" L'attaque à distance de cette unité est magique et a toujours de fortes "
|
||
"chances de toucher sa cible."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" L'attaque multiple de cette unité devient moins efficace lorsqu'elle est "
|
||
"blessée."
|
||
|
||
#: data/core/macros/special-notes.cfg:83
|
||
msgid ""
|
||
" Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
" La charge double à la fois les dégâts infligés et subis. Cela n'affecte pas "
|
||
"la riposte."
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" Pendant un combat, cette unité draine la vie de ses victimes pour "
|
||
"renouveler la sienne."
|
||
|
||
#: data/core/macros/special-notes.cfg:89
|
||
msgid ""
|
||
" The length of this unit’s weapon allows it to strike first in melee, even "
|
||
"in defense."
|
||
msgstr ""
|
||
" La longueur de son arme permet à cette unité d'attaquer en premier au corps "
|
||
"à corps, en attaque comme en défense."
|
||
|
||
#: data/core/macros/special-notes.cfg:92
|
||
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 ""
|
||
" Les victimes du poison de cette unité subiront continuellement des dégâts "
|
||
"jusqu'à ce qu'elles soient guéries dans un village ou par une unité "
|
||
"guérisseuse."
|
||
|
||
#: data/core/macros/special-notes.cfg:95
|
||
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 ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:8
|
||
msgid "loyal"
|
||
msgstr "fidèle"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "fidèle"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "Sans entretien"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
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"
|
||
"Durant une campagne, certaines unités rejoignent spontanément le joueur. "
|
||
"Signalées par le trait « fidèle », elles ont toujours un coût de rappel mais "
|
||
"ne coûtent ensuite aucun entretien. Elles sont donc incontournables pendant "
|
||
"une longue campagne, lorsque l'or devient rare. Une unité recrutée ne "
|
||
"possède jamais ce trait ; il n'est donc pas sage de renvoyer des troupes "
|
||
"fidèles ou de les envoyer inconsidérément à une mort certaine."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
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 ""
|
||
"La plupart des unités ont un coût d'entretien égal à leur niveau, payé à la "
|
||
"fin de chaque tour. Cela ne concerne pas les unités <italic>text='fidèles'</"
|
||
"italic>, qui ne nécessitent pas d'entretien."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "mort-vivant"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "morte-vivante"
|
||
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
|
||
#: data/core/macros/traits.cfg:79
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "Immunisé contre le poison, la peste et le drain de vie"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
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"
|
||
"Les unités mortes-vivantes n'ont normalement que ce trait. Constituées de "
|
||
"corps décédés relevés pour combattre par-delà la mort, elles sont "
|
||
"insensibles au poison ; cela les rend sans pareil contre les ennemis "
|
||
"utilisant des attaques empoisonnées."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"Les unités <italic>text='mortes-vivantes'</italic> sont insensibles au "
|
||
"poison, à la peste et au drain de vie."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "mécanique"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "mécanique"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
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"
|
||
"Les unités mécaniques ont généralement « mécanique » comme seul trait. Comme "
|
||
"elles n'ont pas vraiment de vie propre, le drain de vie, la peste et le "
|
||
"poison n'ont aucun effet sur elles."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Les unités <italic>text='mécaniques'</italic> sont insensibles au poison, à "
|
||
"la peste et au drain de vie."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
msgid "elemental"
|
||
msgstr "élémental"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
msgid "female^elemental"
|
||
msgstr "élémentale"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
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"
|
||
"Les unités élémentales ont généralement « élémental » comme seul trait. "
|
||
"Comme ce sont des êtres de pure énergie, le drain de vie, la peste et le "
|
||
"poison n'ont aucun effet sur elles."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Les unités <italic>text='élémentales'</italic> sont insensibles au poison, à "
|
||
"la peste et au drain de vie."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "fort"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "forte"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
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"
|
||
"Même si la force est toujours utile pour les combats au corps à corps, elle "
|
||
"favorise surtout les unités qui ont un nombre élevé de coups, comme les "
|
||
"guerriers elfes. Les unités fortes sont très utiles quand un ou deux dégâts "
|
||
"supplémentaires suffisent à transformer une touche en un coup mortel."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
#, 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 ""
|
||
"Les unités <italic>text='fortes'</italic> ont 1 point de vie en plus et "
|
||
"infligent 1 point de dégât supplémentaire par touche au corps à corps."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "habile"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "habile"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
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"
|
||
"Seuls les elfes peuvent avoir le trait habile. Cette race est bien connue "
|
||
"pour sa grâce sans pareil et pour ses dons à l'arc. Certains surpassent même "
|
||
"leurs semblables et possèdent un talent naturel encore supérieur ; ces elfes "
|
||
"infligent un point de dégât supplémentaire pour chaque tir au but."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr ""
|
||
"Les unités <italic>text='habiles'</italic> font un point de dégât en plus "
|
||
"pour chaque coup porté à distance."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "rapide"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "rapide"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
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"
|
||
"Le trait rapide est le plus remarquable, surtout pour des troupes lentes "
|
||
"comme des trolls ou de l'infanterie lourde. Les unités rapides bénéficient "
|
||
"souvent d'une mobilité améliorée sur les terrains difficiles ; prenez cela "
|
||
"en compte lorsque vous déployez vos forces. Rappelez-vous également que les "
|
||
"unités rapides sont plus fragiles que les autres et ne sont donc pas "
|
||
"adaptées pour tenir des positions."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
#, 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 ""
|
||
"Les unités <italic>text='rapides'</italic> ont un point de mouvement "
|
||
"supplémentaire, mais 5 % de PV en moins que la normale."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "intelligente"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
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"
|
||
"Les unités <italic>text='intelligentes'</italic> sont très utiles au début "
|
||
"d'une campagne parce qu'elles progressent plus rapidement vers les niveaux "
|
||
"supérieurs. Elles s'avèrent moins utiles plus tard car une amélioration au-"
|
||
"delà du niveau maximum ne représente pas un changement aussi significatif "
|
||
"qu'un changement de niveau. Si vous avez plusieurs unités au niveau maximum, "
|
||
"vous devriez privilégier celles qui ont des traits plus intéressants."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Les unités intelligentes ont besoin de 20 % d'expérience en moins pour "
|
||
"progresser d'un niveau."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "robuste"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "robuste"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
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"
|
||
"Les unités robustes peuvent être utiles à toutes les périodes d'une campagne "
|
||
"et c'est un trait utile pour tous. La résistance sert surtout une unité qui "
|
||
"combine peu de points de vie, une bonne défense, ou de bonnes résistances. "
|
||
"Les unités robustes sont particulièrement adéquates pour tenir des positions "
|
||
"stratégiques."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
#, 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 ""
|
||
"Les unités <italic>text='robustes'</italic> ont 4 PV, plus 1 PV par niveau, "
|
||
"de plus que la normale."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "vigoureux"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "vigoureuse"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr "Récupère à chaque tour"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
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:200
|
||
#, 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 ""
|
||
"Certains nains, connus pour leur vitalité, sont plus vigoureux que les "
|
||
"autres et peuvent même récupérer lorsqu'ils se déplacent."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "intrépide"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "intrépide"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr "Combat sans malus lors des périodes défavorables de jour ou de nuit"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr "La lumière et l'obscurité n'ont aucun effet sur ces braves."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
msgid "feral"
|
||
msgstr "sauvage"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
msgid "female^feral"
|
||
msgstr "sauvage"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:257
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Reçoit seulement 50% de défense dans les villages terrestres"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:258
|
||
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 ""
|
||
"Les habitations d'êtres pensants ne fournissent pas de bonne protection aux "
|
||
"créatures sauvages à faible intelligence. Par conséquent, les unités "
|
||
"<italic>text='sauvages'</italic> reçoivent un maximum de 50% en défense dans "
|
||
"tout village terrestre, quel que soit son terrain."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:274
|
||
msgid "weak"
|
||
msgstr "faible"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
msgid "female^weak"
|
||
msgstr "faible"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:276
|
||
#, 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 ""
|
||
"Les unités <italic>text='faibles'</italic> ont 1 point de vie en moins et "
|
||
"infligent 1 point de dégât en moins par coup au corps à corps."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
msgid "slow"
|
||
msgstr "lent"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
msgid "female^slow"
|
||
msgstr "lente"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
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"
|
||
"Empâtées et maladroites, les unités lentes, comme par exemple les gobelins, "
|
||
"compensent leur vitesse réduite par une légère augmentation de leur "
|
||
"endurance."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
#, 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 ""
|
||
"Les unités <italic>text='lentes'</italic> ont 1 point de mouvement en moins, "
|
||
"mais 5 % de points de vie en plus."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
msgid "dim"
|
||
msgstr "faible"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
msgid "female^dim"
|
||
msgstr "faible"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:315
|
||
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"
|
||
"Le trait idiot est très fréquent chez les gobelins et d'autres espèces dites "
|
||
"« mineures ». Ceci explique en partie ce qualificatif."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:315
|
||
msgid ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
msgstr ""
|
||
"Les unités <italic>text='idiotes'</italic> ont besoin de 20 % d'expérience "
|
||
"en plus pour progresser d'un niveau."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:329
|
||
msgid "aged"
|
||
msgstr "âgé"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
msgid "female^aged"
|
||
msgstr "âgée"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:331
|
||
#, 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 ""
|
||
"Les unités <italic>text='âgées'</italic> ont 8 points de vie en moins et 1 "
|
||
"point de mouvement et de dégâts de mêlée en moins."
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:43
|
||
msgid "race^Bat"
|
||
msgstr "Chauve-souris"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:44
|
||
msgid "race+female^Bat"
|
||
msgstr "Chauve-souris"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:45
|
||
msgid "race^Bats"
|
||
msgstr "Chauves-souris"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:46
|
||
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 ""
|
||
"Les chauves-souris existent sous de nombreuses formes et tailles, et la "
|
||
"plupart sont sans grand danger, se nourrissant simplement d'insectes et "
|
||
"autres petits animaux. Les portées plus grandes et malfaisantes sont connues "
|
||
"pour poser problème aux humains et aux autres races aussi bien qu'à leur "
|
||
"bétail, en particulier quand elles arrivent en groupe. Habituellement "
|
||
"nocturnes, elles sont souvent gardées, voire apprivoisées, par ceux qui "
|
||
"partagent leur amour de la nuit."
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:55
|
||
msgid "race^Drake"
|
||
msgstr "Dracan"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:56
|
||
msgid "race+female^Drake"
|
||
msgstr "Dracane"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:57
|
||
msgid "race^Drakes"
|
||
msgstr "Dracans"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:58
|
||
#, 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, they "
|
||
"are still quite clumsy creatures and surprisingly slow in combat. This, "
|
||
"combined with their large size, renders them easy targets for those who dare "
|
||
"attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains in to ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. 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."
|
||
msgstr ""
|
||
"Les dracans sont de larges créatures ailées qui crachent du feu, à l'image "
|
||
"des vrais dragons. En moyenne, un dracan adulte mesure près de trois mètres "
|
||
"et pèse facilement plus qu'un homme et un cheval réunis. Leur peau est "
|
||
"couverte d'écailles solides, résistantes à la plupart des attaques physiques "
|
||
"à l'exception des attaques perforantes ou froides. La majorité des dracans "
|
||
"sont vraiment capables de voler et de parcourir ainsi de longues distances "
|
||
"rapidement. Cependant, le poids de leur corps massif limite quelque peu leur "
|
||
"agilité dans les airs. Quand c'est possible, ils se servent des points hauts "
|
||
"du terrain, comme des collines, des montagnes ou des forêts, comme point "
|
||
"d'envol dans le but d'atteindre une hauteur et une vitesse plus élevées. "
|
||
"Heureusement pour leurs ennemis, ce sont toujours des créatures assez "
|
||
"maladroites et étonnamment lentes au combat. Cela, tout comme leur taille "
|
||
"imposante, en fait des cibles faciles pour ceux qui osent les attaquer.\n"
|
||
"\n"
|
||
"Les dracans sont des créatures magiques par nature, dont la vie même est "
|
||
"nourrie par un mystérieux feu intérieur. On peut facilement l'observer quand "
|
||
"l'un d'eux meurt au combat : son feu intérieur est alors libéré, réduisant "
|
||
"ainsi ses restes en cendres. Leur feu intérieur est également leur plus "
|
||
"grand faiblesse, puisqu'il les rend vulnérables aux attaques froides. Malgré "
|
||
"leur nature magique, les dracans sont incapables de maîtriser l'appel à la "
|
||
"magie. Même si la magie contenue dans son corps lui permet de cracher du feu "
|
||
"et le maintient en vie, un dracan ne peut exercer aucun contrôle conscient "
|
||
"sur les fonctions de cette magie.\n"
|
||
"\n"
|
||
"<header>text='Société'</header>\n"
|
||
"Les dracans forment une race plutôt guerrière et leurs sociétés peuvent être "
|
||
"assimilées à des sociétés de culture martiale. Le cœur d'une tribu dracane "
|
||
"est un petit groupe de guerriers vétérans conduite par un "
|
||
"<ref>dst='dominant' text='dominant'</ref> respecté, ou craint, qui dirige "
|
||
"d'une main de fer. Les dracans doivent se faire une place dans la stricte "
|
||
"hiérarchie, en obéissant à leurs supérieurs et en commandant leurs "
|
||
"inférieurs. Entrer dans l'élite dirigeante n'est possible qu'en défiant et "
|
||
"en vainquant un supérieur en combat singulier, qui est le fondement de la "
|
||
"hiérarchie au sein de cette élite. La moindre sorte de tromperie envers un "
|
||
"congénère dracan est, sans exception, considérée comme une lâcheté "
|
||
"inacceptable.\n"
|
||
"\n"
|
||
"Alors que leur nature guerrière et leur sens du territoire les conduit à "
|
||
"défendre sauvagement leurs terres, les dracans n'envahissent ou ne "
|
||
"traversent que rarement des régions déjà occupées par les principales autres "
|
||
"races. Ils s'installent plutôt dans des zones inhabitées afin d'y établir "
|
||
"leur propre territoire. Ils se nourrissent principalement de grands animaux "
|
||
"qu'ils chassent dans les environs de leurs colonies, mais des nouveaux-nés "
|
||
"et des dracans de caste inférieure sont connus pour manger aussi un certain "
|
||
"type de mousse et de champignons qu'ils cultivent dans les profondeurs de "
|
||
"leurs cavernes. La seule technologie en laquelle les dracans croient est la "
|
||
"forge d'armes et d'armures, toute autre science ou culture ne les intéresse "
|
||
"pas. Mais les quelques outils qu'ils affectionnent ont une qualité "
|
||
"pratiquement sans aucune égale, seule la production des fonderies naines les "
|
||
"plus élaborées rivalise avec elles.\n"
|
||
"\n"
|
||
"Les dracans naissent dans des œufs et vivent habituellement entre 20 et 30 "
|
||
"ans. Mourir au combat est la manière préférée des dracans de quitter ce "
|
||
"monde. Contrairement aux anciens des autres races, les dracans ont une "
|
||
"agressivité et une témérité qui croissent avec l'âge, sans doute pour mieux "
|
||
"trouver une place dans les légendes héroïques de leur espèce.\n"
|
||
"\n"
|
||
"<header>text='Géographie'</header>\n"
|
||
"Les dracans sont originaires d'un archipel d'îles volcaniques nommé "
|
||
"<ref>dst='morogor' text='Morogor'</ref> dans le <ref>dst='great_ocean' "
|
||
"text='Grand Océan'</ref>. Une combinaison de pression démographique et "
|
||
"d'engloutissement de nombre de leurs îles natales ont poussé les dracans à "
|
||
"établir des colonies sur l'ensemble du <ref>dst='great_continent' "
|
||
"text='Grand Continent'</ref>. Les dracans établissent leurs habitiations de "
|
||
"préférence dans des cavernes montagneuses proches de volcans afin de mettre "
|
||
"à l'abri leurs œufs et leurs forges. Même si les dracans préfèrent "
|
||
"naturellement la chaleur, leur feu intérieur est plus que capable de leur "
|
||
"permettre de vivre dans un climat relativement froid, une caractéristique "
|
||
"qui leur a permis de peupler même certaines montagnes dans l'extrême nord du "
|
||
"Grand Continent."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:91
|
||
msgid "race^Dwarf"
|
||
msgstr "Nain"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:92
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Naine"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:93
|
||
msgid "race^Dwarves"
|
||
msgstr "Nains"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:94
|
||
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 ""
|
||
"Les nains sont célèbres pour leurs mineurs, leurs forgerons, leurs marchands "
|
||
"et leurs guerriers. Ils sont considérés comme la troisième race la plus "
|
||
"ancienne sur le Grand Continent, après les elfes et les trolls. Leur "
|
||
"histoire nimbée de mystères et de légendes parle d'un temps révolu où leurs "
|
||
"ancêtres ont commencé à sortir des profondeurs en suivant les souterrains. "
|
||
"Personne ne sait rien sur leur vie antérieure à leur venue, ou sur les "
|
||
"raisons de leur arrivée à la surface ; mais ils font partie de l'histoire du "
|
||
"continent. Peu après leur apparition, les nains ont combattu les elfes, "
|
||
"premiers habitants du pays ; la raison véritable du conflit est oubliée "
|
||
"depuis, mais les deux races ont livré trois longues guerres interrompues "
|
||
"seulement par quelques décennies de paix. Durant ces guerres, les nains "
|
||
"n'ont pu déloger les elfes de leurs profondes forêts, mais ont réussi à "
|
||
"fortifier leurs campements dans les collines et les montagnes au nord du "
|
||
"continent, connu sous le nom de Terres du Nord. Depuis, ils ont construit "
|
||
"des citadelles fantastiques et des refuges profonds dans les flancs escarpés "
|
||
"de leur territoire.\n"
|
||
"\n"
|
||
"Peut-être à cause de leur isolement, les nains sont souvent méfiants et "
|
||
"hostiles envers les autres races, surtout les elfes. Les humains constituent "
|
||
"une exception notable qui remonte à l'époque de l'arrivée Haldric Ier et des "
|
||
"orcs sur le continent. Les nains ont autorisé quelques humains, "
|
||
"principalement des hors-la-loi et des fugitifs recherchés par la Couronne, "
|
||
"de s'installer dans certaines zones des Terres du Nord. Leurs motivations "
|
||
"n'étaient pas une surprise : le destin de ces hommes leur rappelait leurs "
|
||
"premières persécutions et éveillait leur solidarité. Par ailleurs, les nains "
|
||
"profitaient grandement de ces nouveaux venus qui colonisaient des terres "
|
||
"indésirables : les plaines, les forêts et les marais n'avaient dès lors plus "
|
||
"besoin d'être défendus.\n"
|
||
"\n"
|
||
"Les nains mesurent moins que les humains mais ne sont pas du tout fragiles. "
|
||
"Leurs guerriers, forts et puissants, sont à la fois craints et respectés à "
|
||
"travers le continent car ils ont su prouver leur valeur pendant les "
|
||
"batailles. De plus, les nains sont fameux pour leur intelligence "
|
||
"calculatrice et leurs réalisations magnifiques. Leurs forgerons savent "
|
||
"fabriquer des armes mortelles et des armures solides ; ces équipements sont "
|
||
"inégalés, sauf peut-être par ceux des dracans. Leurs capacités "
|
||
"intellectuelles et leur curiosité naturelle en ont fait la race la plus "
|
||
"avancée techniquement sur ce continent. Leur invention la plus célèbre et la "
|
||
"plus terrible est cette poudre mystérieuse qui explose à la moindre flamme "
|
||
"ou à la plus petite étincelle ; des soldats utilisent cette poudre pour "
|
||
"projeter des petits objets à une vitesse incroyable. Leur technologie les "
|
||
"pousse à la méfiance envers les magiciens ; pourtant certains d'entre eux "
|
||
"gravent des runes magiques ; ces forgerons des runes, comme on les appelle, "
|
||
"les inscrivent sur des objets pour les améliorer par des enchantements."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:111
|
||
msgid "race^Elf"
|
||
msgstr "Elfe"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:112
|
||
msgid "race+female^Elf"
|
||
msgstr "Elfe"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:113
|
||
msgid "race^Elves"
|
||
msgstr "Elfes"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:115
|
||
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 ""
|
||
"Comparés aux humains, les elfes sont un peu plus grands, plus agiles mais "
|
||
"moins robustes. Ils ont des oreilles légèrement pointues, une peau claire et "
|
||
"le plus souvent des cheveux blonds. Ce qui distingue le plus les elfes des "
|
||
"humains, c'est leur incroyable espérance de vie : la plupart, quand ils ne "
|
||
"meurent pas prématurément d'une maladie, d'un accident ou dans une guerre, "
|
||
"vivent au moins deux siècles et demie. Même si certains elfes doués de "
|
||
"hautes aptitudes à la magie ont été connus pour vivre encore un siècle de "
|
||
"plus, la plupart des elfes commencent à s'affaiblir physiquement à un "
|
||
"certain moment entre 250 et 300 ans et meurent ensuite rapidement, en "
|
||
"général un ou deux ans plus tard.\n"
|
||
"\n"
|
||
"Les elfes baignent naturellement dans la magie à un certain degré. Même si "
|
||
"la plupart ne savent pas la canaliser directement, sa présence latente "
|
||
"affûte leurs sens et allonge leur vie. Beaucoup d'elfes disposent de talents "
|
||
"magiques comme l'habileté au tir ou la furtivité, ce qui leur permet "
|
||
"d'accomplir des choses que d'aucuns trouveraient étonnantes. Ces elfes qui "
|
||
"apprennent à exercer ce pouvoir de manière plus générale peuvent finir par "
|
||
"s'en servir de manière vraiment impressionnante. Nombreux sont ceux qui "
|
||
"choisissent de consacrer leur don à la guérison d'autrui.\n"
|
||
"\n"
|
||
"Certains elfes, qui se sont aventurés plus loin sur le chemin de la magie et "
|
||
"du mysticisme, deviennent sensibles à la présence du fer froid, qui peut "
|
||
"même les brûler. D'après la légende elfe, ce phénomène était plus répandu "
|
||
"dans un lointain passé.\n"
|
||
"\n"
|
||
"Les elfes passent la plus grande partie de leur temps à aiguiser leurs "
|
||
"talents et compétences. Ceux qui ne versent pas dans les arts magiques "
|
||
"consacrent typiquement leur temps à entraîner leurs capacités physiques. "
|
||
"Ainsi, les elfes excellent au tir à l'arc, qui est leur arme de guerre la "
|
||
"plus répandue. La plupart des troupes elfes ont un arc et aucune autre race "
|
||
"ne peut rivaliser avec leurs archers en vitesse et précision. Tous les elfes "
|
||
"partagent aussi un amour intense pour la nature préservée. Ils ne sont "
|
||
"souvent pas à l'aise dans les espaces ouverts sans végétation. Ils vivent "
|
||
"surtout dans les forêts du Grand Continent : la Forêt d'Aethen au sud-ouest, "
|
||
"Wesmere au nord-ouest et les grandes forêts du nord dont la Forêt de "
|
||
"Lintanir est la limite sud.\n"
|
||
"\n"
|
||
"Les elfes sont la race la plus ancienne du continent, à la seule exception "
|
||
"des trolls peut-être. La plupart de leurs colonies ne peut pas être datée de "
|
||
"manière fiable, mais elles existent probablement depuis plus d'un millénaire."
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:132
|
||
msgid "race^Falcon"
|
||
msgstr "Humain"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:133
|
||
msgid "race+female^Falcon"
|
||
msgstr "Humaine"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:134
|
||
msgid "race^Falcons"
|
||
msgstr "Humains"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:145
|
||
msgid "race^Goblin"
|
||
msgstr "Gobelin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:146
|
||
msgid "race+female^Goblin"
|
||
msgstr "Gobeline"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Goblins"
|
||
msgstr "Gobelins"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:148
|
||
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."
|
||
msgstr ""
|
||
"Les gobelins sont, en dépit de leur apparence, nés comme frères des orcs et "
|
||
"sont membres de la même race. Alors que d'autres races ne peuvent avoir "
|
||
"qu'un, voire deux, enfant à la fois, les orcs ont de grandes portées, c'est "
|
||
"pourquoi leur population peut exploser assez rapidement. Au sein d'une "
|
||
"portée, il n'y aura qu'un ou deux vrais orcs, qui grandiront jusqu'à "
|
||
"atteindre la pleine taille et la force complète de leur race. Quelques "
|
||
"autres seront des demi-orcs, visiblement moins forts que leurs grands "
|
||
"frères, et seront relégués aux rôles de soutien au combat, comme l'archerie. "
|
||
"Le reste, souvent plus de la moitié de la portée, seront des gobelins. Les "
|
||
"gobelins sont chétifs et plutôt frêles, et ne dépassent que rarement la "
|
||
"moitié de la taille et de la carrure d'un enfant humain. Les gobelins sont "
|
||
"destinés à une vie proche de l'esclavage au profit de leurs congénères plus "
|
||
"forts, et sont utilisés au combat comme chair à épée. Ils ne sont pas "
|
||
"méprisés pour autant ; en partie parce qu'ils sont vraiment nombreux, mais "
|
||
"aussi parce que leurs frères orcs savent combien ils dépendent des "
|
||
"gobelins.\n"
|
||
"\n"
|
||
"Les gobelins forment le gros de la force de travail manuel des orcs, à la "
|
||
"seule exception des travaux qui requièrent la force brute des vrais orcs. "
|
||
"Ceux-là sont l'occasion pour eux de faire étalage de leurs prouesses."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:163
|
||
msgid "race^Gryphon"
|
||
msgstr "Gryphon"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:164
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Gryphone"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:165
|
||
msgid "race^Gryphons"
|
||
msgstr "Gryphons"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:166
|
||
msgid ""
|
||
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
|
||
"predators and birds of prey. While occasionally tamed and ridden by the "
|
||
"daring, gryphons are very territorial and aggressive, particularly regarding "
|
||
"their nests.\n"
|
||
"\n"
|
||
"The means by which gryphons are able to fly despite their great weight has "
|
||
"been a source of debate for centuries, but it remains as mysterious as their "
|
||
"origins."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:184
|
||
msgid "race^Human"
|
||
msgstr "Humain"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:185
|
||
msgid "race+female^Human"
|
||
msgstr "Humaine"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:186
|
||
msgid "race^Humans"
|
||
msgstr "Humains"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:187
|
||
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."
|
||
msgstr ""
|
||
"Les humains sont une race très diversifiée. Bien qu'ils viennent du Vieux "
|
||
"Continent, ils se sont répandus à travers le monde et se sont divisés en "
|
||
"plusieurs cultures. Même si la magie ne les imprègne pas, ils peuvent "
|
||
"apprendre mieux que les autres à en maîtriser plusieurs types. Ils ne "
|
||
"possèdent pas de caractéristiques particulières, exceptés leur adaptabilité "
|
||
"et leur dynamisme. Malgré quelques tensions avec les autres races, ils "
|
||
"peuvent s'allier avec les moins agressives d'entre elles, comme les elfes et "
|
||
"les nains ; les moins scrupuleux n'hésitent pas à recruter des mercenaires "
|
||
"orcs. Ils n'ont pas de vrais ennemis, malgré un dégoût partagé par les "
|
||
"autres peuples pour les morts-vivants. Les hommes sont plus petits que les "
|
||
"elfes et plus grands que les nains. La couleur de leur peau peut varier d'un "
|
||
"blanc presque parfait à un noir ébène.\n"
|
||
"\n"
|
||
"<header>text='Les sujets de la Couronne'</header>\n"
|
||
"Malgré le nombre de communautés qui existent, la majorité des hommes sur le "
|
||
"Grand Continent vivent sous la domination de la Couronne de Wesnoth. Les "
|
||
"humains ont commencé à débarquer sur le continent pour fuir un pays très "
|
||
"éloigné perdu dans l'Océan Occidental, l'Île Verte, et ont vite établi leur "
|
||
"capitale dans une ville intérieure nommée Weldyn. Ils ont fondé de "
|
||
"nombreuses cités sur ces terres pendant les siècles qui ont suivi. Les "
|
||
"soldats de la Couronne protègent le royaume et forment la principale force "
|
||
"militaire du monde connu ; ils viennent des provinces où la conscription "
|
||
"s'impose aux jeunes gens.\n"
|
||
"\n"
|
||
"<header>text='Les clans'</header>\n"
|
||
"La topographie des provinces orientales de Wesnoth, nommées les Territoires "
|
||
"des Clans, comprend plus de plaines et de collines que sa partie "
|
||
"occidentale, plus peuplée. Ces terres abritent les Clans des Cavaliers, "
|
||
"alliés de la Couronne mais agissant en toute indépendance et développant "
|
||
"leur propre culture ; certains les considèrent comme un état vassal qui "
|
||
"envoie de la nourriture et des troupes en échange de protection ; d'autres "
|
||
"disent qu'ils traitent d'égal à égal avec Wesnoth. Quoi qu'il en soit, les "
|
||
"provinces de l'est n'entretiennent pas une armée régulière comme le fait "
|
||
"Wesnoth. S'entraîner à combattre fait partie du mode de vie des clans : les "
|
||
"parents enseignent dès le plus jeune âge à leurs enfants la façon de monter "
|
||
"à cheval, de combattre et de tirer à l'arc. En général, les guerriers des "
|
||
"clans sont moins organisés que ceux de Wesnoth, mais les forces et les "
|
||
"faiblesses des différents clans se compensent mutuellement."
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:203
|
||
msgid "race^Khalifate Human"
|
||
msgstr "Khâlifa"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:204
|
||
msgid "race+female^Khalifate Human"
|
||
msgstr "Khâlifa"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:205
|
||
msgid "race+plural^Khalifate"
|
||
msgstr "Khâlifas"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:206
|
||
msgid "This race does not have a description yet."
|
||
msgstr "Cette race n'a pour l'instant pas de description."
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:217
|
||
msgid "race^Saurian"
|
||
msgstr "Saurien"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:218
|
||
msgid "race+female^Saurian"
|
||
msgstr "Saurienne"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:219
|
||
msgid "race^Saurians"
|
||
msgstr "Sauriens"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Mechanical"
|
||
msgstr "Mécanique"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:230
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mécaniques"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:231
|
||
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 ""
|
||
"Animée ni de vie naturelle ni par la nécromancie, une entité "
|
||
"<italic>text='mécanique'</italic> est l'œuvre d'une créature intelligente. "
|
||
"La plupart des choses mécaniques n'ont pas de conscience et ne se déplacent "
|
||
"pas par elles-mêmes, mais quelques-unes le font grâce à un enchantement."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:240
|
||
msgid "race^Merman"
|
||
msgstr "Ondin"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:241
|
||
msgid "race^Mermaid"
|
||
msgstr "Ondine"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:242
|
||
msgid "race^Mermen"
|
||
msgstr "Ondins"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:244
|
||
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 ""
|
||
"Quelque part entre les humains et les poissons, les ondins forment une race "
|
||
"énigmatique qui mélangent les caractéristiques des deux. Ils ont de fortes "
|
||
"queues qui leur donnent un mouvement rapide dans tout environnement "
|
||
"aquatique tandis que leurs mains habiles et leurs esprits affûtés permettent "
|
||
"un artisanat et une fabrication d'outils élaborés. Moitié aquatiques par "
|
||
"nature, les ondins peuvent respirer aussi bien sous l'eau que dans l'air. "
|
||
"Même s'ils peuvent survivre sur terre, ils sont plus rapide et plus agiles "
|
||
"dans l'eau, c'est pourquoi on les trouve rarement loin de l'océan. Ils se "
|
||
"méfient typiquement des terrains secs, car ils y sont maladroits et ils ont "
|
||
"beaucoup de mal sur un terrain minéral ou forestier."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:252
|
||
msgid "race^Monster"
|
||
msgstr "Monstre"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:253
|
||
msgid "race+female^Monster"
|
||
msgstr "Monstre"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Monsters"
|
||
msgstr "Monstres"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:255
|
||
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 ""
|
||
"Le terme « monstre » recouvre de nombreuses bêtes qui hantent les cavernes, "
|
||
"les déserts, les profondeurs des océans et les autres contrées du monde. Ils "
|
||
"sont aussi très présents dans les contes et les cauchemars de ses habitants."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:262
|
||
msgid "race^Naga"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:263
|
||
msgid "race^Nagini"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:264
|
||
msgid "race^Nagas"
|
||
msgstr "Nagas"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:265
|
||
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 ""
|
||
"Les nagas serpentins sont l'une des races les moins comprises du Grand "
|
||
"Continent. Cela est dû en partie à leur nature xénophobe, en partie à leur "
|
||
"environnement inhabituel. Les nagas sont l'une des rares races à disposer "
|
||
"d'une mobilité significative dans l'eau, ce qui leur donne accès à un monde "
|
||
"inconnu des habitants terrestres et qui les éloigne encore plus des piétons "
|
||
"qu'ils évitent. Cependant, ce ne sont pas de vraies créatures des mers, et "
|
||
"leur incapacité à respirer sous l'eau les laisse dans l'appréhension de "
|
||
"l'abysse. Vivre dans des zones côtières leur donne une échappatoire face aux "
|
||
"habitants des profondeurs tout en les tenant hors de portée des créatures à "
|
||
"pieds, à ailes ou à pattes. Bien que les nagas soit un peu frêles dans leur "
|
||
"constitution, ils sont souvent plus rapides et plus agiles que leurs "
|
||
"adversaires. Ils se retrouvent quelques fois en conflit avec des ondins "
|
||
"quand leurs territoires se chevauchent, mais dans l'ensemble les nagas "
|
||
"tendent à favoriser les marais et les rivières aussi bien que l'eau profonde."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:273
|
||
msgid "race^Ogre"
|
||
msgstr "Ogre"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:274
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ogresse"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:275
|
||
msgid "race^Ogres"
|
||
msgstr "Ogres"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:276
|
||
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 ""
|
||
"Les ogres sont une race sauvage et non civilisée qui vit principalement dans "
|
||
"les terres sauvages du Grand Continent. Physiquement, ils ressemblent à des "
|
||
"humains ou à des orcs mais en plus larges et plus forts. Même leurs "
|
||
"adolescents font plus que rivaliser avec la plupart des hommes. Les ogres ne "
|
||
"sont pas appréciés dans de nombreuses régions habitées, qu'ils évitent "
|
||
"normalement ou dont ils sont éconduits par force. Ils errent donc plutôt "
|
||
"dans des régions montagneuses aux confins de la civilisation, où des ogres "
|
||
"bandits affamés constituent une menace constante pour les voyageurs et les "
|
||
"caravanes. Même si les ogres ne sont pas particulièrement intelligents ni "
|
||
"rapides, leur robustesse et leur force physique en font un atout dans les "
|
||
"armées des autres races. Ils sont notamment appréciés des commandants sans "
|
||
"scrupules que la brutalité des ogres ne dérange pas. On en sait peu sur leur "
|
||
"biologie ou leur société, s'ils en ont une vraiment, mais on dit qu'ils se "
|
||
"battent aux côtés de loups ou d'autres bêtes. On ignore s'il s'agit d'un "
|
||
"signe de coopération, de domestication ou de simple opportunisme mutuel."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:284
|
||
msgid "race^Orc"
|
||
msgstr "Orc"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:285
|
||
msgid "race+female^Orc"
|
||
msgstr "Orc"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:286
|
||
msgid "race^Orcs"
|
||
msgstr "Orcs"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:287
|
||
#, 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 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, they are pack-oriented; an orc never "
|
||
"travels long 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. 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."
|
||
msgstr ""
|
||
"Les orcs ressemblent pour moitié à des hommes, pour moitié à des bêtes. Ils "
|
||
"sont plus grands et plus forts que les humains. Ils sont belliqueux, "
|
||
"sauvages, et cruels. Leur sang est plus sombre et plus épais que celui d'un "
|
||
"homme normal ; ils se soucient peu de leur hygiène ou de leur apparence. "
|
||
"Bien qu'ils soient violents, même entre eux, ils aiment vivre en groupes : "
|
||
"un orc ne vit ou ne voyage jamais en bandes de moins d'une demi-douzaine "
|
||
"d'individus.\n"
|
||
"\n"
|
||
"<header>text='Société'</header>\n"
|
||
"Presque chaque orc fait partie d'une tribu ou d'un clan. Les relations de "
|
||
"voisinage sont souvent violentes, sauf si un ennemi commun les menace ou "
|
||
"s'ils entrevoient un pillage fructueux. Parfois, un chef très fort émerge "
|
||
"pour diriger plusieurs tribus, généralement en intimidant ses sujets. Un "
|
||
"groupe en paix a surtout tendance à s'endurcir uniquement pour préparer le "
|
||
"prochain conflit. Les orcs possèdent un système d'écriture rudimentaire, "
|
||
"souvent en lettres de sang, surtout utilisé pour échanger des insultes ou "
|
||
"des menaces entre meneurs.\n"
|
||
"\n"
|
||
"La société orc se base surtout sur la loi du plus fort. Un chef dirige et "
|
||
"survit tant que personne n'arrive à le renverser. Cette lutte de pouvoir "
|
||
"agite tous les dirigeants potentiels, qui ne vivent d'ailleurs pas plus de "
|
||
"quelques années avant de succomber sous les coups d'un autre convoitant "
|
||
"cette autorité absolue. L'histoire enseigne néanmoins quelques notables "
|
||
"exceptions. Les orcs ne suivent pas de véritable code de l'honneur et si la "
|
||
"brutalité obtient souvent les préférences, l'assassinat et l'empoisonnement "
|
||
"sont d'autres méthodes totalement acceptables pour atteindre un but.\n"
|
||
"\n"
|
||
"Les orcs vivent principalement dans les zones rurales, aux pieds des "
|
||
"collines ou dans les régions montagneuses, parfois dans les cavernes. Ils ne "
|
||
"cultivent rien et ne constituent pas de provisions, mais ils chassent bien : "
|
||
"ils sont capables de vider une région de tout gibier plus gros qu'un rongeur "
|
||
"en peu de temps. Ceci combiné à leur hiérarchie volatile explique pourquoi "
|
||
"ces tribus mènent un mode de vie semi-nomade, ne s'installant jamais bien "
|
||
"longtemps en un endroit. Les groupes les plus nombreux colonisent parfois "
|
||
"des aires pendant des années, voire des décennies, et construisent de grands "
|
||
"campements qui ressemblent à des villes, néanmoins rapidement détruites et "
|
||
"abandonnées s'il faut faire migrer la horde.\n"
|
||
"\n"
|
||
"Les plus vieux orcs atteignent cinquante ou soixante ans, mais peu dépassent "
|
||
"deux ou trois décennies avant de trouver la mort à la guerre ou sous les "
|
||
"coups d'un de leur frère. Les plus vieux sont souvent les chamans, qui sont "
|
||
"souvent les seuls êtres modérés à qui faire confiance. L'origine de cette "
|
||
"coutume est inconnue, car les chamans contribuent peu à la société orc, se "
|
||
"contentant de donner des conseils (ce qui est généralement peu apprécié "
|
||
"venant des autres). Ils contrastent avec les autres de leur espèce : ils "
|
||
"sont souvent petits et frêles, et manquent d'adresse au combat. Beaucoup "
|
||
"d'orcs naissent faibles et chétifs, et sont supplantés par leurs semblables "
|
||
"plus costauds. Les plus forts dévorent l'essentiel de la nourriture et "
|
||
"deviennent plus musclés encore, alors que les plus faibles ne grandissent "
|
||
"pas ; ils tendent alors à se spécialiser dans d'autres voies, comme le tir à "
|
||
"l'arc ou l'assassinat."
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:303
|
||
msgid "race^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:304
|
||
msgid "race+female^Troll"
|
||
msgstr "Trollesse"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:305
|
||
msgid "race^Trolls"
|
||
msgstr "Trolls"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:306
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Trolls are ancient creatures, one of the oldest known races known to "
|
||
#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
|
||
#| "live extremely long lives inside deep caves or atop high mountains. The "
|
||
#| "most unique characteristic of trolls is an internal vitality that "
|
||
#| "sustains and heals them from within. As a result they live very different "
|
||
#| "lives from almost any known creature. Trolls have few real needs: they "
|
||
#| "require little food or water, and thus they have little incentive to "
|
||
#| "pursue much besides protection from those who are hostile towards them. "
|
||
#| "This in turn means they rarely have to worry about anything and can spend "
|
||
#| "much of their time sleeping or in contemplation. Trolls have a curious "
|
||
#| "affinity with nature. They do not relate with living things like elves "
|
||
#| "do, but instead with earth and stone. They are also somewhat curious of "
|
||
#| "their surroundings and many younger whelps even enjoy traveling and "
|
||
#| "seeing the world. As trolls grow older they tend to become increasingly "
|
||
#| "passive, gradually losing interest in their environment and spending more "
|
||
#| "of their time sleeping in a quiet, familiar corner of their home cave. "
|
||
#| "This is until they finally pass away as their bodies themselves slowly "
|
||
#| "turn into lifeless statues of stone.\n"
|
||
#| "\n"
|
||
#| "Trolls are seen by many as being little more than yet another race of "
|
||
#| "savage monsters. This common misconception is in part perpetuated by orcs "
|
||
#| "to persuade trolls to join their armies. Because they are rather simple "
|
||
#| "and do not understand the ways of other races or sometimes can even tell "
|
||
#| "them apart, it is usually easy for an orcish band to convince a group of "
|
||
#| "trolls that by joining them they get to exact revenge on those that have "
|
||
#| "before hunted them. These new recruits are then directed to attack "
|
||
#| "whoever the orcs themselves are currently in conflict with, whether "
|
||
#| "previously a foe of the trolls or not, accumulating even more enemies for "
|
||
#| "the misled trolls. The most common enemy of trolls are dwarves, and the "
|
||
#| "animosity between these two races is ancient.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Trolls have inhabited the mountains of the Great Continent longer than "
|
||
#| "the dwarves who migrated there. Trolls are a common sight on the mountain "
|
||
#| "ranges north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgid ""
|
||
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
|
||
"the Great Continent. They are large, slow, simple-minded, and live extremely "
|
||
"long lives inside deep caves or atop high mountains. The most unique "
|
||
"characteristic of trolls is an internal vitality that sustains and heals "
|
||
"them from within. As a result they live very different lives from almost any "
|
||
"known creature. Trolls have few real needs: they require little food or "
|
||
"water, and thus they have little incentive to pursue much besides protection "
|
||
"from those who are hostile towards them. This in turn means they rarely have "
|
||
"to worry about anything and can spend much of their time sleeping or in "
|
||
"contemplation. Trolls have a curious affinity with nature. They do not "
|
||
"relate with living things like elves do, but instead with earth and stone. "
|
||
"They are also somewhat curious of their surroundings and many younger whelps "
|
||
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
|
||
"become increasingly passive, gradually losing interest in their environment "
|
||
"and spending more of their time sleeping in a quiet, familiar corner of "
|
||
"their home cave. This is until they finally pass away as their bodies "
|
||
"themselves slowly turn into lifeless statues of stone.\n"
|
||
"\n"
|
||
"Trolls are seen by many as being little more than yet another race of savage "
|
||
"monsters. This common misconception is in part perpetuated by orcs to "
|
||
"persuade trolls to join their armies. Because they are rather simple and do "
|
||
"not understand the ways of other races or sometimes cannot even tell them "
|
||
"apart, it is usually easy for an orcish band to convince a group of trolls "
|
||
"that by joining them they get to exact revenge on those that have before "
|
||
"hunted them. These new recruits are then directed to attack whoever the orcs "
|
||
"themselves are currently in conflict with, whether previously a foe of the "
|
||
"trolls or not, accumulating even more enemies for the misled trolls. The "
|
||
"most common enemy of trolls are dwarves, and the animosity between these two "
|
||
"races is ancient.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Trolls have inhabited the mountains of the Great Continent longer than the "
|
||
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
|
||
"north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgstr ""
|
||
"Les trolls sont une race ancienne, l'une des plus vieilles du Grand "
|
||
"Continent. Ils sont lents, grands, simples, et vivent très longtemps ; ils "
|
||
"habitent dans des cavernes profondes ou aux sommets de hautes montagnes. "
|
||
"Leur exceptionnelle vitalité les fortifie et les guérit. Ils ont donc des "
|
||
"existences très différentes de la majorité des autres créatures vivantes. "
|
||
"Les trolls ont des besoins réels limités : ils mangent et boivent peu, et "
|
||
"sont donc peu agressifs sauf pour se défendre. Cela implique qu'ils se "
|
||
"préoccupent de peu de choses et peuvent passer leur temps à dormir ou à "
|
||
"méditer. Les trolls ont une étrange affinité avec la nature, non pas avec ce "
|
||
"qui vit, comme les elfes, mais pour l'inanimé comme la terre et les pierres. "
|
||
"Ils sont curieux et les jeunes aiment voyager pour découvrir leur "
|
||
"environnement ; en vieillissant, les trolls perdent leur intérêt pour ce qui "
|
||
"les entoure et deviennent plus passifs, passant leur temps à dormir dans un "
|
||
"endroit familier de la caverne où ils habitent. Ils meurent finalement quand "
|
||
"leur corps s'est totalement transformé en statue de pierre.\n"
|
||
"\n"
|
||
"Les trolls sont souvent considérés comme un type particulier de monstre "
|
||
"sauvage. Cette erreur commune provient du fait que les orcs arrivent souvent "
|
||
"à facilement convaincre les trolls, plutôt naïfs, de rejoindre leurs armées "
|
||
"en leur proposant de se venger de ceux qui les chassent. Ces nouvelles "
|
||
"recrues attaquent alors tout ceux que les orcs combattent, que ce soient de "
|
||
"nouveaux ennemis ou d'anciens adversaires, allongeant ainsi la liste de ceux "
|
||
"qui en veulent aux trolls. Les nains sont leurs grands ennemis et "
|
||
"l'animosité entre ces deux races est ancienne.\n"
|
||
"\n"
|
||
"<header>text='Localisation'</header>\n"
|
||
"Les trolls occupent les montagnes du Grand Continent depuis plus longtemps "
|
||
"que les nains qui ont migré là ensuite. Ils peuvent facilement être aperçus "
|
||
"sur les massifs au nord et à l'est de Wesnoth, et partout là où voyagent les "
|
||
"hordes orcs."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:326
|
||
msgid "race^Undead"
|
||
msgstr "Mort-vivant"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:327
|
||
msgid "race+female^Undead"
|
||
msgstr "Morte-vivante"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:328
|
||
msgid "race+plural^Undead"
|
||
msgstr "Morts-vivants"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:329
|
||
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."
|
||
msgstr ""
|
||
"Les morts-vivants ne sont pas une race à proprement parler, même s'ils sont "
|
||
"souvent classés en tant que tels. Presque toutes les créatures décédées "
|
||
"peuvent être réanimées par un nécromancien suffisamment doué. Les morts-"
|
||
"vivants sont dans leur grande majorité des créatures artificielles et "
|
||
"dénuées de toute conscience, obéissant à celui qui les a invoqués sans "
|
||
"interrogations et sans arrière-pensées. Un des grands mystères de la "
|
||
"nécromancie réside dans la capacité du nécromancien à maintenir ses "
|
||
"créatures animées sans fournir d'effort continu. Un mort-vivant n'a pas "
|
||
"besoin d'une attention constante particulière de la part du "
|
||
"nécromancien pour la commander et pour l'entretenir : elle peut fonctionner "
|
||
"de manière autonome aux ordres de son maître. En de rares occasions, le "
|
||
"nécromancien doit entretenir sa créature, mais cela n'arrive pas plus que "
|
||
"quelques fois par année.\n"
|
||
"\n"
|
||
"La nécromancie est presque exclusivement réservée aux humains. Même les "
|
||
"légendes des races naturellement douées pour la magie, comme les elfes ou "
|
||
"les ondins, ne parlent que de quelques individus qui ont versé dans les arts "
|
||
"des ténèbres. On suppose qu'ils nécessitent une grande adaptabilité et un "
|
||
"esprit très flexible, caractéristiques naturelles des humains. Le but ultime "
|
||
"des nécromanciens est de parvenir à exploiter le même art de préservation "
|
||
"sur eux-mêmes pour s'imprégner de la vie, coûte que coûte, quitte à être "
|
||
"déformés, et d'échapper à la mort en préservant leur esprit et leur "
|
||
"intelligence.\n"
|
||
"\n"
|
||
"<header>text='Localisation'</header>\n"
|
||
"Même si les grands seigneurs morts-vivants ont débarqué sur le Grand "
|
||
"Continent avec l'avènement d'Haldric Ier, les elfes et les nains en avaient "
|
||
"déjà entendu parler auparavant."
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:342
|
||
msgid "race^Wolf"
|
||
msgstr "Loup"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:343
|
||
msgid "race+female^Wolf"
|
||
msgstr "Louve"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:344
|
||
msgid "race^Wolves"
|
||
msgstr "Loups"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:354
|
||
msgid "race^Wose"
|
||
msgstr "Wose"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:355
|
||
msgid "race^Woses"
|
||
msgstr "Woses"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:356
|
||
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."
|
||
msgstr ""
|
||
"Les woses résident dans les forêts les plus profondes du monde connu. Pour "
|
||
"des yeux non-entraînés, les woses peuvent se confondre avec des arbres "
|
||
"anciens. En tant que gardiens de la forêt, les woses partagent une plus "
|
||
"grande connexion encore avec la forêt que les elfes. Bien que les woses "
|
||
"soient une race pacifique, perturber les anciennes forêts dont ils sont les "
|
||
"protecteurs peut provoquer la colère de la nature elle-même. Les woses sont "
|
||
"des créatures très lentes et peuvent rester pendant des siècles à la même "
|
||
"place sans se préoccuper du temps qui passe.\n"
|
||
"\n"
|
||
"Bien qu'ils ne puissent pas pratiqué la magie de leur plein gré, les woses "
|
||
"partagent une forte connexion avec la magie féérique. Tout ce que l'on sait "
|
||
"à propos de cette ancienne race vient de certains savants elfes qui croient "
|
||
"que ce pouvoir mystique, que beaucoup d'elfes ont chercher à maîtriser "
|
||
"durant toutes leurs vies, est inhérent aux woses. Et bien que les woses "
|
||
"leurs ressemblent, ils ne partagent pas d'ancêtres communs avec les arbres. "
|
||
"On pense que les woses sont les plus anciennes créatures de ce monde, voir "
|
||
"peut-être même aussi anciens que les forêts où ils résident, et ce seraient "
|
||
"sans doute les fées qui auraient donné aux woses la tache éternelle d'être "
|
||
"les gardiens de la forêt. \n"
|
||
"\n"
|
||
"Les woses ne sont pas des guerriers et sont donc très peu habitués à "
|
||
"combattre. Ils peuvent par contre défendre très violemment leurs territoire "
|
||
"forestier. Les woses sont particulièrement lents et sont ainsi très "
|
||
"vulnérables en dehors des forêts. En raison de leur connexion avec les fées, "
|
||
"les woses sont particulièrement sensible aux arcanes. Le bois dur des woses "
|
||
"les rends quasiment insensible aux attaques physiques mais les rends très "
|
||
"vulnérables au feu. Leurs écorces épaisses et leurs capacités à utiliser le "
|
||
"pouvoir des fées afin de se régénérer après avoir été blessés leurs "
|
||
"permettent de survivre assez longtemps à une attaque ennemei pour pouvoir "
|
||
"riposter en les écrasant. Dans leurs forêts, les woses peuvent se camoufler "
|
||
"entre les arbres et prendre en embuscade le plus entraîné des éclaireurs "
|
||
"elfes.\n"
|
||
"\n"
|
||
"La durée de vie d'un wose est inconnue, bien que l'on sache que certains "
|
||
"membres de leur race ont vécu quelques centaines d'années et avaient un "
|
||
"taille incommensurable. On pense donc que les woses ne peuvent mourir qu'au "
|
||
"combat et ont une durée de vie quasi-illimité. Se contentant de passer des "
|
||
"siècles debout comme une sentinelle, désintéressés des événements du monde "
|
||
"civilisé, les woses ne se réveillent que pour la défense du monde naturel et "
|
||
"en particulier des forêts."
|
||
|
||
#: data/lua/feeding.lua:27 data/lua/feeding.lua:40
|
||
msgid "+1 max HP"
|
||
msgstr "+1 PV max"
|
||
|
||
#: src/help/help.cpp:182
|
||
msgid "Close"
|
||
msgstr "Fermer"
|
||
|
||
#: src/help/help.cpp:185
|
||
msgid "The Battle for Wesnoth Help"
|
||
msgstr "Aide de « Bataille pour Wesnoth »"
|
||
|
||
#: src/help/help.cpp:240
|
||
msgid "Parse error when parsing help text: "
|
||
msgstr "Erreur d'analyse lors de la lecture du texte d'aide : "
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "chasseuse nocturne"
|
||
|
||
#~ 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 ""
|
||
#~ "Une unité tuée par la peste se transforme en unité de même type "
|
||
#~ "appartenant à la même armée que celle ayant la peste. Cela ne fonctionne "
|
||
#~ "pas sur les morts-vivants ou sur les unités stationnées dans les villages."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Rapide"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Robuste"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Fort"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Intrépide"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Sauvage"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Fidèle"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Mort-vivant"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mécanique"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Élémental"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Habile"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Vigoureux"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Idiot"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Lent"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Faible"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Âgé"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "In combat, your units will inevitably take damage. When a unit "
|
||
#~| "<ref>dst='experience_and_advancement' text='advances'</ref>, it will "
|
||
#~| "heal fully. This can happen as you finish fighting an enemy, whether it "
|
||
#~| "is your turn or not. Wesnoth offers several other ways for your units to "
|
||
#~| "heal, all of which take place at the beginning of your turn, before you "
|
||
#~| "take action."
|
||
#~ msgid ""
|
||
#~ "In combat, your units will inevitably take damage. When a unit "
|
||
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
|
||
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
|
||
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
|
||
#~ "which take place at the beginning of your turn, before you take action."
|
||
#~ msgstr ""
|
||
#~ "Au combat, vos unités vont inévitablement subir des dégâts. Quand une "
|
||
#~ "unité <ref>dst=experience_and_advancement text='gagne un niveau'</ref>, "
|
||
#~ "elle se soigne complètement. Cela peut arriver à la fin d'un combat, que "
|
||
#~ "ce soit votre tour ou non. Wesnoth offre plusieurs solutions pour soigner "
|
||
#~ "vos unités, qui s'appliquent toutes au début de votre tour, avant que "
|
||
#~ "vous n'agissiez."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Factions"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Aperçu"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Bases du jeu"
|
||
|
||
#~ 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"
|
||
#~ "Pour commencer, l'idéal est de cliquer sur le bouton "
|
||
#~ "<bold>text='Didacticiel'</bold> du menu principal. Un apprentissage "
|
||
#~ "interactif vous enseignera les bases de Wesnoth. Après, il est recommandé "
|
||
#~ "de commencer par la campagne L'Héritier du trône : sélectionnez "
|
||
#~ "<bold>text='Campagne'</bold> puis <italic>text='L\\'Héritier du trône'</"
|
||
#~ "italic>. Comme le jeu peut sembler plutôt ardu au début, vous pourriez "
|
||
#~ "commencer en mode <italic>text='Débutant'</italic>."
|
||
|
||
#~ msgid ""
|
||
#~ "These pages outline all you need to know to play <italic>text='Battle for "
|
||
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
|
||
#~ "the game. As you play the game, new information is added to these pages "
|
||
#~ "as you come across new aspects of the game. For more detailed information "
|
||
#~ "on special situations and exceptions, please follow the links included."
|
||
#~ msgstr ""
|
||
#~ "Ces pages résument tout ce dont vous aurez besoin pour jouer à « Bataille "
|
||
#~ "pour Wesnoth ». Elles couvrent les mécanismes élémentaires du jeu et "
|
||
#~ "s'enrichiront au fur et à mesure de vos parties, quand vous serez "
|
||
#~ "confrontés à de nouveaux aspects du jeu. Pour les cas particuliers et les "
|
||
#~ "exceptions, veuillez vous reporter aux liens indiqués."
|
||
|
||
#~ 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"
|
||
#~ "Les <italic>text='campagnes'</italic> consistent en une succession de "
|
||
#~ "scénarios autour d'une histoire. Vous aurez alors souvent besoin de jouer "
|
||
#~ "plus prudemment, afin de préserver vos meilleures troupes pour les "
|
||
#~ "rappeler dans les scénarios ultérieurs de la campagne."
|
||
|
||
#~ 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 ""
|
||
#~ "Le jeu consiste en des suites de batailles, appelés "
|
||
#~ "<italic>text='scénarios'</italic>. Dans chaque scénario, vous troupes "
|
||
#~ "affrontent celles d'un ou plusieurs adversaires. Vous pouvez jouer contre "
|
||
#~ "l'ordinateur ou avec des amis à tour de rôle sur la même machine (jeu en "
|
||
#~ "chaise tournante) ; si votre ordinateur est connecté à un réseau ou à "
|
||
#~ "Internet, vous pouvez aussi jouer en ligne."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Expérience et avancement"
|
||
|
||
#~ 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"
|
||
#~ "Les unités <italic>text='vigoureuses'</italic> ont 1 PV plus 1 PV par "
|
||
#~ "niveau de plus que la normale et peuvent récupérer 2 PV chaque tour où "
|
||
#~ "elles ne combattent pas. Qui plus est, les dégâts du poison sont réduits "
|
||
#~ "d'un quart."
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Aide"
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Unités ayant ce type d\\'attaque spéciale'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Unités ayant cette capacité'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Chefs : "
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Recrues : "
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Ère :"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Factions :"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Les factions ne sont utilisées qu'en mode multijoueur."
|
||
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "Terrain de base : "
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "niveau"
|
||
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "Évolue à partir de : "
|
||
|
||
#~ msgid "Base unit: "
|
||
#~ msgstr "Unité de base : "
|
||
|
||
#~ msgid "Base units: "
|
||
#~ msgstr "Unités de base : "
|
||
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "Variantes : "
|
||
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "Divers"
|
||
|
||
#~ msgid "Race: "
|
||
#~ msgstr "Race : "
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "Capacités : "
|
||
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "Mise à jour des capacités : "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "PV : "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "Déplacements : "
|
||
|
||
#~ msgid "Vision: "
|
||
#~ msgstr "Vision : "
|
||
|
||
#~ msgid "Jamming: "
|
||
#~ msgstr "Brouillage : "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "Coût : "
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "Alignement : "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "Expérience requise : "
|
||
|
||
#~ msgid "unit help^Attacks"
|
||
#~ msgstr "Attaques"
|
||
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "Nom"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "Type"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "Attaques"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "Portée"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "Spécial"
|
||
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Résistances"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "Type d'attaque"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "Résistance"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "Terrain"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "Défense"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "Coût des mouvements"
|
||
|
||
#~ msgid "Vision Cost"
|
||
#~ msgstr "Coût de la vision"
|
||
|
||
#~ msgid "Jamming Cost"
|
||
#~ msgstr "Coût du brouillage"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Précédent"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Suivant >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Référence à un sujet inconnu : "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "fichier original corrompu"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Caste"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Drake Fighter'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Une des formes alternatives du dracan : soit un <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Cogneur'</ref> soit un <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Combattant dracan'</ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Nid de dragon"
|
||
|
||
#~ msgid ""
|
||
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
|
||
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
|
||
#~ "text='breeding pens'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Une sorte de très grand château qui abrite un <ref>dst='flight' "
|
||
#~ "text='escadron'</ref>. C'est là que se trouvent leurs "
|
||
#~ "<ref>dst='breeding_pen' text='nids de reproduction'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "Nid de reproduction"
|
||
|
||
#~ msgid ""
|
||
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
|
||
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>’s eye."
|
||
#~ msgstr ""
|
||
#~ "La partie du <ref>dst='aerie' text='nid de dragon'</ref> où les "
|
||
#~ "<ref>dst='breeder' text='pondeuses'</ref> indolentes vivent sous le "
|
||
#~ "regard du <ref>dst='dominant' text='dominant'</ref>."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Cycle de ponte"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "Le temps qui passe entre une ponte d'<ref>dst=egg text='œufs'</ref> et la "
|
||
#~ "suivante."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Océan Mondial"
|
||
|
||
#~ msgid ""
|
||
#~ "The World Ocean is the name of the open seas that surround the "
|
||
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
|
||
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
|
||
#~ "deadly waterfall."
|
||
#~ msgstr ""
|
||
#~ "L'Océan Mondial est le nom de l'ensemble des mers qui entourent "
|
||
#~ "l'archipel de<ref>dst='morogor' text='Morogor'</ref>. Les dracans pensent "
|
||
#~ "qu'il se termine par l'<ref>dst='abyss' text='Abysse'</ref>, une grande "
|
||
#~ "et mortelle chute d'eau."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Nouveau Continent"
|
||
|
||
#~ msgid ""
|
||
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
|
||
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
|
||
#~ msgstr ""
|
||
#~ "Le vaste continent qui s'étend à l'est de <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>. Son existence était inconnue des dracans jusqu'au "
|
||
#~ "vol de Galun."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Abysse"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "Dans la cosmologie dracane, une vaste et meurtrière chute d'eau où "
|
||
#~ "l'océan tombe du disque-monde."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Voie de la Spirale"
|
||
|
||
#~ msgid ""
|
||
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
|
||
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
|
||
#~ "Path'</ref>"
|
||
#~ msgstr ""
|
||
#~ "Une organisation dracane presque secrète qui cherche à empêcher une "
|
||
#~ "ultime guerre malthusienne. Voir aussi <ref>dst='straight_path' text='Le "
|
||
#~ "droit chemin'</ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Le droit chemin"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
|
||
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
|
||
#~ "Path'</ref>."
|
||
#~ msgstr ""
|
||
#~ "La tradition dracane de conquête et d'expansion perpétuelle. Ce terme est "
|
||
#~ "surtout utilisé par les membres de la <ref>dst='spiral_path' text='Voie "
|
||
#~ "de la Spirale'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Dominant"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
|
||
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
|
||
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
|
||
#~ "privileges on others."
|
||
#~ msgstr ""
|
||
#~ "L'<ref>dst='aspirant' text='aspirant'</ref> qui finit par prendre la tête "
|
||
#~ "des dracans, le seul de la tribu autorisé à se reproduire avec les "
|
||
#~ "<ref>dst='breeder' text='pondeuses'</ref>. À de rares occasions, il peut "
|
||
#~ "transmettre ce privilège."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulcaniade"
|
||
|
||
#~ msgid ""
|
||
#~ "The (irregular) period between consecutive eruptions of "
|
||
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
|
||
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
|
||
#~ msgstr ""
|
||
#~ "La période (irrégulière) qui sépare deux éruptions consécutives du "
|
||
#~ "<ref>dst='mount_morogor' text='mont Morogor'</ref>. C'est la base de "
|
||
#~ "l'<ref>dst='long_count' text='ancien calendrier'</ref>."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Greffier"
|
||
|
||
#~ msgid ""
|
||
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
|
||
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
|
||
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
|
||
#~ "they recruit their members from all of the other castes."
|
||
#~ msgstr ""
|
||
#~ "Un greffier est un gardien de parchemins dracan qui a appris "
|
||
#~ "l'<ref>dst='drakish_script' text='écriture'</ref> dracane. Les greffiers "
|
||
#~ "forment la seule <ref>dst='caste' text='caste'</ref> de dracans qui n'est "
|
||
#~ "pas déterminée par la biologie : ils recrutent leurs membres dans toutes "
|
||
#~ "les autres castes."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Ponte"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr ""
|
||
#~ "L'aboutissement du <ref>dst='breeding_cycle' text='cycle de ponte'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Éclosion"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Nouveau-né"
|
||
|
||
#~ msgid ""
|
||
#~ "A young drake that has not yet seen another generation hatch. The younger "
|
||
#~ "of the current generation of hatchlings are the most aggressive is the "
|
||
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Un jeune dracan qui n'a pas encore vu l'éclosion de la génération "
|
||
#~ "suivante. Les plus jeunes de cette nouvelle génération ont le "
|
||
#~ "comportement le plus agressif de l'<ref>dst='flight' text='escadron'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Dragonnet"
|
||
|
||
#~ msgid ""
|
||
#~ "A young drake that has seen another generation hatch. If the "
|
||
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
|
||
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Un jeune dracan qui a vu l'éclosion d'une génération. Si "
|
||
#~ "l'<ref>dst='flight' text='escadron'</ref> peut se permettre de perdre une "
|
||
#~ "génération, ils commencent l'<ref>dst='swarming' text='essaimage'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Pondeuse"
|
||
|
||
#~ msgid ""
|
||
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
|
||
#~ "that become breeders have to be handled with extra care. The number of "
|
||
#~ "breeders is also limited by the amounts of non-breeders around, since "
|
||
#~ "breeders can't take care of their food for themselves when laying. Drake "
|
||
#~ "breeders become fertile after the next <ref>dst='hatching' "
|
||
#~ "text='hatching'</ref>."
|
||
#~ msgstr ""
|
||
#~ "La femelle dracane. Elles sont rares car les <ref>dst='egg' text='œufs'</"
|
||
#~ "ref> destinés à devenir des pondeuses nécessitent un soin particulier. Le "
|
||
#~ "nombre de pondeuses est également limité par celui des autres dracans, "
|
||
#~ "qui doivent leur apporter de la nourriture quand elles pondent. Les "
|
||
#~ "pondeuses dracanes deviennent fertiles après la prochaine "
|
||
#~ "<ref>dst='hatching' text='éclosion'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "Œuf dracan"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
|
||
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
|
||
#~ "laid and to some extent the ambient temperature."
|
||
#~ msgstr ""
|
||
#~ "La <ref>dst=caste text='caste'</ref> à laquelle le <ref>dst='hatchling' "
|
||
#~ "text='nouveau-né'</ref> appartiendra est déterminée par le temps "
|
||
#~ "d'incubation et, dans une certaine mesure, par la température ambiante."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Escadron"
|
||
|
||
#~ msgid ""
|
||
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
|
||
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
|
||
#~ "text='Dominant'</ref>, who confers mating privileges."
|
||
#~ msgstr ""
|
||
#~ "Tribu de dracans, vivant dans un <ref>dst='aerie' text='nid de dragon'</"
|
||
#~ "ref> et contrôlant un terrain de chasse. Chaque tribu dispose d'un "
|
||
#~ "<ref>dst='dominant' text='dominant'</ref>, qui attribue des droits "
|
||
#~ "d'accouplement."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Aspirant"
|
||
|
||
#~ msgid ""
|
||
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
|
||
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
|
||
#~ "secretion of the hormone is caused by hunt and combat actions in which "
|
||
#~ "the drake is involved."
|
||
#~ msgstr ""
|
||
#~ "Dracan mâle ayant subi une métamorphose hormonale lui permettant de "
|
||
#~ "s'accoupler avec les <ref>dst='breeder' text='pondeuses'</ref>. La "
|
||
#~ "sécrétion de l'hormone est causée par la chasse et les faits d'armes "
|
||
#~ "auxquels le dracan participe."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Ascendant"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Nom que donnent les dracans à un vrai <ref>dst='unit_Fire Dragon' "
|
||
#~ "text='dragon'</ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Intendant"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
|
||
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
|
||
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
|
||
#~ "likeliest to be granted mating privileges, especially after a notable "
|
||
#~ "service."
|
||
#~ msgstr ""
|
||
#~ "Un <ref>dst='aspirant' text='aspirant'</ref> au service du "
|
||
#~ "<ref>dst='dominant' text='dominant'</ref>. La tradition lui en octroie un "
|
||
#~ "de chacune des autres <ref>dst=caste text='castes'</ref> que la sienne. "
|
||
#~ "Des « intendants » supplémentaires sont parfois nommés pour des tâches "
|
||
#~ "spéciales. Les intendants ont les meilleurs chances de gagner un "
|
||
#~ "privilège d'accouplement, surtout après un service remarquable."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Essaim"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "Les <ref>dst='swarmlings' text='essaimeurs'</ref> sont ceux qui quittent "
|
||
#~ "le <ref>dst='aerie' text='nid de dragon'</ref> pour en fonder un nouveau."
|
||
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "Essaimage"
|
||
|
||
#~ msgid ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgstr ""
|
||
#~ " L'<ref>dst='flight' text='escadron'</ref> formé pour la fondation d'un "
|
||
#~ "nouveau <ref>dst='aerie' text='nid de dragon'</ref> à chaque "
|
||
#~ "<ref>dst='breeding_cycle' text='cycle de ponte'</ref>. Voir "
|
||
#~ "<ref>dst='swarm' text='essaim'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Coureurs"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr ""
|
||
#~ "Terme dracan désignant des esclaves ayant pris la fuite et dont la chasse "
|
||
#~ "est un jeu."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Mont Morogor"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Montagne volcanique sur l'île centrale de l'archipel de "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Ancien Calendrier"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Le calendrier dracan est rythmé par les <ref>dst='vulcaniad' "
|
||
#~ "text='vulcaniades'</ref> et les <ref>dst=breeding_cycle text='cycles de "
|
||
#~ "ponte'</ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Long Pig"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Terme pidgin des mers du Sud pour de la viande humaine, utilisé pour "
|
||
#~ "traduire un mot dracan ayant la même signification."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Céramique"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
|
||
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
|
||
#~ "generate the amount of heat to cure the pieces to full strength."
|
||
#~ msgstr ""
|
||
#~ "Les dracans travaillent le métal, mais sont des maîtres en matière de "
|
||
#~ "céramique. Seuls les <ref>dst='unit_Drake Burner' text='pyrodracans'</"
|
||
#~ "ref> peuvent générer une chaleur suffisante pour cuire les pièces de "
|
||
#~ "manière optimale."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Dracan, écriture"
|
||
|
||
#~ msgid ""
|
||
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
|
||
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
|
||
#~ "text='Recorder'</ref> vocation."
|
||
#~ msgstr ""
|
||
#~ "La langue écrite des dracans. Enregistrée sur des tablettes de "
|
||
#~ "<ref>dst='ceramic' text='céramique'</ref> par des <ref>dst='recorder' "
|
||
#~ "text='greffiers'</ref>."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Dracan, langage"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "La langue parlée par les dracans."
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Plat"
|
||
|
||
#~ 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 ""
|
||
#~ "La <italic>text='prairie'</italic> représente des plaines ouvertes, "
|
||
#~ "cultivées, utilisées pour la pâture, ou restées sauvages. Elle facilite "
|
||
#~ "les déplacements mais complique la défense. Généralement, la cavalerie et "
|
||
#~ "les unités agiles profitent le plus de ces grands espaces.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont une défense de 30 à 40 % en prairie."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Route"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='routes'</italic> sont des chemins de terre formés par "
|
||
#~ "le passage de nombreux voyageurs. Dans le jeu, les routes sont identiques "
|
||
#~ "aux <ref>dst='terrain_flat' text='terrains plats'</ref>.\n"
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "Forêt"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='forêts'</italic> correspondent aux terrains boisés avec "
|
||
#~ "un sous-bois suffisamment touffu pour gêner le passage. Bien qu'elles "
|
||
#~ "ralentissent presque tout le monde, elles protègent souvent mieux qu'un "
|
||
#~ "terrain ouvert. La cavalerie a cependant tant de mal à y circuler que le "
|
||
#~ "bénéfice de la discrétion y est annulé. Les elfes constituent une "
|
||
#~ "exception à cette règle générale : non seulement ils s'y déplacent sans "
|
||
#~ "malus, mais ils y gagnent également un bonus défensif considérable. Les "
|
||
#~ "nains sont une autre exception : bien qu'ils soient capables de "
|
||
#~ "progresser dans les bois sans être trop ralentis, ce terrain complètement "
|
||
#~ "inconnu ne leur donne presque aucun bonus défensif.\n"
|
||
#~ "\n"
|
||
#~ "La défense de la plupart des unités est de 50 % en forêt et celle des "
|
||
#~ "cavaleries est limitée à 30 %. Les elfes bénéficient de 60 à 70 % de "
|
||
#~ "défense, même pour leurs unités montées. Les nains n'y reçoivent "
|
||
#~ "généralement que 30 % de défense.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "Collines"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='collines'</italic> représentent tout terrain inégal "
|
||
#~ "comportant suffisamment de creux et de bosses pour apporter une "
|
||
#~ "couverture. La plupart des troupes circulent difficilement dans des "
|
||
#~ "collines. Les nains, les trolls et les orcs sont suffisamment habitués à "
|
||
#~ "ce terrain pour ne pas être ralentis. Les cavaleries s'y déplacent si "
|
||
#~ "difficilement que le bonus apporté par cette couverture est presque nul.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont environ 50 % de défense dans les collines, "
|
||
#~ "tandis que les cavaleries sont limitées à 40 %. Les nains bénéficient "
|
||
#~ "d'une défense de 60 % dans les collines.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Montagnes"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='montagnes'</italic> sont abruptes, ce qui force les "
|
||
#~ "unités qui veulent s'y déplacer à escalader les obstacles sur leur "
|
||
#~ "passage. Les montagnes apportent un bonus défensif considérable à la "
|
||
#~ "plupart des troupes, mais gênent aussi beaucoup les déplacements. La "
|
||
#~ "plupart des cavaleries ne peuvent pénétrer en terrain montagneux ; la "
|
||
#~ "cavalerie elfe et les monteurs de loups gobelins constituent cependant "
|
||
#~ "des exceptions. Les nains et les trolls sont habitués aux terrains "
|
||
#~ "montagneux et il leur est facile de s'y déplacer.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités reçoivent environ 60 % de défense dans les "
|
||
#~ "montagnes, tandis que les nains bénéficient de 70 % de bonus."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "Marais"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='marais'</italic> représentent tout type de terres "
|
||
#~ "humides. Les marais ralentissent presque tout le monde et réduisent les "
|
||
#~ "possibilités de défense. Les races adaptées à la navigation aquatique "
|
||
#~ "font exception ; elles reçoivent leur plein mouvement et un bonus "
|
||
#~ "défensif. Ceux qui vivent dans les terres humides se servent de ce "
|
||
#~ "terrain comme d'une couverture défensive.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont 30 % de défense dans les marais. Les ondins, "
|
||
#~ "les nagas et les sauriens y profitent d'une défense de 60 %."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Eau peu profonde"
|
||
|
||
#~ 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 ""
|
||
#~ "L'<italic>text='eau peu profonde'</italic> arrive environ à la taille "
|
||
#~ "d'un homme. C'est suffisant pour ralentir presque toutes les unités et "
|
||
#~ "les rendre plus vulnérables aux attaques. Les nains, ayant de l'eau "
|
||
#~ "presque jusqu'à la tête, sont en position fort inconfortable. Toute race "
|
||
#~ "avec un corps naturellement adapté à la natation constitue une exception "
|
||
#~ "et bénéficie d'un bonus défensif considérable et de son plein mouvement.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont 20 à 30 % de défense en eau peu profonde, "
|
||
#~ "tandis que les nagas et les ondins y profitent d'une défense de 60 %."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Eau profonde"
|
||
|
||
#~ 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 ""
|
||
#~ "L'<italic>text='eau profonde'</italic> recouvrira la tête d'un homme. La "
|
||
#~ "plupart des unités ne peuvent pas y entrer : c'est le domaine des troupes "
|
||
#~ "aériennes et de celles qui nagent très bien.\n"
|
||
#~ "\n"
|
||
#~ "Les ondins et les nagas reçoivent 50 % de défense en eau profonde et leur "
|
||
#~ "plein mouvement."
|
||
|
||
#~ msgid "Frozen"
|
||
#~ msgstr "Gelé"
|
||
|
||
#~ 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 ""
|
||
#~ "Le terrain <italic>text='gelé'</italic> désigne une zone plane couverte "
|
||
#~ "de neige ou de glace. La plupart des unités s'y déplacent lentement et "
|
||
#~ "éprouvent des difficultés à s'y défendre. Notez que les unités "
|
||
#~ "aquatiques, même celles qui peuvent respirer sous l'eau, ne peuvent pas "
|
||
#~ "nager sous la glace.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont une défense de 20 à 40 % sur un terrain gelé."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "Château"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='châteaux'</italic> incluent tous les genres de "
|
||
#~ "fortifications permanentes. Presque toutes les unités y reçoivent un "
|
||
#~ "bonus défensif considérable, et la majorité des unités s'y déplacent au "
|
||
#~ "maximum de leurs capacités. Les unités dans un château constituent sa "
|
||
#~ "garnison. Un hexagone libre permet à un ennemi de s'introduire facilement "
|
||
#~ "dans le château et d'obtenir un bonus de défense identique à celui des "
|
||
#~ "troupes à l'intérieur.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont environ 60 % de défense dans un château.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "Sable"
|
||
|
||
#~ 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 ""
|
||
#~ "L'instabilité du <italic>text='sable'</italic> le rend difficile à "
|
||
#~ "traverser pour la plupart des unités, qui deviennent vulnérables aux "
|
||
#~ "attaques. Au contraire, les pieds larges ou les corps sinueux des races "
|
||
#~ "assimilées aux lézards leur permettent de circuler plus facilement sur ce "
|
||
#~ "terrain.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont une défense de 20 à 40 % dans le sable."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Désert"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='déserts'</italic> ont une composition différente des "
|
||
#~ "petites zones sablonneuses ou des plages, mais ils sont considérés comme "
|
||
#~ "identiques dans le jeu. Voir <ref>dst=terrain_sand text='sable'</ref>."
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "Caverne"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='cavernes'</italic> représentent des galeries "
|
||
#~ "suffisamment spacieuses pour permettre le passage des unités. Il s'agit "
|
||
#~ "d'un terrain inconnu pour la plupart des unités, qui sont donc ralenties "
|
||
#~ "et gênées pour leur défense. Les nains et les trolls, qui y habitent, se "
|
||
#~ "déplacent relativement aisément, particulièrement les nains qui, du fait "
|
||
#~ "de leur petite taille, peuvent franchir de nombreux obstacles. De temps "
|
||
#~ "en temps, les cavernes sont <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='éclairées'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités bénéficient de 20 à 40 % de défense dans les "
|
||
#~ "cavernes, tandis que les nains en obtiennent 50 %."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Caverne accidentée"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='cavernes accidentées'</italic> sont formées par "
|
||
#~ "l'action de l'eau et du vent, qui transportent des particules qui érodent "
|
||
#~ "la roche. Cela a l'aspect d'un souterrain accidenté qui réduit "
|
||
#~ "l'efficacité de la plupart des unités, mais favorise la défense. Les "
|
||
#~ "nains et les trolls, qui sont les principaux habitants des cavernes, s'y "
|
||
#~ "déplacent relativement aisément. Les nains, du fait de leur petite "
|
||
#~ "taille, peuvent pleinement tirer parti de ce type de topographie. De "
|
||
#~ "temps en temps, les cavernes sont <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='éclairées'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont environ 50% de défense dans ces cavernes, alors "
|
||
#~ "que la cavalerie est limitée à 40%. Les nains y bénéficient de 60% de "
|
||
#~ "défense."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Caverne éclairée"
|
||
|
||
#~ 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 ""
|
||
#~ "Il existe peu d'endroits dans le monde souterrain où la lumière de la "
|
||
#~ "surface vient illuminer les sombres ténèbres. Celle-ci procure un bonus "
|
||
#~ "de dégâts aux unités loyales et annule celui des unités chaotiques. À "
|
||
#~ "part cela, ce terrain est similaire aux <ref>dst='terrain_cave' "
|
||
#~ "text='cavernes'</ref> normales."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "Forêt de champignons"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='forêts de champignons'</italic> sont de vastes étendues "
|
||
#~ "où poussent des champignons géants qui se développent dans la pénombre "
|
||
#~ "souterraine. La plupart des unités ont du mal à se déplacer sur le sol "
|
||
#~ "rendu spongieux par les moisissures, mais l'abondance de grands "
|
||
#~ "champignons leur fournit une bonne couverture. Les unités montées "
|
||
#~ "s'embourbent complètement et leurs possibilités de mouvement en combat "
|
||
#~ "sont sérieusement entravées. Les unités mortes-vivantes ont une affinité "
|
||
#~ "naturelle avec la pourriture et sont à l'aise dans les forêts de "
|
||
#~ "champignons.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités reçoivent 50% à 60% de défense dans les forêts de "
|
||
#~ "champignons, alors que la cavalerie n'en reçoit que 20%."
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Village"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='villages'</italic> sont constitués de groupes de "
|
||
#~ "bâtiments, humains ou autres. Presque toutes les unités, même les "
|
||
#~ "cavaleries, circulent facilement dans les villages et la plupart des "
|
||
#~ "unités y obtiennent un bonus défensif. Les villages apportent aux unités "
|
||
#~ "des moyens de laver et soigner leurs blessures, ce qui permet à toute "
|
||
#~ "unité qui y stationne de se soigner de 8 points de vie à chaque tour ou "
|
||
#~ "d'être guérie du poison.\n"
|
||
#~ "\n"
|
||
#~ "La plupart des unités ont 50 à 60 % de défense dans les villages, tandis "
|
||
#~ "que les cavaleries n'y reçoivent que 40 %.\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Village sous-marin"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='villages sous-marins'</italic> abritent les ondins et "
|
||
#~ "les nagas. Alors que ces créatures aquatiques sont là chez elles, les "
|
||
#~ "créatures terrestres ont du mal à s'y mouvoir et s'y défendre. Toutefois, "
|
||
#~ "comme tout village, ils permettent à tous de soigner leurs blessures : "
|
||
#~ "toute unité qui y stationne peut récupérer 8 points de vie par tour ou "
|
||
#~ "être guérie du poison.\n"
|
||
#~ "\n"
|
||
#~ "Les ondins et les nagas ont 60 % de défense dans les villages sous-"
|
||
#~ "marins, tandis que les unités terrestres n'y ont qu'une défense réduite."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Impraticable"
|
||
|
||
#~ 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 ""
|
||
#~ "La notion de <italic>text='terrain impraticable'</italic> couvre les "
|
||
#~ "abîmes et gorges qui ne peuvent pas être franchies en marchant. Les "
|
||
#~ "abîmes comportent des falaises si raides qu'il faudrait des jours pour "
|
||
#~ "les traverser. Dans le jeu, seules les unités capables de voler peuvent "
|
||
#~ "les franchir."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lave"
|
||
|
||
#~ 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 ""
|
||
#~ "Marcher sur la lave comporte des dangers évidents : elle équivaut à un "
|
||
#~ "terrain <ref>dst='terrain_unwalkable' text='impraticable'</ref> et ne "
|
||
#~ "peut être traversée que par des unités capables de voler bien au-dessus. "
|
||
#~ "La lave en fusion produit également une lumière rougeâtre qui procure un "
|
||
#~ "bonus d'attaque aux unités loyales et supprime celui des unités "
|
||
#~ "chaotiques."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Gué"
|
||
|
||
#~ 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 ""
|
||
#~ "Les unités terrestres peuvent traverser très facilement une rivière très "
|
||
#~ "peu profonde. De plus, toute créature nageuse a une mobilité totale à de "
|
||
#~ "tels endroits de la rivière. Dans le jeu, un gué est traité soit comme "
|
||
#~ "une plaine, soit comme une eau peu profonde, selon les meilleurs bonus de "
|
||
#~ "défense et de mouvement pour l'unité qui y est présente."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Récif"
|
||
|
||
#~ 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 ""
|
||
#~ "Les <italic>text='récifs côtiers'</italic> sont formés de rochers, de "
|
||
#~ "coraux et de sable. Cela offre à la plupart des unités terrestres un "
|
||
#~ "terrain bien plus praticable que les eaux peu profondes. Quant aux unités "
|
||
#~ "aquatiques, elles y bénéficient d'une protection exceptionnellement "
|
||
#~ "haute.\n"
|
||
#~ "\n"
|
||
#~ "Les ondins et les nagas reçoivent 70 % de défense sur les récifs côtiers."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Pont"
|
||
|
||
#~ 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 ""
|
||
#~ "Un <italic>text='pont'</italic> permet à ceux capables d'en construire de "
|
||
#~ "s'affranchir de la nature inconstante des passages à gué qui dépendent "
|
||
#~ "des variations du niveau de l'eau. Il ne faut pas oublier qu'un passage à "
|
||
#~ "pieds secs est un luxe dont la perte est un problème très sérieux durant "
|
||
#~ "les périodes froides de l'année.\n"
|
||
#~ "\n"
|
||
#~ "Un pont sera considéré comme le meilleur terrain pour ceux qui se "
|
||
#~ "déplacent sur terre comme sur mer : dans le jeu, il sera traité soit "
|
||
#~ "comme une prairie, soit comme une eau peu profonde, selon les meilleurs "
|
||
#~ "bonus de mouvement et de défense pour l'unité occupant la case du pont. "
|
||
#~ "Une unité nageuse et une unité terrestre ne sont pas capables d'occuper "
|
||
#~ "en même temps une case de pont."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Infranchissable"
|
||
|
||
#~ 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 ""
|
||
#~ "Parmi les obstacles que même le plus obstiné des voyageurs ne pourra "
|
||
#~ "franchir se trouvent les murailles de pierre et des montagnes si élevées "
|
||
#~ "que leurs sommets se perdent dans les nuages. En effet, même le plus "
|
||
#~ "féroce des trolls ne pourra s'ouvrir un chemin au travers de solides murs "
|
||
#~ "de roches, et les créatures volantes ne peuvent pas dépasser les "
|
||
#~ "altitudes des plus hauts sommets."
|
||
|
||
#~ msgid ""
|
||
#~ "Wesnoth’s extensibility allows the thriving user community to develop "
|
||
#~ "content by making use of the game engine’s full potential to deliver new "
|
||
#~ "scenarios, campaigns, and more beyond what the official content set has "
|
||
#~ "to offer.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "L'extensibilité de Wesnoth permet à la communauté florissante des "
|
||
#~ "utilisateurs de développer du contenu en utilisant le plein potentiel du "
|
||
#~ "moteur de jeu pour offrir de nouveaux scénarios, des campagnes, et bien "
|
||
#~ "au-delà de ce que l'ensemble des contenus officiels a à offrir.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "The game supports various types of add-ons that are used differently "
|
||
#~ "according to their purpose."
|
||
#~ msgstr ""
|
||
#~ "Le jeu est compatible avec divers types d'extensions qui sont utilisés "
|
||
#~ "différemment en fonction de leur usage."
|
||
|
||
#~ 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 ""
|
||
#~ "Fureur berserk :\n"
|
||
#~ "En attaque comme en défense, cette attaque force le combat jusqu'à la "
|
||
#~ "mort de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magique :\n"
|
||
#~ "Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que "
|
||
#~ "soit la capacité défensive de l'ennemi."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "initiative"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Initiative :\n"
|
||
#~ "Cette unité attaque toujours en premier, même quand elle se défend."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Nécrophagie :\n"
|
||
#~ "Cette unité gagne un point de vie à chaque fois qu'elle tue une unité "
|
||
#~ "vivante. Ce point de vie est aussi ajouté au maximum."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Certaines armes ont des caractéristiques spéciales qui augmentent "
|
||
#~ "l'efficacité d'une attaque.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Probabilité de toucher'</header>"
|