7513 lines
291 KiB
Text
7513 lines
291 KiB
Text
# Slovak translations for Battle for Wesnoth package.
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# Copyright (C) 2004 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth package.
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# Automatically generated, 2004.
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth 1.2\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: 2014-10-23 21:33+0100\n"
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"Last-Translator: aceman <acelists@atlas.sk>\n"
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"Language-Team: none\n"
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"Language: \n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=3; plural= (n==1) ? 1 : (n>=2 && n<=4) ? 2 : 0;\n"
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"X-Poedit-Language: Slovak\n"
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"X-Poedit-Country: SLOVAKIA\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 "Podzemie"
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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 "zúrivý"
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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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"Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného z "
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"protivníkov, prípadne kým si nevymenia 30 sérií útokov."
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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 "magický"
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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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"Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti "
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"jednotky, na ktorú sa útočí."
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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 "prvý úder"
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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 "Týmto útokom útočí jednotka vždy prvá, aj keď bola napadnutá."
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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 "uzdravuje +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 "uzdravuje +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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"Jednotka dokáže uzdravovať spriatelené jednotky na vedľajších políčkach na "
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"začiatku ťahu.\n"
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"\n"
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"Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o "
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"4 životy alebo jej v tomto kole nebude jed uberať životy.\n"
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"Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí "
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"vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť."
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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 "uzdravuje +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 "uzdravuje +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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"Jednotka kombinuje rastlinné liečivá s mágiou, aby uzdravovala rýchlejšie, "
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"ako je bežne možné na bojisku.\n"
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"\n"
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"Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o "
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"8 životov, alebo jej v tomto kole nebude jed uberať životy.\n"
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"Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí "
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"vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť."
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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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#. [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='Šanca na zásah'</header>"
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:146
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msgid ""
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"\n"
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"\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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#. [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"
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"• Time Schedule Editor\n"
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"\n"
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msgstr ""
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:158
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msgid ""
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"\n"
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"\n"
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"• What-you-see-is-what-you-get\n"
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"The editor is not a WYSIWYG application.\n"
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"\n"
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"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"
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"\n"
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"• Event handlers and scripting\n"
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"The editor is not a tool to help you scripting the scenario's event "
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"handlers.\n"
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"\n"
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"• Infinite Backwards Compatibility\n"
|
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"The editor can't load maps from versions prior to 1.10.\n"
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"TODO is that true?\n"
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"\n"
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msgstr ""
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:172
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msgid ""
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"\n"
|
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"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
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"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
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"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
|
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"needs a topic on its own\n"
|
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"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
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msgstr ""
|
||
|
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#. [topic]: id=editor_modes
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#: data/core/editor/help.cfg:184
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msgid "Editing Modes"
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msgstr ""
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|
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#. [topic]: id=editor_modes
|
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#: data/core/editor/help.cfg:185
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#, fuzzy
|
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#| msgid ""
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#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
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msgid ""
|
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"\n"
|
||
"\n"
|
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"<header>text='Pure Map Mode'</header>"
|
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msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zdroje pre tvorcov'</header>"
|
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|
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#. [topic]: id=editor_modes
|
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#: data/core/editor/help.cfg:185
|
||
msgid "The editor features two separate modes of operation:"
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||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
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#: data/core/editor/help.cfg:187
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Allows only the composing of the terrain map itself and the definition of "
|
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"leader starting positions."
|
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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>"
|
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msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zdroje pre tvorcov'</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 "Vplyv terénu"
|
||
|
||
#. [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 "Encyklopédia"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Zemepis'</ref>"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Zemepis"
|
||
|
||
#. [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 ""
|
||
"Rieka vyvierajúca v <ref>dst='heart_mountains' text='Hlbokých horách'</ref> "
|
||
"a tečúca na východ do Listry."
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great Ocean"
|
||
msgstr "Veľký oceán"
|
||
|
||
#. [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 ""
|
||
"Leží na západ od <ref>dst='great_continent' text='Veľkého kontinentu'</ref> "
|
||
"a tečú do neho všetky rieky. Ďaleko na západe vo Veľkom oceáne je veľké "
|
||
"súostrovie <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 ""
|
||
"Súostrovie sa nachádza niekde vo <ref>dst='great_ocean' text='Veľkom "
|
||
"oceáne'</ref> západne od <ref>dst='green_isle' text='Zeleného ostrova'</ref> "
|
||
"a východne od <ref>dst=old_continent text='Starého kontinentu'</ref>.\n"
|
||
"Je obývané zväčša <ref>dst='..race_drake' text='jaštermi'</ref>.\n"
|
||
"Prostredný ostrov súostrovia sa tiež nazýva ‘Morogor’."
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:46
|
||
msgid "Green Isle"
|
||
msgstr "Zelený ostrov"
|
||
|
||
#. [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 ""
|
||
"Väčší ostrov ležiaci vo <ref>dst='great_ocean' text='Veľkom oceáne'</ref>."
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
msgid "Old Continent"
|
||
msgstr "Starý kontinent"
|
||
|
||
#. [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 ""
|
||
"Leží na západ od <ref>dst='morogor' text='Morogoru'</ref> cez "
|
||
"<ref>dst='great_ocean' text='Veľký oceán'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Great Continent"
|
||
msgstr "Veľký kontinent"
|
||
|
||
#. [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 ""
|
||
"Kontinent, na ktorom leží <ref>dst='kingdom_wesnoth' text='Kráľovstvo "
|
||
"Wesnoth'</ref>. Jeho západné pobrežie obmýva <ref>dst='great_ocean' "
|
||
"text='Veľký oceán'</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 ""
|
||
"Názov sveta, v ktorom je umiestnené kráľovstvo <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> je ‘Irdya’. Tento názov sa však v ére zobrazenej na "
|
||
"hlavnej mape používa zriedka. Ľudia zvyčajne hovoria len “svet” alebo "
|
||
"poeticky “šíry zelený svet”."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Kráľovstvo 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"
|
||
"<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 ""
|
||
"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"
|
||
" • Významné mestá:\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"
|
||
" • Významné krajinné útvary:\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.)"
|
||
|
||
#. [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 je niekedy provinciou <ref>dst='kingdom_wesnoth' text='Wesnothu'</"
|
||
"ref>, niekedy samostatnou krajinou a niekedy v spojenectve s Wesnothom. "
|
||
"Hraničí s Veľkou riekou na severe, nejasne definovanou čiarou na východe s "
|
||
"Wesnothom, Perlovou zátokou na juhu a <ref>dst='great_ocean' text='oceánom'</"
|
||
"ref> na západe. Viac informácií je možné nájsť v historickom sprievodcovi "
|
||
"Wesnothom.\n"
|
||
"\n"
|
||
" • Významné mestá:\n"
|
||
" ◦ Elensefar: Hlavné mesto, ktoré sa nachádza na ostrove v delte "
|
||
"<ref>dst='great_river' text='Veľkej rieky'</ref>\n"
|
||
" ◦ Carcyn: Mesto na hranici Wesnothu a Elensefar, o ktoré sa sporí "
|
||
"s Wesnothom\n"
|
||
" • Významné krajinné útvary:\n"
|
||
" ◦ <ref>dst='great_river' text='Great River'</ref>: V tejto oblasti "
|
||
"je už veľmi široká a preto ju vedia prekonať len lode."
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:113
|
||
msgid "Northlands"
|
||
msgstr "Severná zem"
|
||
|
||
#. [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"
|
||
"<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 ""
|
||
"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"
|
||
" • Významné mestá:\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"
|
||
" • Významné krajinné útvary:\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"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:135
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Juhozápadné kraje elfov"
|
||
|
||
#. [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 ""
|
||
"Lesní elfovia sú oddelení od tých zo severu a majú s nimi len náhodné "
|
||
"kontakty, podobne ako s inými krajinami. Ich hranicami je Zelená bažina na "
|
||
"severovýchode, púšť (nie je zobrazená) na juhu, a <ref>dst='great_ocean' "
|
||
"text='oceán'</ref> na západe.\n"
|
||
"\n"
|
||
" • Významné mestá\n"
|
||
" ◦ Nie sú známe\n"
|
||
" • Významné krajinné útvary:\n"
|
||
" ◦ Les Aethen: Najväčší južný les, ktorý zasahuje ďaleko na "
|
||
"juhozápad — ešte ďalej ako je zaznačené — a je domovom <ref>dst='..race_elf' "
|
||
"text='elfov'</ref>."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:148
|
||
msgid "Heart Mountains"
|
||
msgstr "Hlboké hory"
|
||
|
||
#. [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 ""
|
||
"Prakticky neprekročiteľná bariéra medzi <ref>dst='arkan_thoria' "
|
||
"text='riečnou'</ref> krajinou a <ref>dst='far_north' text='Severnými "
|
||
"pláňami'</ref>."
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
msgid "Far North"
|
||
msgstr "Ďaleký sever"
|
||
|
||
#. [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"
|
||
#| " ◦ Farzi\n"
|
||
#| " ◦ Lmarig\n"
|
||
#| " ◦ Melmog\n"
|
||
#| " ◦ Prestim\n"
|
||
#| " ◦ Tirigaz\n"
|
||
#| " ◦ Dorest, the northernmost human city\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Black Marshes\n"
|
||
#| " ◦ Mountains of Dorth\n"
|
||
#| " ◦ Mountains of Haag\n"
|
||
#| " ◦ Greenwood\n"
|
||
#| " ◦ Silent Forest\n"
|
||
#| " ◦ Forest of Thelien\n"
|
||
#| " ◦ River Oumph\n"
|
||
#| " ◦ River Bork\n"
|
||
#| " ◦ Frosty Wastes\n"
|
||
#| " ◦ Barren Plains"
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
|
||
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
|
||
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
|
||
"Steppe, who fell out of the control of the Clannate, instead roaming with "
|
||
"wild human barbarians and clashing with the High Elves of the North Plains "
|
||
"(known as North Elves in human lands). The High Elves themselves reside "
|
||
"further east, where it is rumored they rule a vast kingdom.\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 ""
|
||
"Studený, drsný a nedostupný je Ďaleký sever, pôvodná zem klanov orkov. Leží "
|
||
"severne od <ref>dst='heart_mountains' text='Hlbokých hôr'</ref>, ktoré "
|
||
"orkovia nazývajú Haggid-Dargor a prisvojujú si ich (bezdôvodne). Na východe "
|
||
"ležia nezaradené kmene Divokých stepí, ktoré sa vymanili z kontroly klanov a "
|
||
"namiesto toho brázdia s ľudskými barbarmi v potýčkach s elfmi Severných "
|
||
"plání (známymi ako Severní elfovia v ľudských krajoch). Elfovia sídlia ďalej "
|
||
"na východe, kde údajne vládnu rozľahlému kráľovstvu.\n"
|
||
"\n"
|
||
" • Významné mestá:\n"
|
||
" ◦ Barag Gor, domovské mesto Rady orkov\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
" ◦ Dorest, najsevernejšie mesto ľudí\n"
|
||
" • Významné krajinné útvary:\n"
|
||
" ◦ Čierne bažiny\n"
|
||
" ◦ Hory Dorth\n"
|
||
" ◦ Hory Haag\n"
|
||
" ◦ Zelený les\n"
|
||
" ◦ Tichý les\n"
|
||
" ◦ Les Thelien\n"
|
||
" ◦ Rieka Oumph\n"
|
||
" ◦ Rieka Bork\n"
|
||
" ◦ Mrazivé pustatiny\n"
|
||
" ◦ Holé planiny"
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Denná doba"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:96
|
||
msgid "Introduction"
|
||
msgstr "Úvod"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:168
|
||
msgid "Gameplay"
|
||
msgstr "Hra"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:397
|
||
msgid "Traits"
|
||
msgstr "Vlastnosti"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:119
|
||
msgid "Units"
|
||
msgstr "Jednotky"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:139
|
||
msgid "Abilities"
|
||
msgstr "Schopnosti"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:148
|
||
msgid "Weapon Specials"
|
||
msgstr "Špeciálne zbrane"
|
||
|
||
#. [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 "Terén"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:79 data/core/help.cfg:465
|
||
msgid "Add-ons"
|
||
msgstr "Doplnky"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:85 data/core/help.cfg:532
|
||
msgid "Commands"
|
||
msgstr "Príkazy"
|
||
|
||
#. [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"
|
||
"<italic>text='Bitka o Wesnoth'</italic> je ťahová fantasy stratégia, čo je "
|
||
"medzi modernými strategickými hrami trochu nezvyčajné. Zatiaľ čo sa ostatné "
|
||
"hry snažia o zložitosť, <italic>text='Bitka o Wesnoth'</italic> sa snaží o "
|
||
"jednoduchosť v pravidlách i hraní. Neznamená to však, že hra je jednoduchá — "
|
||
"na týchto jednoduchých pravidlách možno postaviť rozmanité stratégie, takže "
|
||
"je ľahké hru pochopiť, ale náročné zvládnuť."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid "About the Game"
|
||
msgstr "O hre"
|
||
|
||
#. [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 ""
|
||
"Táto sekcie bude zobrazovať všetky jednotky, ktoré stretneš pri skúmaní "
|
||
"sveta Wesnothu. Ak uvidíš novú jednotku pri výprave alebo scéne pre "
|
||
"viacerých hráčov, bude pridaná do sekcie jej rasy. Potom si môžeš zobraziť "
|
||
"jej stránku kedykoľvek. Stránka jednotky poskytuje všeobecný popis, "
|
||
"charakteristiky, útoky, odolnosti, schopnosti pohybu a obrany.\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 ""
|
||
"Niektoré jednotky majú schopnosti, ktoré buď priamo ovplyvňujú iné jednotky, "
|
||
"alebo majú vplyv na to, ako na ne táto jednotka pôsobí. Takéto schopnosti sa "
|
||
"pridajú do tejto záložky, keď na ne natrafíte. Každá stránka poskytne popis "
|
||
"čo schopnosť robí a ktoré (doteraz objavené) jednotky ju majú.\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 ""
|
||
"Niektoré zbrane majú špeciálne vlastnosti, ktoré zvyšujú účinnosť útoku s "
|
||
"nimi. Ak uvidíš zbraň so špeciálnou vlastnosťou pri výprave alebo hre "
|
||
"viacerých hráčov, bude pridaná do tohto zoznamu. Potom si môžeš zobraziť jej "
|
||
"stránku kedykoľvek. Každá stránka poskytuje popis čo vlastnosť robí a ktoré "
|
||
"(doteraz objavené) jednotky ju majú.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid "Unknown Unit"
|
||
msgstr "Neznáma jednotka"
|
||
|
||
#. [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"
|
||
"Táto jednotka je momentálne neznáma. Musíš ju stretnúť v hre, aby si mohol "
|
||
"vidieť jej popis."
|
||
|
||
#. [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='Jednotky tejto rasy'</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 ""
|
||
"Počas hry si pamätaj, že ak prejdeš myšou ponad mnohé herné prvky, napríklad "
|
||
"informácie zobrazené v stavovom paneli, zobrazí sa krátky popis danej "
|
||
"položky. To je zvlášť užitočné, keď sa prvýkrát stretneš s nejakou novou "
|
||
"<ref>dst='..abilities_section' text=\"schopnosťou\"</ref>."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:188
|
||
msgid "Victory and Defeat"
|
||
msgstr "Víťazstvo a Porážka"
|
||
|
||
#. [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"
|
||
"Keď vyhráš scénu, mapa sa zatemní na šedo a tlačidlo <bold>text='Koniec "
|
||
"kola'</bold> sa zmení na <bold>text='Ukončiť scénu'</bold>. Vtedy je možné "
|
||
"meniť napríklad nastavenia ukladania hier alebo (ak si v zápase) diskutovať "
|
||
"s ostatnými hráčmi ešte pred tým, ako stlačením tohto tlačidla postúpiš "
|
||
"ďalej."
|
||
|
||
#. [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 ""
|
||
"Dávaj dobrý pozor na obsah okna <bold>text='Cieľ scény'</bold> na začiatku "
|
||
"každej scény. Obyčajne dosiahneš víťazstvo zabitím všetkých nepriateľských "
|
||
"veliteľov a prehráš iba pri zabití tvojho veliteľa. Ale scény môžu mať aj "
|
||
"iné ciele — premiestnenie veliteľa na určené miesto, zachránenie niekoho, "
|
||
"rozlúštenie hádanky alebo vydržať obliehanie určený počet kôl."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:198
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Verbovanie a privolávanie"
|
||
|
||
#. [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"
|
||
"Ak ťuknete pravým tlačidlom myši na políčko v hrade a vyberiete možnosť "
|
||
"\"verbuj\", nová jednotka sa objaví na tomto políčku. Inak sa objaví na "
|
||
"voľnom políčku vedľa pevnosti. Môžete verbovať iba toľko nových jednotiek, "
|
||
"koľko máte práve voľných políčok v hrade, a nemôžete pritom minúť viac "
|
||
"zlata, ako práve máte."
|
||
|
||
#. [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 ""
|
||
"Každá strana začína s jedným veliteľom v pevnosti. Na začiatku hry, a často "
|
||
"aj počas nej, budete potrebovať naverbovať <ref>dst='..units' "
|
||
"text='jednotky'</ref> do armády. Verbovať môžete, ak je váš veliteľ "
|
||
"(napríklad Konrád, v príbehu <italic>text='Dedič trónu'</italic>) na políčku "
|
||
"pevnosť v <ref>dst='terrain_castle' text='hrade'</ref>. Vtedy môžete "
|
||
"verbovať pomocou voľby <bold>text='Verbuj'</bold> v menu, alebo ťuknutím "
|
||
"pravým tlačidlom na políčko a výberom možnosti <bold>text='Verbuj'</bold>. "
|
||
"Objaví sa verbovacie menu so zoznamom jednotiek, ktoré môžete verbovať, a s "
|
||
"ich cenou. Ťuknutím na jednotku sa naľavo zobrazia jej štatistiky, po "
|
||
"stlačení tlačidla \"Verbuj\" sa naverbuje."
|
||
|
||
#. [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"
|
||
"Naverbované jednotky majú dve náhodné <ref>dst='..traits_section' "
|
||
"text='vlastnosti'</ref>, ktoré ovplyvňujú ich štatistiky."
|
||
|
||
#. [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"
|
||
"V ďalších scénach si môžete privolávať tých, čo prežili v predchádzajúcej "
|
||
"bitke. Privolávanie stojí 20 zlatiek a zobrazí zoznam jednotiek, ktoré "
|
||
"prežili z predchádzajúcej hry."
|
||
|
||
#. [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"
|
||
"Za jednotky sa neplatí len pri verbovaní a privolávaní, ale aj ich údržba "
|
||
"stojí peniaze. Ďalšie informácie nájdete v kapitole "
|
||
"<ref>dst='income_and_upkeep' text='Príjmy a výdavky'</ref>."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:214
|
||
msgid "Income and Upkeep"
|
||
msgstr "Príjmy a výdavky"
|
||
|
||
#. [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"
|
||
"Príjmy sú jednoduché. Každé kolo dostanete 2 zlatky. Za každú dedinu, ktorú "
|
||
"ovládate, dostanete každé kolo jednu zlatku. (V zápasoch je toto "
|
||
"nastaviteľné, ale pri výpravách je to obyčajne 1 zlatka za dedinu.) Ak máte "
|
||
"teda 10 dedín, dostali by ste 12 zlatiek v každom kole. Lenže od tohoto "
|
||
"príjmu sa ešte odpočítajú výdavky, ako je podrobne popísané ďalej."
|
||
|
||
#. [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 ""
|
||
"Vo Wesnothe nestačí jednoducho naverbovať jednotky a bojovať. Musíte si "
|
||
"rovnako dobre strážiť aj zlato, najmä počas príbehu, kde sa ušetrené zlato "
|
||
"prenáša z jednej scény do druhej. Máme tu dve zložky: <italic>text='príjmy'</"
|
||
"italic> a <italic>text='výdavky'</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"
|
||
"Výdavky sú tiež pomerne jednoduché. Každá jednotka si vyžaduje žold vo výške "
|
||
"svojej úrovne. Prakticky teda sú zadarmo jednotky s takým množstvom úrovní, "
|
||
"koľko máte dedín. Avšak za každú úroveň jednotky, presahujúcu počet vašich "
|
||
"dedín, musíte zaplatiť jednu zlatku za kolo. Napríklad ak máte dvanásť "
|
||
"jednotiek na prvej úrovni a desať dedín, musíte zaplatiť ako výdavky 2 "
|
||
"zlatky za kolo."
|
||
|
||
#. [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"
|
||
"Tieto výdavky sa odrátavajú od príjmov, takže v prípade jednotiek spolu s "
|
||
"dvanástimi úrovňami a desiatich dedín, bude výsledný zisk za kolo 10 zlatiek."
|
||
|
||
#. [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"
|
||
"Na výdavky sa vzťahuje jedna dôležitá výnimka: verné a veliace jednotky si "
|
||
"nikdy nepýtajú žold. Jednotky, ktoré máte na začiatku scény (napríklad "
|
||
"Delfador), alebo jednotky, ktoré sa k vám počas scény pridajú (napríklad "
|
||
"jazdec v druhej scéne príbehu <italic>text='Dedič trónu'</italic>), majú "
|
||
"zvyčajne vlastnosť <italic>text='verný'</italic>. Jednotky, za ktoré hráš "
|
||
"(napríklad Konrád), sú skoro vždy veliteľmi."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:230
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Životy a skúsenosti"
|
||
|
||
#. [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 ""
|
||
"Každá jednotka má určitý počet <italic>text='životov'</italic> (živ.). Ak "
|
||
"životy danej jednotky klesnú pod 1, jednotka zomrie. Každá jednotka má aj "
|
||
"určitý počet <italic>text='bodov skúsenosti'</italic>. Nová jednotka začína "
|
||
"bez bodov skúsenosti a môže ich získať bojom s nepriateľmi."
|
||
|
||
#. [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 ""
|
||
"Body zdravia a skúsenosti sú znázornené na stavovom paneli, každé ako dve "
|
||
"čísla (momentálna hodnota, a najvyššia možná hodnota pre túto jednotku)."
|
||
|
||
#. [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 ""
|
||
"Body zdravia sa zobrazujú aj pomocou ukazovateľa zdravia pri každej "
|
||
"jednotke. Tento ukazovateľ je zelený, žltý alebo červený. Jednotka, ktorá má "
|
||
"aspoň 1 bod skúsenosti, má aj ukazovateľ skúsenosti. Ten je modrý a zmení sa "
|
||
"na biely, ak je jednotka blízko <ref>dst='experience_and_advancement' "
|
||
"text='povýšenia'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:244
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Povýši sa na: "
|
||
|
||
#. [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"
|
||
"Jednotky potrebujú isté množstvo skúseností, aby boli povýšené (pre "
|
||
"inteligentné jednotky je toto množstvo o 20% nižšie). Keď toto množstvo "
|
||
"dosiahnu, okamžite sú povýšené na vyššiu úroveň, pričom sa aj naplno "
|
||
"doliečia. V niektorých prípadoch dostanete na výber viac možností povýšenia."
|
||
|
||
#. [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 ""
|
||
"Ak obe jednotky prežijú súboj, každá získa toľko bodov skúsenosti, akú "
|
||
"úroveň mal ich protivník. Ak jedna jednotka v súboji zabije druhú, získa tým "
|
||
"omnoho viac skúseností - 4 za jednotku na úrovni 0, 8 za úroveň 1, 16 za "
|
||
"úroveň 2, 24 za úroveň 3, a tak ďalej."
|
||
|
||
#. [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"
|
||
"Väčšina jednotiek má tri možné úrovne, ale nie je to tak vždy. Niektoré "
|
||
"jednotky (ako napríklad <ref>dst='unit_Mage' text='mágovia'</ref>) môžu mať "
|
||
"štyri. Akonáhle jednotka dosiahne najvyššiu úroveň, môže mať ešte "
|
||
"<italic>text='vylepšovanie po najvyššej úrovni'</italic>. Pri \"vylepšovaní "
|
||
"po najvyššej úrovni\" sa jednotka, ktorá dosiahla stanovený počet skúseností "
|
||
"upraví, ale zostane na rovnakej úrovni. Zvyčajne sa zvýši jej maximálny "
|
||
"počet životov o 3 a plne sa uzdraví. Prvýkrát treba dosiahnuť asi 150 bodov "
|
||
"skúseností (120 pre inteligentné jednotky). Neskôr však na rovnaký efekt "
|
||
"treba stále viac skúseností, takže sa zvyčajne oplatí povyšovať jednotky na "
|
||
"nižších úrovniach."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:256
|
||
msgid "Movement"
|
||
msgstr "Pohyb"
|
||
|
||
#. [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"
|
||
"Každá jednotka má určitý počet pohybových bodov, ktoré sa míňajú pri pohybe "
|
||
"na nové políčko, podľa terénu daného cieľového políčka. Napríklad vstup na "
|
||
"lúku skoro vždy stojí 1 pohybový bod. Presný počet pohybových bodov na vstup "
|
||
"na políčko závisí od typu jednotky — pohyb v lese stojí elfov 1 pohybový "
|
||
"bod, väčšinu ľudských a orčích jednotiek 2 body, a jazdcov 3 body. Ak chcete "
|
||
"zistiť, koľko presne pohybových bodov stojí jednotku vstup na daný typ "
|
||
"terénu, ťuknite na ňu pravým tlačidlom, vyberte si <bold>text='Popis "
|
||
"jednotky'</bold> a pozrite sa na <bold>text='Vplyv terénu'</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 ""
|
||
"Pohyb v hre <italic>text='Bitka o Wesnoth'</italic> je jednoduchý. Ťuknutím "
|
||
"označ jednotku, ktorú chceš pohnúť; potom ťukni na pole, na ktoré ju chceš "
|
||
"presunúť. Keď je jednotka označená, všetky polia, na ktoré môže ísť v tomto "
|
||
"ťahu, sa zvýraznia; a tie, na ktoré ísť nemôže, vyblednú. Ak pohneš myšou "
|
||
"nad zvýraznené pole, zobrazí sa, akú by mala jednotka obranu na tomto poli. "
|
||
"Ak pohneš myšou nad bledé pole, ukáže sa počet ťahov, koľko by trval pohyb "
|
||
"na toto políčko; po ťuknutí na políčko sa k nemu jednotka pohne najkratšou "
|
||
"možnou cestou, v tomto ťahu i v nasledujúcich. Ak počas pohybu nevyužiješ "
|
||
"celý možný pohyb jednotky, môžeš ňou pohybovať ďalej. To je užitočné, ak "
|
||
"chceš vymeniť dve jednotky. Útok jednotkou ukončí jej pohyb. Vstup do "
|
||
"dediny, ktorá ti predtým nepatrila, tiež ukončí pohyb jednotky, ale ešte ňou "
|
||
"možno útočiť."
|
||
|
||
#. [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"
|
||
"Ďalšia vec, na ktorú treba pri pohybe pamätať, je <italic>text='oblasť "
|
||
"kontroly'</italic>. Každá jednotka kontroluje okolité políčka a ak na ne "
|
||
"vstúpi nepriateľská jednotka, jej pohyb sa tým skončí. Dôležitou súčasťou "
|
||
"hrania Wesnothu je naučiť sa využívať oblasti kontroly vo svoj prospech. Iba "
|
||
"<ref>dst='ability_skirmisher' text='priebojné'</ref> jednotky môžu ignorovať "
|
||
"oblasti kontroly."
|
||
|
||
#. [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"
|
||
"Ak chceš vidieť, kam sa môže nepriateľ pohnúť počas jeho ťahu, stlač Ctrl+v "
|
||
"(alebo Cmd-v). Ctrl-b (alebo Cmd-b) ukazuje, kam by sa nepriateľ mohol "
|
||
"pohnúť, keby mu tvoje jednotky neprekážali v pohybe."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:270
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Odkrývanie mapy a hmla"
|
||
|
||
#. [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 ""
|
||
"Pri hraní niektorých scén môže hra ukrývať časti mapy. Existujú dva "
|
||
"mechanizmy, ktoré možno použiť osobitne alebo spolu. "
|
||
"<italic>text='Odkrývanie mapy'</italic> na začiatku ukryje všetky polia "
|
||
"mapy; ich terén aj jednotky, ktoré na nich stoja. Keď je však raz pole "
|
||
"odkryté, už ho vždy budeš vidieť. <italic>text='Hmla'</italic> ukrýva iba "
|
||
"jednotky a informáciu o tom, komu patrí dedina (okrem toho, keď patrí tebe "
|
||
"alebo niektorému spojencovi). Hmla dočasne zmizne, keď je nablízku tvoja "
|
||
"jednotka, ale vráti sa, keď jednotka odíde. Neodokrytú mapu aj hmlu "
|
||
"odkrývajú jednotky. Každá jednotka odkryje časť mapy v dosahu svojho pohybu "
|
||
"(ak neberieme do úvahy oblasť kontroly a nepriateľské jednotky).\n"
|
||
"\n"
|
||
"Za normálnych okolností je možné vrátiť späť pohyb jednotky, pokiaľ "
|
||
"nenastala udalosť s náhodným výsledkom, napríklad súboj alebo verbovanie "
|
||
"(pretože väčšina nových jednotiek získava náhodné vlastnosti). Skúmanie "
|
||
"skrytého terénu odkrývaním mapy alebo hmly taktiež neumožní návrat. Môžete "
|
||
"použiť možnosť <bold>text='pozastav odkrývanie mapy'</bold> v menu "
|
||
"<bold>text='Akcie'</bold>. To zabráni jednotkám odkryť mapu alebo hmlu až do "
|
||
"najbližšej náhodnej udalosti alebo manuálnej aktualizácii mapy cez "
|
||
"<bold>text='vykresli odkrytú mapu'</bold> (alebo konca kola), čím sa zachová "
|
||
"možnosť vrátenia pohybu späť."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:280
|
||
msgid "Combat"
|
||
msgstr "Súboj"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Poradie a počet úderov'</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 ""
|
||
"Boj sa v <italic>text='Bitke o Wesnoth'</italic> vždy odohráva medzi dvoma "
|
||
"jednotkami na susediacich poliach. Klikni na svoju jednotku a klikni na "
|
||
"súperovu jednotku, ktorú chceš napadnúť: tvoja jednotka sa pohne k "
|
||
"súperovej, a keď je na vedľajšom políčku, začne boj. Útočník a obranca "
|
||
"striedavo útočia, kým si každý z nich nevyčerpá možný počet útokov. Útočník "
|
||
"si vyberá, akým typom zbrane zaútočí, a obranca sa bráni útokom rovnakého "
|
||
"typu. Sú dva typy útoku: <italic>text='na blízko'</italic> - to sú zvyčajne "
|
||
"zbrane ako meče, sekery alebo pazúry; <italic>text='na diaľku'</italic> - to "
|
||
"sú zvyčajne zbrane ako luky, oštepy a mágia."
|
||
|
||
#. [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"
|
||
"Prvý úder má útočník, potom obranca. Každý úder buď zasiahne a zraní o daný "
|
||
"počet bodov zdravia, alebo minie a nespôsobí žiadne zranenie. Takto sa údery "
|
||
"striedajú, kým obe jednotky neminú všetky svoje údery. Rôzne jednotky majú "
|
||
"rôzny počet úderov. Napríklad elf vojak s útokom mečom 5-4 môže seknúť 4-"
|
||
"krát a každým úspešným úderom spôsobiť zranenie 5, ale ork pešiak s útokom "
|
||
"9-2 môže sekať len 2-krát (ale so zranením 9 pri úspechu)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:285
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Šanca na zásah'</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"
|
||
"Šanca zasiahnuť danú jednotku je určená <italic>text='terénom'</italic>, na "
|
||
"ktorom práve stojí. Šanca sa dá zistiť ťuknutím na jednotku pravým "
|
||
"tlačidlom, voľbou <bold>text='Popis jednotky'</bold>, v časti "
|
||
"<bold>text='Vplyv terénu'</bold>. Napríklad elfovia majú v lese obranu 70%, "
|
||
"čo znamená, že jednotka, ktorá na nich útočí, má šancu zasiahnuť ich iba "
|
||
"30%. Podobne, elfova šanca zasiahnuť útočníka počas protiúderu záleží od "
|
||
"terénu, na ktorom je útočník."
|
||
|
||
#. [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"
|
||
"Toto pravidlo má dve výnimky: <ref>dst='weaponspecial_magical' text='magický "
|
||
"útok'</ref> a schopnosť <ref>dst='weaponspecial_marksman' "
|
||
"text='ostrostrelca'</ref>. Magický útok má vždy 70% šancu na zásah, bez "
|
||
"ohľadu na terén, a ostrostrelec má počas svojho útoku vždy šancu na zásah "
|
||
"aspoň 60%, bez ohľadu na terén."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:291
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Zranenie</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"
|
||
"Každý úder, ktorý zasiahne, spôsobuje základné zranenie podľa typu útoku. "
|
||
"Napríklad elf vojak s útokom mečom 5-4 spôsobuje základné zranenie 5. To "
|
||
"zvyčajne ešte ovplyvňujú dve veci: <ref>dst='damage_types_and_resistance' "
|
||
"text='odolnosť'</ref> a <ref>dst='time_of_day' text='denná doba'</ref>. Ak "
|
||
"chcete vedieť, ako tieto okolnosti ovplyvňujú základné zranenie, vyberte si "
|
||
"v menu pri výbere útoku položku <bold>text='Výpočet zranenia'</bold>."
|
||
|
||
#. [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"
|
||
"Niektoré jednotky majú zvláštne <ref>dst='..abilities_section' "
|
||
"text='schopnosti'</ref>, ktoré ovplyvňujú zranenie spôsobené v súboji. "
|
||
"Najznámejšou z nich je <ref>dst='weaponspecial_charge' text='výpad'</ref>, "
|
||
"ktorý pri útoku jednotky s touto schopnosťou zdvojnásobuje zranenie "
|
||
"spôsobené obrancovi ale aj útočníkovi."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:303
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Typy zranenia a odolnosť"
|
||
|
||
#. [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"
|
||
"Odolnosť funguje veľmi jednoducho: ak má jednotka voči nejakému druhu "
|
||
"zranenia odolnosť 40%, pri zásahu spôsobujúcom tento druh zranenia utrpí o "
|
||
"40% menšie zranenie. Jednotka môže tiež byť voči určitému druhu zranenia "
|
||
"zvlášť zraniteľná. Ak má jednotka voči nejakému druhu zranenia odolnosť "
|
||
"−100%, utrpí pri zásahu spôsobujúcom tento druh zranenia o 100% väčšie "
|
||
"zranenie."
|
||
|
||
#. [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 ""
|
||
"Vo Wesnothe sa s fyzickými útokmi zvyčajne spájajú tri druhy zranenia: "
|
||
"<italic>text='sečné, bodné a tupé'</italic>. S magickými útokmi sa obyčajne "
|
||
"spájajú ďalšie tri druhy zranenia: <italic>text='ohnivé, mrazivé a "
|
||
"mystické'</italic>. Rozličné jednotky môžu byť voči niektorým druhom "
|
||
"zranenia odolné, čo zmení výslednú veľkosť zranenia."
|
||
|
||
#. [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"
|
||
"Napríklad kostlivci sú vysoko odolní voči sečným a bodným útokom, ale sú "
|
||
"zraniteľní tupými a ohnivými útokmi a mimoriadne zraniteľní mystickými "
|
||
"útokmi."
|
||
|
||
#. [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"
|
||
"Ak je útok úspešný, spôsobí aspoň 1 bod zranenia. To platí aj v prípade, "
|
||
"keby mal obranca odolnosť 100% voči danému druhu zranenia."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:316
|
||
msgid "Orbs"
|
||
msgstr "Kruhy"
|
||
|
||
#. [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 ""
|
||
"Pri každej tvojej jednotke sa navrchu ukazovateľa zdravia nachádza farebný "
|
||
"kruh. Význam jednotlivých farieb:"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:319
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr " zelená ak sa v tomto kole ešte nehýbala,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:320
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr ""
|
||
" žltá ak sa v tomto kole už hýbala, ale ešte sa môže hýbať alebo útočiť, "
|
||
"alebo"
|
||
|
||
#. [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 ""
|
||
" čierna ak sa už nemôže hýbať ani pohybovať. Alebo ak hráč ukončil jej ťah."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:322
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr " modrá ak je to spojenec, ktorého neovládaš."
|
||
|
||
#. [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 " Nepriateľské jednotky majú červený kruh nad ukazovateľom zdravia."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:330
|
||
msgid "Time of Day"
|
||
msgstr "Denná doba"
|
||
|
||
#. [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 ""
|
||
"Denná doba ovplyvňuje zranenie spôsobené jednotlivými jednotkami takto:\n"
|
||
"Jednotky poriadku spôsobujú cez deň +25% zranenia, a v noci −25% zranenia.\n"
|
||
"Jednotky chaosu spôsobujú v noci +25% zranenia, a cez deň −25% zranenia.\n"
|
||
"Neutrálne jednotky denná doba neovplyvňuje.\n"
|
||
"Jednotky na rozhraní spôsobujú −25% zranenia v noci aj cez deň."
|
||
|
||
#. [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"
|
||
"Momentálnu dennú dobu vidieť pod mini-mapou v stavovom paneli. Pri bežnom "
|
||
"striedaní dňa a noci sa ráno a popoludnie počítajú ako deň; prvá hliadka a "
|
||
"druhá hliadka sa počítajú ako noc:\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 "Svitanie"
|
||
|
||
#. [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 "Ráno"
|
||
|
||
#. [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 "Popoludnie"
|
||
|
||
#. [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 "Súmrak"
|
||
|
||
#. [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 "Prvá hliadka"
|
||
|
||
#. [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 "Druhá hliadka"
|
||
|
||
#. [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 ""
|
||
"Pamätajte, že niektoré scény sa odohrávajú v podzemí, kde je večná noc!"
|
||
|
||
#. [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 "Liečenie"
|
||
|
||
#. [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='Oddych'</italic>: Jednotka, ktorá sa nehýbala, neútočila, ani "
|
||
"nikto neútočil na ňu, sa v ďalšom kole uzdraví o 2 životy."
|
||
|
||
#. [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='Dediny'</italic>: Jednotka, ktorá je na začiatku kola v "
|
||
"dedine, sa uzdraví o 8 životov."
|
||
|
||
#. [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='Regenerácia'</ref>: Niektoré jednotky "
|
||
"(napríklad trollovia) sa v každom kole automaticky uzdravia o 8 životov."
|
||
|
||
#. [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='Uzdravujúce jednotky'</italic>: Jednotky so schopnosťou "
|
||
"<ref>dst='ability_heals +4' text='uzdravovať'</ref> vyliečia spojenecké "
|
||
"jednotky na vedľajších poliach, zvyčajne o <ref>dst='ability_heals +4' "
|
||
"text='4'</ref> alebo <ref>dst='ability_heals +8' text='8'</ref> životov za "
|
||
"kolo; alebo zabránia jedu spôsobiť jednotke v danom kole zranenie."
|
||
|
||
#. [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='Liečiace jednotky'</italic>: Jednotky so schopnosťou "
|
||
"<ref>dst='ability_cures' text='liečiť'</ref> vyliečia jed všetkým "
|
||
"spojeneckým jednotkám na vedľajších políčkach (ak majú aj uzdravovanie, "
|
||
"tieto jednotky už v danom ťahu neuzdravujú)."
|
||
|
||
#. [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"
|
||
"Odpočinok možno kombinovať s ostatnými formami uzdravovania, ale dediny, "
|
||
"regenerácia a uzdravovanie/liečenie sa navzájom kombinovať nemôžu. Napokon, "
|
||
"medzi jednotlivými scénami sa jednotky naplno uzdravia."
|
||
|
||
#. [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 "Zhrnutie"
|
||
|
||
#. [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 ""
|
||
"Toto sú základy Wesnothu. Môžeš si prečítať viac v Základnej stratégii alebo "
|
||
"sa zoznámiť s jednotlivými <ref>dst='..traits_section' text='vlastnosťami'</"
|
||
"ref> a <ref>dst='..abilities_section' text='schopnosťami'</ref>, ale teraz "
|
||
"už vieš všetko čo potrebuješ na hranie príbehu <italic>text='Dedič trónu'</"
|
||
"italic>. Príjemnú zábavu a veľa šťastia!"
|
||
|
||
#. [topic]: id=about
|
||
#: data/core/help.cfg:384
|
||
msgid "ingame_help_item^Contributors"
|
||
msgstr "Prispievatelia"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:390
|
||
msgid "License"
|
||
msgstr "Licencia"
|
||
|
||
#. [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 ""
|
||
"Väčšina jednotiek má dve vlastnosti. Ale napríklad nemŕtve jednotky majú iba "
|
||
"jednu vlastnosť <italic>text='nemŕtvy'</italic>, a lesní muži nemajú žiadne "
|
||
"vlastnosti. Vlastnosti sú jemné zmeny v parametroch jednotky. Zvyčajne sa "
|
||
"jednotke náhodne prideľujú pri verbovaní."
|
||
|
||
#. [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"
|
||
"Všetky jednotky (okrem nemŕtvych) môžu byť <ref>dst='traits_intelligent' "
|
||
"text='inteligentné'</ref>, <ref>dst='traits_quick' text='rýchle'</ref>, "
|
||
"<ref>dst='traits_resilient' text='odolné'</ref> a <ref>dst='traits_strong' "
|
||
"text='silné'</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"
|
||
"Ďalšie možné vlastnosti jednotiek sú <ref>dst='traits_dextrous' "
|
||
"text='obratný'</ref>, <ref>dst='traits_loyal' text='verný'</ref> a "
|
||
"<ref>dst='traits_undead' text='nemŕtvy'</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 ""
|
||
"Mapy v hre obsahujú pestrý výber terénov, ktoré ovplyvňujú možnosti pohybu "
|
||
"jednotky a jej obranné schopnosti v boji."
|
||
|
||
#. [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='Zdroje pre tvorcov'</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='Zdroje pre tvorcov'</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='Zdroje pre tvorcov'</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='Zdroje pre tvorcov'</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 ""
|
||
"Úroveň modifikovateľnosti Wesnothu umožňuje hráčom vytvoriť si vlastný "
|
||
"obsah, napríklad scény, výpravy a omnoho viac ako je k dispozícii v "
|
||
"oficiálnom obsahu priloženom k hre.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:476
|
||
msgid "Using Add-ons"
|
||
msgstr "Používanie doplnkov"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:477
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Výpravy a scény'</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 ""
|
||
"Hra podporuje viacero typov doplňujúceho obsahu, ktoré však nie sú dostupné "
|
||
"v každom režime hry."
|
||
|
||
#. [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"
|
||
"Výpravy pre jedného hráča sú suborom scén, ktoré spolu tvoria príbeh. "
|
||
"Samostatné scény — ak sú určené na také hranie — a celé výpravy sú dostupné "
|
||
"v menu <italic>text='Výpravy'</italic> na úvodnej obrazovke hry."
|
||
|
||
#. [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='Výpravy pre viac hráčov, scény a sady máp'</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"
|
||
"<italic>text='Hry pre viacerých hráčov (zápas)'</italic> môžu byť hrané v "
|
||
"plne modifikovaných, skriptovaných scénach a dokonca špeciálne pripravených "
|
||
"výpravách. Existujú aj balíky poskytujúce sadu samostatných scén pre "
|
||
"viacerých hráčov."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:485
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Éry pre viac hráčov a frakcie'</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"
|
||
"Pre účely hry spolupracujú rôzne rasy sveta vo frakciách. Frakcie sú "
|
||
"zoskupené vo vyvážených množinách. Hlavné frakcie Wesnothu sú zahrnuté v "
|
||
"Štandardnej ére.\n"
|
||
"\n"
|
||
"V režime <italic>text='pre viacerých hráčov'</italic> je možné pri vytváraní "
|
||
"hry zvoliť éru a hráči si vyberú z dostupných frakcií v tejto ére, keď "
|
||
"nastavujú svoje strany a tímy."
|
||
|
||
#. [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='Modifikácie pre viac hráčov'</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"
|
||
"Modifikácie sú skripty nezávislé od scény a éry pre <italic>text='hry "
|
||
"viacerých hráčov'</italic>, ktoré menia základné pravidlá hry. Vybrať a "
|
||
"nastaviť modifikácie je možné pri vytváraní hry."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:497
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Zdroje pre tvorcov'</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"
|
||
"Autori obsahu môžu využívať balíky zdrojov na serveri doplnkov, aby "
|
||
"obohatili svoj obsah už existujúcimi objektmi ako obrázky, hudba a "
|
||
"programovanie. Tieto nie sú normálne vhodné na priame použitie v hre. "
|
||
"Hrateľné doplnky však na nich môžu závisieť a navrhnúť ich inštaláciu pri "
|
||
"sťahovaní doplnku."
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:508
|
||
msgid "Installing Add-ons"
|
||
msgstr "Inštalovanie doplnkov"
|
||
|
||
#. [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 ""
|
||
"Doplnky vytvorené používateľmi môžu byť získané a aktualizované cez voľbu "
|
||
"<italic>text='Doplnky'</italic> v hlavnom menu. Po pripojení na server "
|
||
"doplnkov (štandardne <italic>text='add-ons.wesnoth.org'</italic>) bude "
|
||
"zobrazený zoznam doplnkov dostupných na stiahnutie z tohto servera.\n"
|
||
"\n"
|
||
"Stav inštalácie každého doplnku je zobrazený pri jeho zázname. Pre doplnky, "
|
||
"ktoré môžu byť <italic>text='aktualizované'</italic> alebo "
|
||
"<italic>text='zastaralé'</italic> na serveri, sa zobrazí ich nainštalovaná a "
|
||
"publikovaná verzia v stĺpci <italic>text='Verzia'</italic>.\n"
|
||
"\n"
|
||
"Pre vyhľadanie doplnkov podľa kľúčových slov zadaj hľadané slová do poľa "
|
||
"<bold>text='Filter'</bold> v ľubovoľnom poradí a oddelené medzerou. Môžeš "
|
||
"tiež zoradiť zoznam doplnkov kliknutím na nadpis stĺpca. Taktiež je možné "
|
||
"zobraziť len doplnky konkrétnej kategórie kliknutím na tlačidlo "
|
||
"<bold>text='Možnosti'</bold> v pravom hornom rohu.\n"
|
||
"\n"
|
||
"Pre nainštalovanie doplnku ho zvoľ v zozname a klikni <bold>text='OK'</bold> "
|
||
"alebo priamo dvojklikom na názov doplnku. Tlačidlo <bold>text='Popis'</bold> "
|
||
"zobrazí ďalšie detaily o doplnku ako celý popis, stav inštalácie a dostupné "
|
||
"jazyky."
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:522
|
||
msgid "Removing Add-ons"
|
||
msgstr "Odstránenie doplnkov"
|
||
|
||
#. [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 ""
|
||
"Pre odstránenie doplnkov použi <bold>text='Odstrániť doplnky'</bold> v okne "
|
||
"pripojenia na server doplnkov. Zobrazia sa možnosti odstránenia "
|
||
"ktorýchkoľvek nainštalovaných doplnkov.\n"
|
||
"\n"
|
||
"Nie je možné odstrániť doplnok, pre ktorý existujú informácie o publikovaní "
|
||
"(súbory <italic>text='.pbl'</italic>), aby sa zamedzilo jeho náhodnej "
|
||
"strate. Ak je to potrebné, musíš odstrániť tieto súbory manuálne pomocou "
|
||
"správcu súborov."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:538
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Všeobecné príkazy"
|
||
|
||
#. [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 ""
|
||
"Tieto príkazy môžu byť vyvolané z príkazového riadka použitím predpony "
|
||
"':' (ako je zobrazené tu) alebo cez rozhovor použitím predpony '/' (stlač "
|
||
"najprv 'm' na zobrazenie riadka rozhovoru).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:542
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Vymaže všetky správy.\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"
|
||
"Prepne sa do režimu ladenia (nefunguje pri hre viacerých hráčov). Pozri "
|
||
"<ref>dst='debug_commands' text='Príkazy režimu ladenia'</ref>.\n"
|
||
"Režim ladenia sa vypne ukončením hry alebo príkazom :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"
|
||
"Prepne hráča danej strany z človeka na počítač. Tento príkaz musí zadať "
|
||
"hráč, ktorý hrá za danú stranu. Ak nezadá druhý parameter, prepína sa medzi "
|
||
"človekom a počítačom. Ak je tento parameter 'on', prepne sa na počítač. Ak "
|
||
"je 'off' prepne na človeka. Ak neurčí stranu, predpokladá sa aktívna "
|
||
"strana.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:552
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zobraziť stav ovládania strany.\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"
|
||
"Prepne zobrazovanie počtu snímkov za sekundu (rýchlosť prekresľovania "
|
||
"obrazovky).\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"
|
||
"Prepne zapisovaciu doménu na inú úroveň závažnosti.\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"
|
||
"Prekreslí obrazovku a znovu načíta obrázky, ktoré sa zmenili.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:564
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zobrazí menu výberu témy.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:567
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ukončí scénu (bez upozornenia).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:570
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Uloží hru (bez upozornenia).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:573
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Uloží hru a ukončí scénu (bez upozornenia)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:582
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Príkazy na zápas"
|
||
|
||
#. [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"
|
||
"Vyhodí a zakáže prístup hráčovi do sieťovej hry, na základe IP adresy, ktorú "
|
||
"hráč s daným menom používa. Môže byť použité aj na hráčov, ktorí nie sú v "
|
||
"hre, ale len na serveri. (Vtedy samozrejme nebudú vykopnutí.)\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"
|
||
"Priradí ovládanie danej strany (zadaj číslo bojovej strany) danému hráčovi "
|
||
"(zadaj meno hráča alebo pozorovateľa). Zistiť, ktorá strana patrí ktorému "
|
||
"hráčovi, je možné v <bold>text='Nastaveniach scény'</bold> (stlač tlačidlo "
|
||
"<bold>text='Viac'</bold> v <bold>text='Aktuálnom stave'</bold> (štandardne "
|
||
"skratka alt+s)). Zakladateľ/hostiteľ hry môže meniť ovládanie ktorejkoľvek "
|
||
"strany.\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"
|
||
"Spustiť okno napomáhajúce hostiteľovi zmeniť ovládanie strán ľuďmi "
|
||
"(hráčmi).\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"
|
||
"Prepnúť stav nečinnosti pre stranu. Hostiteľ môže urobiť stranu nečinnou po "
|
||
"prerušení sieťového spojenia.\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"
|
||
"Vyhodí hráča zo sieťovej hry. Hráč sa bude môcť opäť pripojiť. Tento príkaz "
|
||
"sa všeobecne používa na priateľské vypnutie niekoho, kto má napríklad "
|
||
"problémy so spojením. Ak chceš len nastaviť, kto bude ovládať jeho stranu, "
|
||
"použi namiesto toho príkaz :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"
|
||
"Poslať súkromnú správu hráčovi. Ak prebieha hra, nie je možné posielať "
|
||
"správy hráčom, ktorí v tejto hre hrajú za niektorú stranu.\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"
|
||
"Cenzuruje konkrétneho pozorovateľa. Ak nie je zadané meno, vypíše sa zoznam "
|
||
"mien cenzurovaných pozorovateľov.\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"
|
||
"Zapne alebo vypne umlčanie všetkých pozorovateľov.\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"
|
||
"Umožní prístup hráčovi do sieťovej hry, na základe IP adresy, ktorú hráč s "
|
||
"daným menom používa (ak bol predtým zakázaný). Môže byť použité aj na "
|
||
"hráčov, ktorí nie sú v hre, ale len na serveri.\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"
|
||
"Umožní konkrétnemu pozorovateľovi hovoriť. Ak nie je zadané meno, vypíše sa "
|
||
"zoznam mien umlčaných pozorovateľov."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:620
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Príkazy režimu ladenia"
|
||
|
||
#. [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"
|
||
"Zobrazí menu na výber scény z výpravy, do ktorej sa má hneď postúpiť.\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"
|
||
"Vytvorí jednotku zadaného typu na vybranom políčku.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Prepne hmlu/odkrývanie mapy pre aktuálnu stranu.\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"
|
||
"Pridá zadaný počet zlatiek aktuálnej strane.\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"
|
||
"Ihneď postúpi do ďalšej scény vo výprave.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:638
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Nastaví stavovú premennú hry na zadanú hodnotu.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Zobrazí stavovú premennú hry.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:644
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Spustí zadanú udalosť.\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"
|
||
"Zmení zadanú vlastnosť vybranej jednotky. Príklad (nastaví 100 životov): :"
|
||
"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"
|
||
"Povýši zvolenú jednotku o N úrovní. Príklad: :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 ""
|
||
"Jednotka dokáže uzdravovať spriatelené jednotky na vedľajších políčkach na "
|
||
"začiatku ťahu.\n"
|
||
"\n"
|
||
"Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o "
|
||
"4 životy alebo jej v tomto kole nebude jed uberať životy.\n"
|
||
"Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí "
|
||
"vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť."
|
||
|
||
#. [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 ""
|
||
"Jednotka kombinuje rastlinné liečivá s mágiou, aby uzdravovala rýchlejšie, "
|
||
"ako je bežne možné na bojisku.\n"
|
||
"\n"
|
||
"Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o "
|
||
"8 životov, alebo jej v tomto kole nebude jed uberať životy.\n"
|
||
"Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí "
|
||
"vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "lieči"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
msgid "female^cures"
|
||
msgstr "lieči"
|
||
|
||
#. [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 ""
|
||
"Liečiteľ môže vyliečiť otrávenú jednotku, no táto jednotka už v danom kole "
|
||
"nezíska žiadne dodatočné uzdravenie."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "regeneruje"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
msgid "female^regenerates"
|
||
msgstr "regeneruje"
|
||
|
||
#. [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 ""
|
||
"Jednotka sa sama uzdraví o 8 životov za kolo. Ak je otrávená, namiesto "
|
||
"uzdravenia si odstráni otravu."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "neoblomný"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
msgid "female^steadfast"
|
||
msgstr "neoblomná"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka má pri obrane dvojnásobnú odolnosť, nanajvýš však 50%. To "
|
||
"neovplyvňuje jej zraniteľnosť."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "velenie"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
msgid "female^leadership"
|
||
msgstr "velenie"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka dokáže viesť spojenecké jednotky okolo seba, takže bojujú "
|
||
"lepšie.\n"
|
||
"\n"
|
||
"Jednotky nižšej úrovne na vedľajších políčkach spôsobia v boji väčšie "
|
||
"zranenie. Ak sa jednotka nižšej úrovne nachádza vedľa spojeneckej jednotky s "
|
||
"velením, spôsobí pri útoku zranenie vyššie o 25% za každý rozdiel v úrovni "
|
||
"týchto jednotiek."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "priebojný"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
msgid "female^skirmisher"
|
||
msgstr "priebojná"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka je zvyknutá pohybovať sa rýchlo medzi nepriateľmi a ignoruje "
|
||
"ich oblasť kontroly."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "osvetľuje"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
msgid "female^illuminates"
|
||
msgstr "osvetľuje"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka osvetľuje okolitý priestor, takže jednotky poriadku budú "
|
||
"bojovať lepšie a jednotky chaosu horšie.\n"
|
||
"\n"
|
||
"Jednotka na vedľajšom políčku bude bojovať v noci ako za súmraku, a za "
|
||
"súmraku ako cez deň."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "teleport"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
msgid "female^teleport"
|
||
msgstr "teleportuje"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka sa dokáže počas jedného kroku premiestniť z jednej neobsadenej "
|
||
"spriatelenej dediny do druhej."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "prepad"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
msgid "female^ambush"
|
||
msgstr "prepad"
|
||
|
||
#. [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 ""
|
||
"Jednotka sa dokáže ukryť v lese, kde ju nepriateľ neuvidí.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť ani napadnúť túto jednotku v lese, iba "
|
||
"ak sú na vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví "
|
||
"stratí zvyšné možnosti pohybu."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "nočné zakrádanie"
|
||
|
||
#. [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 ""
|
||
"Jednotka je počas noci neviditeľná.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť túto jednotku v noci, iba ak sú na "
|
||
"vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí zvyšné "
|
||
"možnosti pohybu."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
msgid "concealment"
|
||
msgstr "utajenie"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
msgid "female^concealment"
|
||
msgstr "utajenie"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka sa dokáže ukryť v dedinách (okrem vodných), kde ju nepriateľ "
|
||
"neuvidí.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť túto jednotku v noci, iba ak sú na "
|
||
"vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí zvyšné "
|
||
"možnosti pohybu."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "ponorenie"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
msgid "female^submerge"
|
||
msgstr "ponorenie"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka sa dokáže ukryť v hlbokej vode, kde ju nepriateľ neuvidí.\n"
|
||
"\n"
|
||
"Nepriateľské jednotky nemôžu vidieť túto jednotku v hlbokej vode, iba ak sú "
|
||
"na vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí "
|
||
"zvyšné možnosti pohybu."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr "kŕmenie"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
msgid "female^feeding"
|
||
msgstr "kŕmenie"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije inú "
|
||
"živú jednotku, okrem jednotiek odolných voči chorobe."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "backstab"
|
||
msgstr "zákerný"
|
||
|
||
#. [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 ""
|
||
"Tento útok spôsobí dvojnásobné zranenie, ak sa na opačnej strane od obete "
|
||
"nachádza bojaschopná (čiže nie napríklad skamenená) jednotka nepriateľská k "
|
||
"obeti."
|
||
|
||
#. [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 "choroba"
|
||
|
||
#. [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 ""
|
||
"Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky "
|
||
"chodiaca mŕtvola a bude bojovať za rovnakú stranu ako jednotka, čo ju "
|
||
"zabila. Toto neplatí na Nemŕtvych a na jednotky v dedine."
|
||
|
||
#. [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 ""
|
||
"Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky "
|
||
"chodiaca mŕtvola a bude bojovať za rovnakú stranu ako jednotka, čo ju "
|
||
"zabila. Toto neplatí na Nemŕtvych a na jednotky v dedine."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "spomaľuje"
|
||
|
||
#. [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 ""
|
||
"Tento útok spomalí obeť do konca kola. Spomalená jednotka spôsobuje pri "
|
||
"útoku polovičné zranenie a jej pohyb stojí dvojnásobné množstvo pohybových "
|
||
"bodov. Ak je spomalená jednotka zvolená, zobrazuje sa pri nej na bočnom "
|
||
"informačnom paneli ikona slimáka."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
msgid "petrifies"
|
||
msgstr "skamenie"
|
||
|
||
#. [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 ""
|
||
"Tento útok premení obeť na kameň. Jednotky premenené na kameň sa nemôžu "
|
||
"hýbať ani útočiť."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "presný"
|
||
|
||
#. [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 "Pri útoku má jednotka vždy šancu aspoň 60% na zásah."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "húf"
|
||
|
||
#. [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 ""
|
||
"Počet úderov tohto útoku klesá, keď je jednotka zranená. Počet úderov je "
|
||
"priamo úmerný zdraviu jednotky. Napríklad ak má jednotka 3/4 maximálneho "
|
||
"počtu životov, bude mať 3/4 počtu úderov."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "výpad"
|
||
|
||
#. [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 ""
|
||
"Tento útok spôsobí dvojnásobné zranenie súperovi. Takisto spôsobí, že "
|
||
"jednotka utrpí dvojnásobné zranenie v prípade protiútoku."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "vysaje"
|
||
|
||
#. [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 ""
|
||
"Táto jednotka vysaje zdravie zo živých jednotiek a uzdraví sama seba za "
|
||
"polovicu spôsobeného zranenia (zaokrúhlené nadol)."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "jed"
|
||
|
||
#. [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 ""
|
||
"Tento útok otrávi živé obete. Otrávená jednotka stráca 8 životov v každom "
|
||
"kole, až kým nie je vyliečená alebo nezoslabne na 1 život. Jed však sám "
|
||
"osebe nemôže obeť zabiť."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Bonus k maximálnemu počtu životov +3, k maximálnej skúsenosti +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr "Poludnie"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr "Polnoc"
|
||
|
||
#. [time]: id=indoors
|
||
#: data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr "V dome"
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "Hlboké podzemie"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Druhá hliadka — 1. hodina"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Druhá hliadka — 2. hodina"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Druhá hliadka — 3. hodina"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Druhá hliadka — 4. hodina"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Druhá hliadka — 5. hodina"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Druhá hliadka — 6. hodina"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:287
|
||
msgid "Morning — First Hour"
|
||
msgstr "Ráno — 1. hodina"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:299
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Ráno — 2. hodina"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:311
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Ráno — 3. hodina"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:320
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Ráno — 4. hodina"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:338
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Popoludnie — 1. hodina"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:347
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Popoludnie — 2. hodina"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:356
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Popoludnie — 3. hodina"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:365
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Popoludnie — 4. hodina"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:374
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Popoludnie — 5. hodina"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:385
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Popoludnie — 6. hodina"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:408
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Prvá hliadka — 1. hodina"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:420
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Prvá hliadka — 2. hodina"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:432
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Prvá hliadka — 3. hodina"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:444
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Prvá hliadka — 4. hodina"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:498
|
||
msgid "First Dawn"
|
||
msgstr "Prvé svitanie"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
msgid "Second Dawn"
|
||
msgstr "Druhé svitanie"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
msgid "First Morning"
|
||
msgstr "Prvé ráno"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
msgid "Second Morning"
|
||
msgstr "Druhé ráno"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
msgid "First Midday"
|
||
msgstr "Prvé poludnie"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
msgid "Second Midday"
|
||
msgstr "Druhé poludnie"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
msgid "First Afternoon"
|
||
msgstr "Prvé popoludnie"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
msgid "Second Afternoon"
|
||
msgstr "Druhé popoludnie"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
msgid "First Dusk"
|
||
msgstr "Prvý súmrak"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
msgid "Second Dusk"
|
||
msgstr "Druhý súmrak"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:614
|
||
msgid "The Short Dark"
|
||
msgstr "Krátka temnota"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:626
|
||
msgid "The Long Dark (1)"
|
||
msgstr "Dlhá temnota (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:638
|
||
msgid "The Long Dark (2)"
|
||
msgstr "Dlhá temnota (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:652
|
||
msgid "The Long Dark (3)"
|
||
msgstr "Dlhá temnota (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:664
|
||
msgid "The Long Dark (4)"
|
||
msgstr "Dlhá temnota (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:3
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Poznámky:"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Duchovia sú nezvyčajne odolní voči zraneniu, a pohybujú sa veľmi pomaly nad "
|
||
"vodnou hladinou."
|
||
|
||
#: 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 ""
|
||
" Mystický útok tejto jednotky spôsobuje obrovské zranenia magickým "
|
||
"bytostiam, a nejaké aj obyčajným."
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr " Táto jednotka dokáže uzdravovať."
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr " Táto jednotka dokáže rýchlo uzdravovať."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" Táto jednotka dokáže uzdraviť ostatné jednotky okolo nej, a zbaviť ich jedu "
|
||
"(vyliečiť)."
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr " Táto jednotka dokáže neutralizovať účinky jedu jednotkám okolo nej."
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" Táto jednotka regeneruje, takže sa uzdravuje, akoby bola stále v dedine."
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
" Neoblomnosť tejto jednotky znižuje zranenie z niektorých útokov; no iba pri "
|
||
"obrane."
|
||
|
||
#: 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 ""
|
||
" Velenie umožňuje tejto jednotke zvýšiť zranenie, ktoré spojenecké jednotky "
|
||
"na vedľajších políčkach spôsobujú v boji; platí to len na jednotky na nižšej "
|
||
"úrovni."
|
||
|
||
#: 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 ""
|
||
" Táto jednotka vie vrtko manévrovať, dokáže sa prešmyknúť cez súperovu "
|
||
"oblasť kontroly a bez spomalenia prejsť okolo neho."
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr " Osvetľovanie zvyšuje úroveň svetla v blízkych oblastiach."
|
||
|
||
#: 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 ""
|
||
" Táto jednotka sa dokáže počas jedného kroku premiestniť z jednej "
|
||
"neobsadenej spriatelenej dediny do druhej."
|
||
|
||
#: 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 ""
|
||
" Schopnosť skrývať sa robí túto jednotku v lese neviditeľnou pre nepriateľa, "
|
||
"dokiaľ nestojí na susednom poli, alebo dokiaľ sa táto jednotka neprezradí "
|
||
"tým, že sama zaútočí."
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr " Táto jednotka sa dokáže v noci ukryť a nezanechá žiadnu stopu."
|
||
|
||
#: 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 ""
|
||
" Táto jednotka sa môže skrývať v dedinách (okrem vodných) a nepriatelia ju "
|
||
"neobjavia, pokiaľ nestoja hneď vedľa nej."
|
||
|
||
#: data/core/macros/special-notes.cfg:53
|
||
msgid ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Táto jednotka sa dokáže nepozorovane pohybovať v hlbokej vode, pretože sa "
|
||
"nemusí vynárať kvôli vzduchu."
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
msgid ""
|
||
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
" Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije "
|
||
"inú živú jednotku."
|
||
|
||
#: 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 ""
|
||
" Ak táto jednotka použije svoj zúrivý útok, bude boj pokračovať dovtedy, kým "
|
||
"jeden z bojujúcich nepadne mŕtvy."
|
||
|
||
#: 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 ""
|
||
" Ak táto jednotka útočí na obeť, ktorá má na druhej strane ďalšieho "
|
||
"nepriateľa, môže ho táto jednotka obísť a bodnúť do chrbta, čím mu spôsobí "
|
||
"dvojnásobné zranenie."
|
||
|
||
#: 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 ""
|
||
" Nepriateľ, ktorý stratí život morovým útokom, opäť povstane ako nemŕtvy, ak "
|
||
"práve nestojí v dedine."
|
||
|
||
#: 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 ""
|
||
" Táto jednotka dokáže spomaliť svojich nepriateľov, zmenší ich rýchlosť "
|
||
"pohybu a spôsobené zranenie na polovicu, až kým neukončia ťah."
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" Táto jednotka je mimoriadne nebezpečná, lebo dokáže premeniť živého tvora "
|
||
"na kameň."
|
||
|
||
#: 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 ""
|
||
" Ostrostrelecké schopnosti tejto jednotky jej dávajú vysokú šancu zasiahnuť "
|
||
"súpera, ale iba keď sama útočí."
|
||
|
||
#: data/core/macros/special-notes.cfg:77
|
||
msgid ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
" Útoky tejto jednotky sú magické, preto majú vždy veľkú šancu zasiahnuť "
|
||
"súpera."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" Tento roj útočí spolu, takže spôsobené zranenia sú menej vážne, ak sú "
|
||
"členovia roja zranení."
|
||
|
||
#: 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 ""
|
||
" Použitie výpadu pri útoku zdvojnásobí sa spôsobené i utŕžené zranenie. Toto "
|
||
"neplatí počas obranného protiúderu."
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" Počas bitky dokáže táto jednotka uberať zdravie svojej obeti a sama sa tak "
|
||
"uzdravovať."
|
||
|
||
#: 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 ""
|
||
" Dĺžka zbrane umožňuje tejto jednotke v boji na blízko uštedriť prvý úder, "
|
||
"aj keď je napadnutá."
|
||
|
||
#: 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 ""
|
||
" Obete zásahu jedom budú postupne strácať zdravie, dokiaľ sa nevyliečia v "
|
||
"dedine, alebo u jednotky, ktorá vie liečiť."
|
||
|
||
#: 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 "verný"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "verná"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "Nulový žold"
|
||
|
||
#. [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"
|
||
"Počas výpravy sa niektoré jednotky môžu rozhodnúť dobrovoľne pridať na "
|
||
"stranu hráča. Tieto jednotky sú označené ako verné. Niekedy je treba platiť "
|
||
"za ich privolanie, ale nikdy nie za žold. Vďaka tomu môžu byť veľmi cenné v "
|
||
"dlhých príbehoch, kde je nedostatok zlata. Verbované jednotky túto vlastnosť "
|
||
"nikdy nemajú; preto je asi nerozumné takúto jednotku prepustiť alebo poslať "
|
||
"na zbytočnú smrť."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Verné'</italic> jednotky nevyžadujú žold. Väčšina jednotiek "
|
||
"vyžaduje žold na konci každého kola vo výške svojej úrovne. Verné jednotky "
|
||
"sa do týchto nákladov nezapočítavajú."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "nemŕtvy"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "nemŕtva"
|
||
|
||
#. [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 "Imúnny voči vysatiu, jedu a chorobe"
|
||
|
||
#. [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"
|
||
"Nemŕtve jednotky mávajú zvyčajne toto ako svoju jedinú vlastnosť. Keďže "
|
||
"nemŕtve jednotky sú oživené mŕtvoly poslané do boja, jed na ne nepôsobí. "
|
||
"Môžu byť teda veľmi užitočné proti súperom, ktorí používajú útoky spojené s "
|
||
"jedom."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"<italic>text='Nemŕtve'</italic> jednotky sú imúnne voči jedu, vysatiu a "
|
||
"chorobám."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "mechanický"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "mechanická"
|
||
|
||
#. [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"
|
||
"Mechanické jednotky majú obyčajne toto ako svoju jedinú vlastnosť. Keďže v "
|
||
"skutočnosti nie sú živé, jed, vysatie ani choroby na ne nemajú vplyv."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Mechanické'</italic> jednotky sú imúnne voči jedu, vysatiu a "
|
||
"chorobe."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
msgid "elemental"
|
||
msgstr "elementálny"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
msgid "female^elemental"
|
||
msgstr "elementálna"
|
||
|
||
#. [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"
|
||
"Elementálne jednotky majú obyčajne toto ak svoju jedinú vlastnosť. Keďže "
|
||
"tieto jednotky sú bytosti z energie živlov, jed, vysatie ani choroby na ne "
|
||
"nemajú vplyv."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Elementálne'</italic> jednotky sú imúnne voči jedu, vysatiu a "
|
||
"chorobe."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "silný"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "silná"
|
||
|
||
#. [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"
|
||
"Sila je užitočná pre každú jednotku bojujúcu na blízko, najviac však pre tie "
|
||
"jednotky, ktoré dávajú veľa úderov, ako napríklad elf vojak. Silné jednotky "
|
||
"môžu byť veľmi užitočné vo chvíľach, keď malé zranenie navyše môže rozhodnúť "
|
||
"o tom, či bude úder smrteľný."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Silné'</italic> jednotky spôsobujú pri boji nablízko o 1 "
|
||
"väčšie zranenie pri každom úspešnom zásahu, a majú o 1 život viac."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "obratný"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "obratná"
|
||
|
||
#. [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"
|
||
"Obratnosť ako špeciálnu vlastnosť majú len elfovia. Elfí národ je všeobecne "
|
||
"preslávený svojím šarmom a veľkou šikovnosťou pri streľbe z luku. Niektorí "
|
||
"sú však obdarení takým talentom, že vynikajú aj medzi svojimi blížnymi. "
|
||
"Takíto elfovia spôsobujú pri každom zásahu lukom o 1 väčšie zranenie."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Obratné'</italic> jednotky spôsobujú pri každom zásahu na "
|
||
"diaľku o 1 väčšie zranenie."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "rýchly"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "rýchla"
|
||
|
||
#. [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"
|
||
"Rýchlosť je najviditeľnejšia vlastnosť, najmä u pomalých jednotiek ako sú "
|
||
"trolovia či ťažká pechota. Rýchle jednotky môžu byť výrazne pohyblivejšie v "
|
||
"náročných terénoch; vezmite to do úvahy pri rozmiestňovaní síl. Rýchle "
|
||
"jednotky však nevydržia rovnako veľa ako obyčajné a preto nie sú také dobré "
|
||
"na obranu už dobytých pozícií."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Rýchle'</italic> jednotky majú 1 bod pohybu navyše, ale o 5% "
|
||
"menej životov ako obyčajné."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "inteligentný"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "inteligentná"
|
||
|
||
#. [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"
|
||
"<italic>text='Inteligentné'</italic> jednotky sú veľmi užitočné na začiatku "
|
||
"príbehu, pretože ich možno rýchlo povýšiť na vyššie úrovne. Neskôr počas "
|
||
"príbehu už inteligentné jednotky nie sú také užitočné, pretože "
|
||
"<italic>text='vylepšovanie po dosiahnutí najvyššej úrovne'</italic> už nie "
|
||
"je také významné ako povýšenie na vyššiu úroveň. Ak máte dostatok jednotiek "
|
||
"na najvyššej úrovni, asi budete privolávať jednotky s užitočnejšími "
|
||
"vlastnosťami."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr "Inteligentné jednotky potrebujú o 20% menej skúseností na povýšenie."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "odolný"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "odolná"
|
||
|
||
#. [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"
|
||
"Odolné jednotky môžu byť užitočné vo všetkých fázach príbehu, a je to "
|
||
"vlastnosť, ktorá sa hodí každej jednotke. Najužitočnejšia je, ak sa vyskytne "
|
||
"u jednotky, ktorá má malé zdravie, a dobrú obranu alebo odolnosť. Odolné "
|
||
"jednotky sú vhodné najmä na udržiavanie pozícií proti súperom."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Odolné'</italic> jednotky majú o 4 + 1 za každú úroveň viac "
|
||
"životov ako obyčajné."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "životaschopný"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "životaschopná"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr "Vždy sa lieči akoby odpočíval"
|
||
|
||
#. [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 ""
|
||
"Známi svojou vitalitou, niektorí trpaslíci sú odolnejší ako ostatní a môžu "
|
||
"oddychovať aj keď putujú."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "nebojácny"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "nebojácna"
|
||
|
||
#. [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 "Bojuje normálne aj počas nevýhodnej dennej/nočnej doby"
|
||
|
||
#. [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 ""
|
||
"Odpor k svetlu alebo temnote nemá žiadny vplyv na týchto odvážnych jedincov."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
msgid "feral"
|
||
msgstr "divoký"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
msgid "female^feral"
|
||
msgstr "divoká"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:257
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Získa obranu len 50% v dedinách na súši"
|
||
|
||
#. [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 ""
|
||
"Obydlia rozumných bytostí sa ťažko použijú pre úkryt divokých tvorov s "
|
||
"nízkou inteligenciou. Výsledkom toho je, že <italic>text='divoké'</italic> "
|
||
"jednotky získajú najviac 50% obrany v suchozemskej dedine bez ohľadu na "
|
||
"terén pod ňou."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:274
|
||
msgid "weak"
|
||
msgstr "slabý"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
msgid "female^weak"
|
||
msgstr "slabá"
|
||
|
||
#. [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 ""
|
||
"Jednotky s vlastnosťou <italic>text='slabé'</italic> získavajú menej o 1 bod "
|
||
"života a spôsobujú o 1 bod zranenia pri útoku zblízka menej."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
msgid "slow"
|
||
msgstr "pomalý"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
msgid "female^slow"
|
||
msgstr "pomalá"
|
||
|
||
#. [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"
|
||
"Nemotorní a pomalí jedinci z goblinov a iných druhov majú postih v pohybe, "
|
||
"ale vykompenzovaný zvýšenou vytrvalosťou."
|
||
|
||
#. [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 ""
|
||
"<italic>text='Pomalé'</italic> jednotky majú o 1 bod pohybu menej, ale o 5% "
|
||
"viac životov."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
msgid "dim"
|
||
msgstr "hlúpy"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
msgid "female^dim"
|
||
msgstr "hlúpa"
|
||
|
||
#. [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"
|
||
"Hlúposť je častou vlastnosťou goblinov a iných nižších druhov. Je niekoľko "
|
||
"príčin, prečo sú tieto druhy považované za nižšie a toto je jedna z nich."
|
||
|
||
#. [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 ""
|
||
"Jednotky s vlastnosťou <italic>text='hlúpy'</italic> potrebujú o 20% viac "
|
||
"skúseností na povýšenie na ďalšiu úroveň."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:329
|
||
msgid "aged"
|
||
msgstr "starý"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
msgid "female^aged"
|
||
msgstr "stará"
|
||
|
||
#. [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 ""
|
||
"Jednotky s vlastnosťou <italic>text='starý'</italic> majú menej o 8 bodov "
|
||
"života, o 1 bod pohybu a spôsobujú o 1 bod zranenia pri útoku zblízka menej."
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:43
|
||
msgid "race^Bat"
|
||
msgstr "Netopier"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:44
|
||
msgid "race+female^Bat"
|
||
msgstr "Netopierka"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:45
|
||
msgid "race^Bats"
|
||
msgstr "Netopiere"
|
||
|
||
#. [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 ""
|
||
"Netopiere majú rôzne veľkosti a sú väčšinou neškodné pretože sa živia hmyzom "
|
||
"a malými zvieratami. Väčšie a zlomyseľnejšie druhy môžu predstavovať hrozbu "
|
||
"pre ľudí a iné rasy a ich dobytok, najmä ak sa objavia v skupinách. Sú to "
|
||
"nočné živočíchy, preto sú chované (a krotené) tými, čo s nimi zdieľajú "
|
||
"obľubu noci."
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:55
|
||
msgid "race^Drake"
|
||
msgstr "Jašter"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:56
|
||
msgid "race+female^Drake"
|
||
msgstr "Jašterka"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:57
|
||
msgid "race^Drakes"
|
||
msgstr "Jašteri"
|
||
|
||
#. [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 ""
|
||
"Jašterí národ pozostáva z obrích, okrídlených stvorení chrliacich ohnivý "
|
||
"dych, ktoré sa v čomsi podobajú na legendárnych drakov. V priemere je "
|
||
"dospelý jašter vysoký asi tri metre a bežne váži viac ako jeden človek aj so "
|
||
"svojím koňom. Ich koža pozostáva z tvrdých šupín, ktoré sú odolné voči "
|
||
"väčšine fyzických útokov, s výnimkou bodnutia a chladu. Väčšina jašterov je "
|
||
"schopná letu a dokáže rýchlo prekonávať veľké vzdialenosti. Avšak ich veľká "
|
||
"postava a hmotnosť do istej miery obmedzujú ich manévrovaciu schopnosť - tým "
|
||
"pádom vyzerajú vo vzduchu dosť nemotorne. Ak je to možné, snažia sa využívať "
|
||
"terén, najmä hory, kopce a stromy ako miesta, odkiaľ sa dá jednoduchšie "
|
||
"odštartovať. Asi našťastie pre ich nepriateľov sú jašteri dosť nemotorné "
|
||
"stvorenia a v boji i prekvapujúco pomalé. Toto, v kombinácii s veľkosťou, z "
|
||
"nich robí vcelku ľahký cieľ pre tých, ktorí sa na útok odvážia.\n"
|
||
"\n"
|
||
"Jašteri sú od prírody magickými tvormi, v ich žilách doslova koluje záhadný "
|
||
"vnútorný oheň. O tom sa možno ľahko presvedčiť, keď niektorý z jašterov "
|
||
"padne v boji - tento vnútorný oheň sa náhle uvoľní a spáli telesné zvyšky na "
|
||
"popol. Ale tento vnútorný oheň je zároveň ich najväčšou slabosťou - robí ich "
|
||
"obzvlášť zraniteľnými voči útokom chladom. Napriek svojmu magickému pôvodu "
|
||
"nedokážu mágiu používať ovládateľným spôsobom. Mágia v ich telách im síce "
|
||
"umožňuje chrliť oheň a dáva mu život, ale sami nedokážu túto schopnosť "
|
||
"usmerniť ani riadiť.\n"
|
||
"\n"
|
||
"<header>text='Spoločnosť'</header>\n"
|
||
"Jašteri sú relatívne bojovnou rasou a ich spoločnosť by sa dala popísať ako "
|
||
"bojovnícka. Jadrom každého kmeňa je skupinka bojovníkov veteránov, ktorým "
|
||
"železnou rukou velí uznávaný (resp. najviac obávaný) <ref>dst='dominant' "
|
||
"text='vodca'</ref>. Každý jašter si musí vydobyť svoje miesto v tejto "
|
||
"prísnej hierarchii, musí poslúchať svojich nadriadených a veliť svojim "
|
||
"podriadeným. Vstup do vládnucej elity je možný jedine cez výzvu veliteľa na "
|
||
"súboj v boji jeden proti jednému. Súboje sú zvyčajným spôsobom ako sa aj v "
|
||
"tejto elite udržiava hierarchia. Na druhej strane používanie akýchkoľvek "
|
||
"úskokov v súbojoch je znakom zbabelosti a je absolútne neakceptovateľné.\n"
|
||
"\n"
|
||
"Aj keď ich bojovnosť a zmysel pre teritorialitu často doháňa k urputnej "
|
||
"obrane svojho územia, jašteri málokedy napadnú či vstúpia neoprávnene na "
|
||
"územie iných rás. Namiesto toho sa zvyknú usídľovať v neobývaných oblastiach "
|
||
"kontinentu. Ich zvyčajnou diétou býva divá zver, ktorú lovia v nížinách "
|
||
"okolo svojich sídel, no novonarodení jašteri a jašteri nižšieho postavenia "
|
||
"sa často živia i machom a hubami, ktoré si pestujú hlboko vo svojich "
|
||
"jaskyniach. Jedinou technológiou, ktorá má pre jaštera hodnotu, je kováčstvo "
|
||
"pancierov a zbraní - ostatné vedné či technické odbory ich nezaujímajú. Zato "
|
||
"sú však ich kováčske výrobky preslávené kvalitou, v ktorej sa im vyrovnajú "
|
||
"snáď iba tie pochádzajúce z dielní trpaslíkov.\n"
|
||
"\n"
|
||
"Jašteri sa vlastne nerodia, ale liahnu z vajec a bežne žijú od 20 do 30 "
|
||
"rokov. Smrť v boji je asi najobľúbenejší spôsob ako opustiť tento svet. Na "
|
||
"rozdiel od iných rás, s pribúdajúcim vekom sa jašter stáva agresívnejším a "
|
||
"ľahkovážnejším. Možno to má niečo do činenia so spomínaným hrdinským "
|
||
"ukončením ich života...\n"
|
||
"\n"
|
||
"<header>text='Zemepis'</header>\n"
|
||
"Jašteri pochádzajú z vulkanického súostrovia <ref>dst='morogor' "
|
||
"text='Morogor'</ref> vo <ref>dst='great_ocean' text='Veľkom Oceáne'</ref>. "
|
||
"Kombinácia populačnej explózie a postupné prepadanie domovských ostrovov "
|
||
"prinútili mnohé kolónie presídliť sa na <ref>dst='great_continent' "
|
||
"text='Veľký Kontinent'</ref>. Jašteri si zvyčajne budujú sídla v horských "
|
||
"jaskyniach, často neďaleko činných sopiek, ktoré chránia ich vajcia, mladé a "
|
||
"poháňajú ich dielne. Aj keď jašteri uprednostňujú teplú klímu, ich vnútorný "
|
||
"oheň je postačujúci na zahriatie i v studených pásmach. Vďaka tomu dokázali "
|
||
"osídliť i hory na ďalekom severe Veľkého Kontinentu."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:91
|
||
msgid "race^Dwarf"
|
||
msgstr "Trpaslík"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:92
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Trpaslíčka"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:93
|
||
msgid "race^Dwarves"
|
||
msgstr "Trpaslíci"
|
||
|
||
#. [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 ""
|
||
"Trpaslíci sú rasou, ktorá je preslávená baníkmi a kováčmi, ale tiež "
|
||
"obchodníkmi a bojovníkmi. Je to tretia najstaršia rasa na Veľkom kontinente, "
|
||
"po elfoch a troloch. Ich skorá história je zahalená tajomstvom. Podľa "
|
||
"legiend sa v časoch dávno zabudnutých trpasličí národ objavil na svete a "
|
||
"vyšiel zo svojich podzemných jaskýň. Nič ale nie je známe o živote tohto "
|
||
"národa predtým, než vyšiel z podzemia. Rovnako nie je známy dôvod, prečo "
|
||
"vlastne vystúpil na povrch zeme, ale každopádne sa ako národ trpaslíci stali "
|
||
"základnou súčasťou diania na kontinente. Nedlho po východe z podzemia sa "
|
||
"trpaslíci dostali do konfliktu s pôvodnými obyvateľmi povrchu - elfmi. "
|
||
"Skutočný dôvod na tento konflikt sa dávno stratil v histórii, ale tieto dve "
|
||
"rasy už stihli vybojovať tri veľké a dlhé vojny, ktoré boli prerušené len "
|
||
"pár desaťročiami mieru. Počas týchto vojen nedokázali trpaslíci vytlačiť "
|
||
"elfov z hustých južných lesov, no podarilo sa im upevniť si pozíciu v "
|
||
"severných kopcoch a horách, ktoré sú na kontinente známe ako \"Severná zem"
|
||
"\". Od tých čias vystavali fantastické opevnenia a osady hlboko v kopcoch a "
|
||
"údoliach tohto územia.\n"
|
||
"\n"
|
||
"Pravdepodobne kvôli svojej izolácii sú trpaslíci veľmi nedôverčiví a často i "
|
||
"nepriateľskí voči ostatným rasám, hlavne elfom. Jedinou výnimkou je snáď iba "
|
||
"ich vzťah k ľuďom, ktorý je možné vystopovať až do čias Haldrika I. a "
|
||
"príchodu ľudí i orkov na kontinent. V tom čase trpaslíci povolili usadiť sa "
|
||
"v Severnej zemi zopár ľuďom, zvyčajne rebelom a vyhnancom z Wesnotského "
|
||
"kráľovstva. Motivácia na tento veľkorysý čin nie je nejako zvlášť "
|
||
"prekvapujúca. Útrapy týchto osadníkov pripomenuli trpaslíkom časy ich "
|
||
"vlastného prenasledovania a vyvolali určitú dávku solidarity. Ale trpaslíci "
|
||
"dokázali na takýchto dohodách s vyhnancami nemálo získať. Vyhnanci sa totiž "
|
||
"usídľovali v oblastiach, ktoré sa trpaslíkom hnusili - na nížinách, v lesoch "
|
||
"či pri močiaroch, čím ich vlastne pre trpaslíkov úspešne bránili.\n"
|
||
"Trpaslíci sú zvyčajne nižšieho vzrastu, vzhľadom na ľudské miery, to ale "
|
||
"neznamená, že by boli zvlášť krehkí. Práve naopak, ich bojovníci sú tvrdí a "
|
||
"nesmierne silní a právom sa ich obávajú protivníci v nejednej bitke. Na "
|
||
"dôvažok sú trpaslíci známi svojimi matematickými schopnosťami a precíznou "
|
||
"zručnosťou. Ich kováči sú preslávení výrobou vynikajúcich zbraní aj ťažkého "
|
||
"brnenia. Ich výrobky nemajú na svete páru - čo sa týka kvality snáď iba "
|
||
"výrobky pochádzajúce od dračieho národa sú porovnateľné. Intelekt a "
|
||
"prirodzená zvedavosť urobili z trpaslíkov technicky najpokrokovejšiu rasu na "
|
||
"kontinente. Jeden z ich najznámejších (a najviac obávaných) je vynález "
|
||
"záhadného prachu, ktorý dokáže pri styku s ohňom vyvolať silné explózie. "
|
||
"Niektorí trpasličí bojovníci sa naučili využívať tento prach na vymršťovanie "
|
||
"malých guliek vysokými rýchlosťami. Vďaka svojmu technologickému nadaniu sú "
|
||
"trpaslíci obyčajne nedôverčiví voči používateľom mágie. Avšak istý druh "
|
||
"mágie sa používa napríklad pri pokrývaní zbraní či brnenia runami. Títo "
|
||
"runoví kováči používajú runy na vyjadrenie čarovných formuliek, ktoré potom "
|
||
"zosilňujú určité schopnosti predmetov."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:111
|
||
msgid "race^Elf"
|
||
msgstr "Elf"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:112
|
||
msgid "race+female^Elf"
|
||
msgstr "Elfka"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:113
|
||
msgid "race^Elves"
|
||
msgstr "Elfovia"
|
||
|
||
#. [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 ""
|
||
"Ak ich porovnáme s ľuďmi, elfovia sú o čosi vyšší, pohyblivejší a menej "
|
||
"robustní. Zvyčajne majú mierne zašpicatené uši, svetlú pokožku a "
|
||
"najčastejšie blond vlasy. Snáď najväčším rozdielom medzi elfmi a ľuďmi je "
|
||
"elfská dlhovekosť - väčšina z nich sa dožíva dva a pol storočia, ak ich "
|
||
"samozrejme neskláti choroba, nehoda či vojna. V prípade niektorých jedincov "
|
||
"s výraznými magickými schopnosťami sa vek predĺži o ďalšie storočie, no u "
|
||
"väčšiny elfov sa medzi 250. a 300. rokom zníži fyzická odolnosť a skoro na "
|
||
"to (za rok či dva) opustia svet.\n"
|
||
"\n"
|
||
"Elfovia sú od prírody nadaní na mágiu, aspoň do určitej miery. Väčšina z "
|
||
"nich síce mágiu nedokáže používať priamo, ale už len prítomnosť mágie im "
|
||
"zlepšuje zmysly, vnímanie a spôsobuje už spomínanú dlhovekosť. Mnoho elfov "
|
||
"sa vyznačuje mágiou ovplyvnenými schopnosťami v oblasti zakrádania či "
|
||
"presnej streľby, čím dokážu robiť veci pre iné bytosti nepredstaviteľné. Z "
|
||
"tých elfov, ktorí sa túto moc naučia používať viac všeobecne, sa zvyčajne "
|
||
"rýchlo stávajú naozaj uznávaní profesionáli. Mnohí z nich sa rozhodnú využiť "
|
||
"tento dar na liečenie iných.\n"
|
||
"\n"
|
||
"Niektorí elfovia, ktorí sa vydali cestami mágie a mysticizmu, sa stali "
|
||
"citlivými na prítomnosť chladného železa. Až tak, že ich môže popáliť. "
|
||
"Elfské legendy naznačujú, že v dávnej minulosti bol tento jav bežnejší.\n"
|
||
"\n"
|
||
"Elfovia trávia veľkú časť svojho života zlepšovaním svojich vrodených "
|
||
"schopností. Tí bez výraznej magickej sily sa sústreďujú na zlepšovanie "
|
||
"fyzických zručností. Ako priamy následok, elfovia sú vynikajúcimi "
|
||
"lukostrelcami, čo je aj ich hlavný bojový prostriedok. Väčšina elfských "
|
||
"bojovníkov nosí luk a žiadna iná rasa nedokáže konkurovať elfským strelcom v "
|
||
"rýchlosti a presnosti. Všetci elfovia zdieľajú lásku k nepoškvrnenej "
|
||
"prírode. Zvyčajne sa cítia nesvoji v otvorených nezarastených priestoroch. "
|
||
"Preto žijú najmä v lesoch Veľkého kontinentu: Etenwood na juhozápade, Wesmér "
|
||
"na severozápade a veľké severné lesy s Lintanirom na južnom okraji.\n"
|
||
"\n"
|
||
"Elfovia sú na kontinente najstaršou rasou, možno s výnimkou trolov. Aj keď "
|
||
"je prakticky nemožné spoľahlivo datovať ich osídlenia, nepochybne mnohé z "
|
||
"nich existujú už viac než tisícročie."
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:132
|
||
msgid "race^Falcon"
|
||
msgstr "Človek muž"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:133
|
||
msgid "race+female^Falcon"
|
||
msgstr "Človek žena"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:134
|
||
msgid "race^Falcons"
|
||
msgstr "Ľudia"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:145
|
||
msgid "race^Goblin"
|
||
msgstr "Goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:146
|
||
msgid "race+female^Goblin"
|
||
msgstr "Goblinka"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Goblins"
|
||
msgstr "Goblini"
|
||
|
||
#. [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 ""
|
||
"Goblini sú napriek svojmu vzhľadu rodení ako súrodenci orkov a sú členmi "
|
||
"rovnakej rasy. Kým iné rasy obyčajne rodia svoje deti jednotlivo alebo v "
|
||
"pároch, orkovia majú väčšie vrhy detí naraz, čo spôsobuje explóziu ich "
|
||
"populácie. V každom vrhu sú však len jeden až dvaja skutoční orkovia, ktorí "
|
||
"dorastú do plnej veľkosti a sily svojej rasy. Niekoľko ďalších bude "
|
||
"polovičnými orkami, výrazne slabšími ako ich veľký bratia. Tí majú v boji "
|
||
"vyčlenené podporné úlohy ako napríklad lukostreľbu. Zvyšok, často celá "
|
||
"polovica vrhu, sú goblini. Goblini sú malí a slabí, zriedka prerastú výšku "
|
||
"ľudského dieťaťa. Goblini sa narodia do života takmer otroka pre svojich "
|
||
"väčších príbuzných a sú v bitke používaní ako prvé línie na stret s mečmi. "
|
||
"Napriek svojmu trpkému osudu prekvitajú. Čiastočne vďaka svojím veľkým "
|
||
"počtom a potom tým, že ich bratia orkovia si uvedomujú, ako sú na goblinoch "
|
||
"závislí.\n"
|
||
"\n"
|
||
"Goblini vykonávajú manuálnu prácu potrebnú pre orkov, okrem prác, ktoré "
|
||
"vyžadujú hrubú silu skutočných orkov. Tých, ktorým sa orkovia oddávajú, aby "
|
||
"predviedli svoju zdatnosť."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:163
|
||
msgid "race^Gryphon"
|
||
msgstr "Gryf"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:164
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Gryfka"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:165
|
||
msgid "race^Gryphons"
|
||
msgstr "Gryfovia"
|
||
|
||
#. [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 "Človek muž"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:185
|
||
msgid "race+female^Human"
|
||
msgstr "Človek žena"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:186
|
||
msgid "race^Humans"
|
||
msgstr "Ľudia"
|
||
|
||
#. [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 ""
|
||
"Ľudská rasa je charakteristická svojou rôznorodosťou. Aj keď pôvodne prišli "
|
||
"zo Starého Kontinentu, ľudia sa rozšírili po celom svete a založili mnoho "
|
||
"kultúr a podrás. Na rozdiel od iných rás, ľudia nie sú od prírody magicky "
|
||
"založení, ale dokážu sa naučiť mágiu používať a to aj viac druhov ako "
|
||
"ostatné rasy. Rovnako ako s mágiou sa ľudia nevyznačujú nijakými zvláštnymi "
|
||
"schopnosťami, okrem prispôsobivosti a cieľavedomosti. Zvyčajne sú v "
|
||
"konflikte s inými rasami, no občas vytvoria vcelku úspešné aliancie s menej "
|
||
"agresívnymi rasami, ako sú elfovia alebo trpaslíci. Tí bez škrupulí sa "
|
||
"nebránia ani najímaniu orkských žoldnierov. Ľudia nemajú ani výraznejšieho "
|
||
"prirodzeného nepriateľa, ale väčšina ľudí sa nemá veľmi v láske s nemŕtvymi, "
|
||
"tak ako aj väčšina ostatných rás. Ľudia sú menšieho vzrastu než elfovia, ale "
|
||
"sú vyšší než trpaslíci. Farba pokožky sa tiež môže líšiť - od viac menej "
|
||
"bielej až po tmavo hnedú.\n"
|
||
"\n"
|
||
"<header>text='Poddaní kráľovskej koruny'</header>\n"
|
||
"Najväčšia časť ľudskej rasy na Veľkom Kontinente patrí pod Wesnotské "
|
||
"kráľovstvo. Ľudia prišli na Veľký Kontinent zo Zeleného Ostrova v oceáne na "
|
||
"západe a už v počiatkoch si založili vnútrozemské hlavné mesto Weldyn. V "
|
||
"nadchádzajúcich storočiach vybudovali ďalšie sídla na celom kontinente. "
|
||
"Vojsko wesnotskej koruny ochraňuje toto územie a je prakticky "
|
||
"najorganizovanejšou bojovou silou v známom svete. Bojovníci pochádzajú najmä "
|
||
"z hlavnej provincie, kde je vojenská služba povinná pre všetkých mladíkov.\n"
|
||
"\n"
|
||
"<header>text='Klany'</header>\n"
|
||
"Východné provincie Wesnotu, známe ako Domovina klanov, na rozdiel od "
|
||
"civilizovanejších západných regiónov geograficky pozostávajú z otvorených "
|
||
"plání a nízkych kopcov. Tieto oblasti sú domovom jazdeckých klanov, ktoré sú "
|
||
"formálne nezávislé, no sú spojencom Wesnotu. Niektorí historici toto územie "
|
||
"považujú za protektorát, ktorý prispieva stravou a vojakmi wesnotskej korune "
|
||
"za odplatu poskytnutia bezpečnosti a ochrany. Iní tvrdia, že sú útvarom "
|
||
"rovnocenným západnému Wesnotu. Každopádne, východné provincie nemajú povinnú "
|
||
"vojenskú službu v tej podobe, ako ju poznajú v západnom Wesnote. Bojový "
|
||
"tréning je bežnou súčasťou životného štýlu klanov - rodičia učia deti jazdiť "
|
||
"na koni, bojovať a strieľať z luku už od útleho detstva. Vo všeobecnosti sú "
|
||
"bojovníci klanov menej organizovaní než bojovníci z civilizovanej časti "
|
||
"Wesnotu, ale silné a slabé stránky týchto skupín sa navzájom dopĺňajú."
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:203
|
||
msgid "race^Khalifate Human"
|
||
msgstr "Človek muž"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:204
|
||
msgid "race+female^Khalifate Human"
|
||
msgstr "Človek žena"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:205
|
||
msgid "race+plural^Khalifate"
|
||
msgstr "Mechanické"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:206
|
||
msgid "This race does not have a description yet."
|
||
msgstr "Táto rasa zatiaľ nemá popis."
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:217
|
||
msgid "race^Saurian"
|
||
msgstr "Saur"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:218
|
||
msgid "race+female^Saurian"
|
||
msgstr "Saurka"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:219
|
||
msgid "race^Saurians"
|
||
msgstr "Sauri"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Mechanical"
|
||
msgstr "Mechanické"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:230
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mechanické"
|
||
|
||
#. [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 ""
|
||
"<italic>text='Mechanické'</italic> predmety sú dielom rozumných bytostí. Nie "
|
||
"sú oživené prirodzeným životom ani černokňažníctvom. Väčšina mechanických "
|
||
"vecí sa nehýbe ani nerozmýšľa samostatne, ale len ak sú ovplyvnené magickým "
|
||
"kúzlom."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:240
|
||
msgid "race^Merman"
|
||
msgstr "Morský človek"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:241
|
||
msgid "race^Mermaid"
|
||
msgstr "Morská žena"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:242
|
||
msgid "race^Mermen"
|
||
msgstr "Morskí ľudia"
|
||
|
||
#. [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 ""
|
||
"Morskí ľudia sú záhadnou rasou so spojením rybích a ľudských vlastností. "
|
||
"Majú silné chvosty, ktoré im umožňujú rýchly pohyb vo vodnom prostredí a ich "
|
||
"šikovné ruky a rozumné mysle umožňujú remeslá a tvorbu nástrojov. Morskí "
|
||
"ľudia môžu dýchať ľahko vzduch aj vodu. Môžu prežiť aj na súši, ale vo vode "
|
||
"sú rýchlejší a obratnejší, preto ich málokedy vidieť ďaleko od oceánu. "
|
||
"Suchej zemi sa vyhýbajú, pretože sú na nej neobratní a namáhavo sa pohybujú "
|
||
"po drsnom alebo zalesnenom povrchu."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:252
|
||
msgid "race^Monster"
|
||
msgstr "Potvora"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:253
|
||
msgid "race+female^Monster"
|
||
msgstr "Potvora"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Monsters"
|
||
msgstr "Potvory"
|
||
|
||
#. [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 ""
|
||
"Pojem “potvora” zahŕňa mnohé nepekné tvory obývajúce jaskyne, divočinu, "
|
||
"hlbiny oceánu a ďalšie oblasti sveta. Vystupujú najmä v legendách a nočných "
|
||
"morách bežných obyvateľov."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:262
|
||
msgid "race^Naga"
|
||
msgstr "Hadí človek"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:263
|
||
msgid "race^Nagini"
|
||
msgstr "Hadí ľudia"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:264
|
||
msgid "race^Nagas"
|
||
msgstr "Hadí ľudia"
|
||
|
||
#. [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 ""
|
||
"Hadovité tvory, hadí ľudia, sú jednou z najmenej pochopených rás na Veľkom "
|
||
"kontinente. Je to čiastočne ich xenofóbnou povahou a čiastočne ich cudzím "
|
||
"prostredím. Hadí ľudia sú jedna z mála rás schopných rýchlo sa pohybovať vo "
|
||
"vode, čo im otvára priestory nedostupné suchozemcom a zároveň ich to od "
|
||
"týchto rás viac vzďaľuje. Nie sú to však morské tvory v pravom zmysle slova, "
|
||
"pretože nevedia dýchať pod vodou a preto sa boja hlbiny. Tak sa zdržujú skôr "
|
||
"v pobrežných oblastiach, čo im poskytuje únikovú cestu pred obyvateľmi hlbín "
|
||
"a zároveň pred tými, čo putujú pešo, na krídlach alebo kopytách. Sú to malé "
|
||
"a telesne trochu krehké tvory, ale zvyčajne o dosť vrtkejšie ako súperi. "
|
||
"Niekedy sa dostanú do sporu s morskými ľudmi, keď sa ich teritóriá "
|
||
"prekrývajú, ale hadí ľudia môžu rovnako ako v otvorenej vode žiť aj v "
|
||
"bažinách a riekach."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:273
|
||
msgid "race^Ogre"
|
||
msgstr "Ohyzd"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:274
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ohyzdka"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:275
|
||
msgid "race^Ogres"
|
||
msgstr "Ohyzdi"
|
||
|
||
#. [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 ""
|
||
"Ohyzdi sú divoká a necivilizovaná rasa, ktorá obýva divočinu na Veľkom "
|
||
"kontinente. Fyzicky pripomínajú ľudí, ale sú väčší a silnejší. Aj ich "
|
||
"nedospelí jedinci sú vyrovnaným súperom pre väčšinu ľudí. Ohyzdom v "
|
||
"obývaných oblastiach neveria a buď sa im vyhýbajú alebo ich rovno vyženú. "
|
||
"Preto sa schovávajú v hornatých oblastiach na okraji civilizácie, kde hladní "
|
||
"banditi spomedzi ohyzdov ohrozujú pocestných a karavány. Aj keď ohyzdi nie "
|
||
"sú veľmi múdri alebo rýchli, ich odolnosť a fyzická sila ich robí vhodným "
|
||
"vkladom do armád iných rás. Sú zvlášť hodnotní pre bezcitných veliteľov, "
|
||
"ktorým ohyzdia brutalita neprekáža. O ich biológii a spoločnosti sa vie "
|
||
"málo, ak vôbec nejakú majú, pretože zvyknú útočiť po boku vlkov a iných "
|
||
"tvorov. Nie je známe, či je to znakom spolupráce, skrotenia či vzájomného "
|
||
"prispôsobenia."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:284
|
||
msgid "race^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:285
|
||
msgid "race+female^Orc"
|
||
msgstr "Orkyňa"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:286
|
||
msgid "race^Orcs"
|
||
msgstr "Orkovia"
|
||
|
||
#. [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 ""
|
||
"Svojim výzorom sú orkovia napoly ľudia a napoly zvery. Sú vyšší, robustnejší "
|
||
"a silnejší než ľudia. Sú veľmi bojovní, barbarskí a od prírody suroví. Ich "
|
||
"krv je tmavšia a hustejšia než u bežných ľudí a vyznačujú sa pramalou "
|
||
"starostlivosťou o osobnú hygienu a zovňajšok všeobecne. Napriek tomu, že sú "
|
||
"orkovia násilnícki i medzi sebou, sú v podstate kmeňovo založení - ork nikdy "
|
||
"necestuje sám a málokedy žije v skupinkách s menej než šiestimi členmi.\n"
|
||
"\n"
|
||
"<header>text='Spoločnosť'</header>\n"
|
||
"Takmer každý ork je členom nejakého klanu či kmeňa. Vzťahy medzi "
|
||
"jednotlivými kmeňmi sú charakterizované násilím, snáď s výnimkou situácií, "
|
||
"keď spoločný nepriateľ ohrozuje existenciu či možnosti na lúpenie. Občas sa "
|
||
"objaví silný náčelník, ktorý dokáže viesť viacero kmeňov, za cenu "
|
||
"zastrašovania alebo likvidácie oponentov. Kmeň orkov sa počas mierového "
|
||
"obdobia sústredí takmer výhradne na zvýšenie svojej sily a pripravenosti na "
|
||
"ďalší ozbrojený konflikt. Orkovia používajú primitívny systém písma - "
|
||
"zvyčajne vlastnou či cudzou krvou - ale zvyčajne sa používa iba na vzájomné "
|
||
"výmeny urážok medzi kmeňovými vodcami.\n"
|
||
"\n"
|
||
"Spoločnosti orkov sú založené na máločom inom než hrubá sila - moc je matkou "
|
||
"práva... Vodca prežíva iba dovtedy, pokiaľ sa nenájde niekto, kto mu titul "
|
||
"vezme v zápase. Medzi potenciálnymi náčelníkmi neustále vrie boj o moc. "
|
||
"Vodca málokedy prežije viac než zopár rokov, aby si užil svoju "
|
||
"absolutistickú autoritu. Zvyčajne ho zabijú v boji o pozíciu, aj keď "
|
||
"história pozná pár svetlých výnimiek. Medzi orkmi nefunguje žiaden výrazný "
|
||
"systém cti a aj keď je sila najčastejšou formou na ukázanie moci, za bežné "
|
||
"súčasti výzbroje sa považujú tak jedy ako aj vraždy od chrbta - najmä keď "
|
||
"vedú k dosiahnutiu cieľa.\n"
|
||
"\n"
|
||
"Orkovia žijú zvyčajne vo vidieckych oblastiach, často v kopcovitých a "
|
||
"horských regiónoch, občas v jaskyniach. Nevenujú sa poľnohospodárstvu, "
|
||
"nechovajú dobytok, ale zato sú vcelku dobrými lovcami - najmä vďaka svojej "
|
||
"fyzickej sile a brutalite. Kvôli veľkému počtu v jednom kmeni dokážu "
|
||
"akúkoľvek oblasť takmer úplne vyhladiť od živočíchov väčších než hlodavce. "
|
||
"Pre toto a kvôli nestabilnému vodcovstvu majú orkovia tendenciu kočovať, "
|
||
"nikdy sa nezdržia na jednom mieste príliš dlho. Väčšie kmene sa sem-tam "
|
||
"napevno usadia v jednej oblasti na obdobie niekoľkých rokov či dokonca "
|
||
"desaťročí, čo niekedy vedie k vybudovaniu táborísk, ktoré v mnohom "
|
||
"pripomínajú mestá. Ale aj tieto tábory je možné rýchlo rozobrať a opustiť v "
|
||
"prípade potreby presunúť celú hordu.\n"
|
||
"\n"
|
||
"Najstarší známi orkovia majú okolo 50 až 60 rokov, ale iba málo jednotlivcom "
|
||
"sa podarí žiť dlhšie než dve-tri desaťročia, kým nepadnú v boji s "
|
||
"nepriateľom či súkmeňovcom. Starí orkovia sa často stávajú šamanmi - snáď "
|
||
"jedinými zástupcami orkov, ktorých ostatní uznávajú ako dôveryhodných a "
|
||
"neutrálnych. Pôvod tohto zvyku nie je jasný, keďže šamani v ničom priamo "
|
||
"neprispievajú do spoločnosti a slúžia iba ako poradcovia - čo nie je čosi, "
|
||
"čo by sa normálne medzi orkami tolerovalo. Šamani sú v mnohom úplným "
|
||
"protikladom typického orka - sú fyzicky slabí a chýbajú im bojové zručnosti. "
|
||
"Napriek spoliehaniu sa na hrubú silu, nie každému orkovi je sila daná. Mnoho "
|
||
"orkov sa narodí s menším a slabším vzrastom, čo im vynáša pocit podradenosti "
|
||
"svojim silnejším kamarátom. Silnejší si zvyčajne uchmatne viac potravy a tak "
|
||
"ešte viac zosilnie, kdežto u tých slabších je to opačne. Mnohí z týchto "
|
||
"slabších orkov sa špecializujú na iné zručnosti, napríklad atentátnictvo "
|
||
"alebo lukostreľbu."
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:303
|
||
msgid "race^Troll"
|
||
msgstr "Trol"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:304
|
||
msgid "race+female^Troll"
|
||
msgstr "Trolka"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:305
|
||
msgid "race^Trolls"
|
||
msgstr "Trolovia"
|
||
|
||
#. [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 ""
|
||
"Trolovia sú prastaré bytosti, jedny z najstarších obývajúcich Veľký "
|
||
"kontinent. Sú veľkí, pomalí, s jednoduchou mysľou a žijú extrémne dlho v "
|
||
"hlbokých jaskyniach a vo vysokých horách. Najvýnimočnejšou vlastnosťou "
|
||
"trolov je vnútorná vitalita, ktorá ich udržuje a uzdravuje zvnútra. "
|
||
"Následkom toho žijú odlišným životom ako ostatné známe tvory. Trolovia majú "
|
||
"málo skutočných potrieb: potrebujú málo jedla a vody, preto majú malú "
|
||
"motiváciu čokoľvek robiť, okrem obrany pred tými, čo sú voči nim "
|
||
"nepriateľskí. To znamená, že sa málokedy musia o niečo starať a preto môžu "
|
||
"stráviť väčšinu času spánkom alebo meditáciou. Trolovia majú zvláštnu väzbu "
|
||
"s prírodou. Nesúvisia s živými tvormi tak ako elfovia, ale so zemou a "
|
||
"kameňmi. Tiež sú zvedaví na svoje okolie a mnohé mláďatá dokonca rady "
|
||
"cestujú a poznávajú svet. Starnúci trolovia sú však stále pasívnejší, "
|
||
"strácajú záujem o svoje prostredie a trávia viac času spánkom v tichom "
|
||
"prostredí domovskej jaskyne. Až kým nakoniec neumrú a ich telá sa pomaly "
|
||
"nezmenia na kamenné sochy.\n"
|
||
"\n"
|
||
"Trolovia sú mnohými označovaní len za ďalšiu rasu primitívnych surových "
|
||
"potvor. Toto bežné nepochopenie je čiastočne spôsobené orkmi, ktorí "
|
||
"presviedčajú trolov, aby sa pridali k ich armádam. Sú jednoduchí a "
|
||
"nerozumejú záležitostiam iných rás, či ich dokonca ani nevedia rozlíšiť. "
|
||
"Preto je pre tlupu orkov ľahké presvedčiť skupinu trolov, že spojením sa "
|
||
"dosiahnu pomstu na tých, čo ich predtým lovili. Noví verbovanci sú potom "
|
||
"nasmerovaní útočiť na každého, s kým sú práve orkovia v konflikte, nech už "
|
||
"bol predtým nepriateľom trolov alebo nie. Takto si oklamaní trolovia "
|
||
"zbierajú ešte viac nepriateľov. Najčastejšími nepriateľmi trolov sú "
|
||
"trpaslíci a nepriateľstvo medzi týmito dvoma rasami je už prastaré.\n"
|
||
"\n"
|
||
"<header>text='Zemepis'</header>\n"
|
||
"Trolovia obývali hory Veľkého kontinentu dlhšie ako trpaslíci, ktorí sa tam "
|
||
"nasťahovali. Sú bežným zjavom v horských pásmach na severe a východe Wesnotu "
|
||
"a kdekoľvek putujú hordy orkov."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:326
|
||
msgid "race^Undead"
|
||
msgstr "Nemŕtvy"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:327
|
||
msgid "race+female^Undead"
|
||
msgstr "Nemŕtva"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:328
|
||
msgid "race+plural^Undead"
|
||
msgstr "Nemŕtvi"
|
||
|
||
#. [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 ""
|
||
"Nemŕtvi v skutočnosti nie sú jednotnou rasou, aj keď sa niekedy tak chápu. "
|
||
"Skoro každá mŕtva bytosť môže byť dostatočne skúseným černokňažníkom "
|
||
"\"oživená\". Nemŕtvi sú neprirodzené tvory bez vlastnej vôle, poslúchajúce "
|
||
"toho, kto ich vytvoril, bez otázok a zamyslenia. Väčšou záhadou "
|
||
"černokňažníctva je to, ako sú tieto výtvory udržiavané bez neprestajného "
|
||
"dohľadu od černokňažníka. Nemŕtva bytosť nepotrebuje sústavnú pozornosť "
|
||
"černokňažníka, ale môže pracovať samostatne podľa príkazov svojho pána. Iba "
|
||
"zriedkavo, asi raz za niekoľko mesiacov, musí černokňažník vykonať údržbu "
|
||
"svoj výtvoru.\n"
|
||
"\n"
|
||
"Černokňažníctvo je takmer výlučne záležitosťou ľudí. Dokonca aj legendy rás "
|
||
"zručných v mágii, ako elfovia a morskí ľudia, rozprávajú o veľmi málo "
|
||
"príslušníkoch týchto rás, ktorí sa zahĺbili do tohto temného umenia. "
|
||
"Predpokladá sa, že černokňažnícka mágia vyžaduje veľkú schopnosť "
|
||
"prispôsobenia sa a flexibilnú myseľ. Extrémy týchto vlastností sa "
|
||
"najčastejšie vyskytujú u ľudí. Konečným cieľom väčšiny černokňažníkov je "
|
||
"použiť toto umenie udržiavania života na seba, zmeniť samých seba za každú "
|
||
"cenu, uniknúť smrti zachovaním svojej mysle a duše.\n"
|
||
"\n"
|
||
"<header>text='Zemepis'</header>\n"
|
||
"Páni nemŕtvych prišli na Veľký kontinent vo veľkých množstvách vzápätí po "
|
||
"Haldrikovi I., ale elfovia a trpaslíci o nich počuli už aj predtým."
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:342
|
||
msgid "race^Wolf"
|
||
msgstr "Vlk"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:343
|
||
msgid "race+female^Wolf"
|
||
msgstr "Vlčica"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:344
|
||
msgid "race^Wolves"
|
||
msgstr "Vlci"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:354
|
||
msgid "race^Wose"
|
||
msgstr "Lesný muž"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:355
|
||
msgid "race^Woses"
|
||
msgstr "Lesní muži"
|
||
|
||
#. [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 ""
|
||
|
||
#: data/lua/feeding.lua:27 data/lua/feeding.lua:40
|
||
msgid "+1 max HP"
|
||
msgstr "+1 max. životov"
|
||
|
||
#: src/help/help.cpp:182
|
||
msgid "Close"
|
||
msgstr "Zavri"
|
||
|
||
#: src/help/help.cpp:185
|
||
msgid "The Battle for Wesnoth Help"
|
||
msgstr "Návod k Bitke o Wesnoth"
|
||
|
||
#: src/help/help.cpp:240
|
||
msgid "Parse error when parsing help text: "
|
||
msgstr "Chyba pri analyzovaní pomocného textu: "
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "nočné zakrádanie"
|
||
|
||
#~ 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 ""
|
||
#~ "Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky "
|
||
#~ "rovnaká jednotka ako tá, čo ju zabila, a bude bojovať za rovnakú stranu. "
|
||
#~ "Toto neplatí na Nemŕtvych a na jednotky v dedine."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Inteligentný"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Rýchly"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Odolný"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Silný"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Nebojácny"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Divoký"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Verný"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Nemŕtvy"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mechanické"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Elementálny"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Obratný"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Životaschopný"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Hlúpy"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Pomalý"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Slabý"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Starý"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "In combat, your units will inevitably take damage. When a unit "
|
||
#~| "<ref>dst='experience_and_advancement' text='advances'</ref>, it will "
|
||
#~| "heal fully. This can happen as you finish fighting an enemy, whether it "
|
||
#~| "is your turn or not. Wesnoth offers several other ways for your units to "
|
||
#~| "heal, all of which take place at the beginning of your turn, before you "
|
||
#~| "take action."
|
||
#~ msgid ""
|
||
#~ "In combat, your units will inevitably take damage. When a unit "
|
||
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
|
||
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
|
||
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
|
||
#~ "which take place at the beginning of your turn, before you take action."
|
||
#~ msgstr ""
|
||
#~ "Vaše jednotky v súbojoch nevyhnutne utrpia zranenie. Keď je jednotka "
|
||
#~ "<ref>dst='experience_and_advancement' text='povýšená'</ref>, plne sa "
|
||
#~ "vylieči. To sa môže stať pri boji so súperom, či už počas tvojho alebo "
|
||
#~ "súperovho ťahu. Wesnoth umožňuje liečiť jednotky i ďalšími spôsobmi. "
|
||
#~ "Tieto sa všetky vykonávajú na začiatku tvojho kola, predtým ako začneš "
|
||
#~ "ťahať."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Frakcie"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Prehľad"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Základy hry"
|
||
|
||
#~ 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"
|
||
#~ "Na začiatok je najlepšie ťuknúť na tlačidlo <bold>text='Výcvik'</bold> v "
|
||
#~ "hlavnom menu. Spustí sa tým interaktívny výcvik, ktorý vás naučí základy "
|
||
#~ "Wesnothu. Potom sa odporúča najprv hrať kampaň Dedič trónu — ťuknite na "
|
||
#~ "tlačidlo <bold>text='Výprava'</bold> a potom <italic>text='Dedič trónu'</"
|
||
#~ "italic>. Hra <italic>text='Bitka o Wesnoth'</italic> dokáže byť pomerne "
|
||
#~ "náročná, takže si radšej vyberte <italic>text='ľahkú'</italic> zložitosť."
|
||
|
||
#~ 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 ""
|
||
#~ "Táto stránka zhŕňa všetko, čo potrebuje vedieť na hranie hry "
|
||
#~ "<italic>text='Bitka o Wesnoth'</italic>. Obsahuje návod na hru a základné "
|
||
#~ "herné mechanizmy. Počas hry sa budú na týchto stránkach objavovať nové "
|
||
#~ "informácie, zároveň ako budete stretávať nové stránky hry. Podrobnejšie "
|
||
#~ "informácie o zvláštnych situáciách a výnimkách nájdete na nasledujúcich "
|
||
#~ "stránkach."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
|
||
#~ "follow on from each other, telling a story. In a campaign, you often need "
|
||
#~ "to play more carefully, preserving your best troops so that they can be "
|
||
#~ "used again in later scenarios in the campaign."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Výprava'</italic> sa skladá z niekoľkých scén, ktoré po "
|
||
#~ "sebe nasledujú a tým tvoria príbeh. Vo výprave je zvyčajne potrebné hrať "
|
||
#~ "opatrnejšie a šetriť si svoje najlepšie jednotky na ďalšie použitie v "
|
||
#~ "neskorších scénach výpravy."
|
||
|
||
#~ 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 ""
|
||
#~ "Hra sa skladá zo série bitiek nazývaných <italic>text='scény'</italic>. "
|
||
#~ "Každá scéna postaví tvoje bojové jednotky proti bojovým jednotkám jedného "
|
||
#~ "alebo viacerých súperov. Môžeš hrať sám proti počítaču, alebo sa striedať "
|
||
#~ "s priateľmi pri sedení za počítačom (tzv. horúce kreslo). Ak máš počítač "
|
||
#~ "pripojený k miestnej počítačovej sieti, môžeš hrať aj proti ostatným "
|
||
#~ "užívateľom tejto siete. Ak máš počítač pripojený na internet, môžeš hrať "
|
||
#~ "proti ostatným ľuďom na Internete."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Skúsenosti a postup"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
|
||
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
|
||
#~ "fight. They also suffer a quarter less damage from poison."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Životaschopné'</italic> jednotky majú o 1 život a ešte o 1 "
|
||
#~ "život za každú úroveň viac ako obyčajne a oddychovanie im uzdraví 2 "
|
||
#~ "životy v každom kole, v ktorom nebojujú. Jed im spôsobuje o štvrtinu "
|
||
#~ "menšie zranenia."
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Pomoc"
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Jednotky s týmto špeciálnym útokom'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Jednotky s touto schopnosťou'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Velitelia: "
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Verbovaní:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Éra:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Frakcie: "
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Frakcie sú používané iba v hre viacerých hráčov"
|
||
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "Základný terén"
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "Úroveň"
|
||
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "Povýšený z: "
|
||
|
||
#~ msgid "Base unit: "
|
||
#~ msgstr "Základná jednotka: "
|
||
|
||
#~ msgid "Base units: "
|
||
#~ msgstr "Základné jednotky: "
|
||
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "Variácie: "
|
||
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "Rôzne"
|
||
|
||
#~ msgid "Race: "
|
||
#~ msgstr "Rasa: "
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "Schopnosti: "
|
||
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "Zvýšenie schopností: "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "Životy: "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "Kroky: "
|
||
|
||
#~ msgid "Vision: "
|
||
#~ msgstr "Videnie: "
|
||
|
||
#~ msgid "Jamming: "
|
||
#~ msgstr "Blokovanie: "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "Cena: "
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "Príslušnosť: "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "Potrebné skúsenosti: "
|
||
|
||
#~ msgid "unit help^Attacks"
|
||
#~ msgstr "Útoky"
|
||
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "Názov"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "Typ"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "Údery"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "Dosah"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "Špeciálne"
|
||
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Odolnosti"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "Typ útoku"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "Odolnosť"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "Terén"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "Obrana"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "Cena pohybu"
|
||
|
||
#~ msgid "Vision Cost"
|
||
#~ msgstr "Cena videnia"
|
||
|
||
#~ msgid "Jamming Cost"
|
||
#~ msgstr "Cena blokovania"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Naspäť"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Ďalej >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Odkaz na neexistujúcu záložku: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "poškodený originálny súbor"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Kasta"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Drake Fighter'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Jedna z foriem jašterov: buď <ref>dst='unit_Drake Clasher' "
|
||
#~ "text='Úderník'</ref> alebo <ref>dst='unit_Drake Fighter' text='Vojak'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Hniezdo"
|
||
|
||
#~ 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 ""
|
||
#~ "Veľká štruktúra podobná hradu, ktorá je domovom <ref>dst='flight' "
|
||
#~ "text='letky'</ref>. Obsahuje aj <ref>dst='breeding_pen' "
|
||
#~ "text='rozmnožovacie ohrady'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "Rozmnožovacia ohrada"
|
||
|
||
#~ 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 ""
|
||
#~ "Časť <ref>dst='aerie' text='hniezda'</ref>, kde pod dozorom "
|
||
#~ "<ref>dst='dominant' text='Dominanta'</ref> žijú <ref>dst='breeder' "
|
||
#~ "text='Nosnice'</ref>."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Rozmnožovací cyklus"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "Čas, ktorý uplynie medzi jedným kladením <ref>dst=egg text='vajec'</ref> "
|
||
#~ "a ďalším."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Svetový oceán"
|
||
|
||
#~ 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 ""
|
||
#~ "Svetový oceán je názov otvoreného mora, ktoré obklopuje súostrovie "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>. Jašteri veria, že končí v "
|
||
#~ "<ref>dst='abyss' text='Priepasti'</ref> - obrovskom smrtiacom vodopáde."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Nový kontinent"
|
||
|
||
#~ msgid ""
|
||
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
|
||
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
|
||
#~ msgstr ""
|
||
#~ "Veľký kontinent na východ od <ref>dst='morogor' text='Morogoru'</ref>. "
|
||
#~ "Jeho existencia nebola jašterom známa až do letu Galuna."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Priepasť"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "V svetonázore jašterov je to obrovský a smrtiaci vodopád, kde oceán padá "
|
||
#~ "dolu zo zemského disku."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Špirálová cesta"
|
||
|
||
#~ 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 ""
|
||
#~ "Polotajná organizácia medzi jaštermi zameraná na zabránenie Malthusovej "
|
||
#~ "poslednej vojne. Pozri tiež <ref>dst='straight_path' text='Priama cesta'</"
|
||
#~ "ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Priama cesta"
|
||
|
||
#~ 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 ""
|
||
#~ "Jašteria tradícia opakovaného rozširovania a dobývania. Tento výraz je "
|
||
#~ "najčastejšie používaný príslušníkmi <ref>dst='spiral_path' text='Spiral "
|
||
#~ "Path'</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 ""
|
||
#~ "<ref>dst='aspirant' text='Uchádzač'</ref>, ktorý povstane ako vodca "
|
||
#~ "jašterov. Jediný jašter v kmeni, ktorý má povolené rozmnožovať sa s "
|
||
#~ "<ref>dst='breeder' text='nosnicami'</ref>. Výnimočne môže udeliť právo "
|
||
#~ "párenia aj iným."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulkaniáda"
|
||
|
||
#~ 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 ""
|
||
#~ "(Nepravidelný) cyklus medzi následnými výbuchmi <ref>dst='mount_morogor' "
|
||
#~ "text='Hory Morogor'</ref>. Je na ňom založený kalendár "
|
||
#~ "<ref>dst='long_count' text='Dlhý letopočet'</ref>."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Zapisovateľ"
|
||
|
||
#~ 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 ""
|
||
#~ "Zapisovateľ je jašterím knihovníkom, ktorý ovláda jašterie "
|
||
#~ "<ref>dst='drakish_script' text='písmo'</ref>. Zapisovatelia sú jedinou "
|
||
#~ "<ref>dst='caste' text='kastou'</ref> Jašterov, ktorú neurčuje príroda: "
|
||
#~ "verbujú členov zo všetkých ostatných kást."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Kladenie"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr "Časť <ref>dst='breeding_cycle' text='rozmnožovacieho cyklu'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Liahnutie"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Mláďa"
|
||
|
||
#~ 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 ""
|
||
#~ "Malý jašter, ktorý ešte nevidel vyliahnutie ďalšej generácie. "
|
||
#~ "<ref>dst='flight' text='letky'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Okrídlenec"
|
||
|
||
#~ 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 ""
|
||
#~ "Mladý jašter, ktorý videl vyliahnutie ďalšej generácie. Ak si "
|
||
#~ "<ref>dst='flight' text='letka'</ref> môže dovoliť stratiť jednu "
|
||
#~ "generáciu, môže spustiť <ref>dst='swarming' text='Rojenie'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Nosnica"
|
||
|
||
#~ 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 ""
|
||
#~ "Jašter ženského pohlavia. Sú vzácne, pretože o <ref>dst='egg' "
|
||
#~ "text='vajcia'</ref>, ktoré sa stanú nosnicami, je nutné sa mimoriadne "
|
||
#~ "starať. Počet nosníc je limitovaný počtom mužských jašterov v okolí, "
|
||
#~ "pretože nosnice si nevedia zaobstarať jedlo keď kladú vajcia. Jašterie "
|
||
#~ "nosnice začnú byť plodné po ďalšom <ref>dst='hatching' text='liahnutí'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "Vajce jaštera"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
|
||
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
|
||
#~ "laid and to some extent the ambient temperature."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst=caste text='Kasta'</ref> budúceho <ref>dst='hatchling' "
|
||
#~ "text='Mláďaťa'</ref> je určená už pri nakladení vajca a čiastočne aj "
|
||
#~ "okolitou teplotou."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Letka"
|
||
|
||
#~ 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 ""
|
||
#~ "Kmeň jašterov, ktorý žije v <ref>dst='aerie' text='Hniezde'</ref> a "
|
||
#~ "ovláda lovnú oblasť. Každý kmeň má jedného <ref>dst='dominant' "
|
||
#~ "text='Dominanta'</ref>, ktorý udeľuje právo na párenie."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Uchádzač"
|
||
|
||
#~ 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 ""
|
||
#~ "Mužský jašter, ktorý prešiel hormonálnymi zmenami, ktoré mu umožňujú "
|
||
#~ "páriť sa s <ref>dst='breeder' text='nosnicami'</ref>. Vylučovanie "
|
||
#~ "hormónov je spôsobované lovom a bojom, ktorých sa jašter zúčastnil."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Praotec"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Jašterí názov pre skutočného <ref>dst='unit_Fire Dragon' text='draka'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Správca"
|
||
|
||
#~ 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 ""
|
||
#~ "Jeden z <ref>dst='aspirant' text='Uchádzačov'</ref>, zástupcov "
|
||
#~ "<ref>dst='dominant' text='Dominanta'</ref>. Ten má tradične jedného z "
|
||
#~ "každej <ref>dst=caste text='kasty'</ref> inej ako jeho vlastná. Ďalší "
|
||
#~ "'Správcovia' sú niekdy určení na zvláštne úlohy. Správcovia majú "
|
||
#~ "najväčšiu šancu získať povolenie na párenie, najmä po významnej službe."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Roj"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "Kŕdeľ <ref>dst='swarmlings' text='rojacich sa jašterov'</ref>, ktoré "
|
||
#~ "opustili <ref>dst='aerie' text='hniezdo'</ref>, aby našli nové."
|
||
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "Rojenie"
|
||
|
||
#~ msgid ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgstr ""
|
||
#~ " <ref>dst='flight' text='Let'</ref> za novým jašterím <ref>dst='aerie' "
|
||
#~ "text='hniezdom'</ref>, ktorý sa opakuje v každom "
|
||
#~ "<ref>dst='breeding_cycle' text='rozmnožovacom cykle'</ref>. Pozri "
|
||
#~ "<ref>dst='swarm' text='Roj'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Bežci"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr "Jašterí výraz pre uniknutých otrokov, ktorí slúžia ako lovná zver."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Hora Morogor"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Sopečná hora na centrálnom ostrove súostrovia <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Dlhý letopočet"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Jašterí kalendár založený na <ref>dst='vulcaniad' text='Vulkaniáde'</ref> "
|
||
#~ "a <ref>dst=breeding_cycle text='Rozmnožovacích cykloch'</ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Dlhé prasa"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Výraz z lámaného jazyka južných morí pre ľudské mäso používaný na preklad "
|
||
#~ "jašterieho slova s rovnakým významom."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Keramika"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
|
||
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
|
||
#~ "generate the amount of heat to cure the pieces to full strength."
|
||
#~ msgstr ""
|
||
#~ "Jašteri spracovávajú kovy, ale ovládajú aj remeslo výroby keramiky. Iba "
|
||
#~ "<ref>dst='unit_Drake Burner' text='opekači'</ref> vedia vytvoriť teplo "
|
||
#~ "potrebné na vytvrdnutie do plnej pevnosti."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Jašterie písmo"
|
||
|
||
#~ 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 ""
|
||
#~ "Písomný jazyk jašterov. Uchováva sa na <ref>dst='ceramic' "
|
||
#~ "text='keramických'</ref> tabuľkách členmi s povolaním <ref>dst='recorder' "
|
||
#~ "text='Zapisovateľ'</ref>."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Jašterí jazyk"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "Jazyk, ktorým hovoria jašteri."
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Rovina"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
|
||
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
|
||
#~ "is both very easy to move across, but is also difficult to defend oneself "
|
||
#~ "in. Typically, those units that perform best on grassland are either "
|
||
#~ "cavalry, or very agile units which take advantage of the open space.\n"
|
||
#~ "\n"
|
||
#~ "Most units have defense of 30 to 40% on grassland."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Rovina'</italic> symbolizuje otvorené planiny, či už "
|
||
#~ "obrábané, ponechané ladom, alebo divoké. V otvorenom priestranstve sa "
|
||
#~ "možno veľmi ľahko pohybovať, ale ťažko brániť. Na rovine zvyčajne dobre "
|
||
#~ "bojujú jazdecké jednotky, alebo veľmi vrtké jednotky, pre ktoré je "
|
||
#~ "otvorený priestor výhodný.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má na rovine obranu 30 až 40%."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Cesta"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
|
||
#~ "travelers passing over them. As far as gameplay is concerned, roads "
|
||
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Cesty'</italic> sú trasy z ušliapanej hliny vytvorené "
|
||
#~ "mnohými prechádzajúcimi cestovateľmi. Čo sa týka pravidiel hry, cesty sú "
|
||
#~ "to isté ako <ref>dst='terrain_flat' text='roviny'</ref>.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "Les"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defense to most units than open ground. "
|
||
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
|
||
#~ "gained by stealth is negated. Elves are an exception to this general rule "
|
||
#~ "for forests. Not only do they possess full movement in forests, but they "
|
||
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
|
||
#~ "to this rule; though they are able to plow through the forests without "
|
||
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
|
||
#~ "them to receive no defensive bonus.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Lesy'</italic> predstavujú krajinu s dostatočným drevitým "
|
||
#~ "porastom, ktorý spomaľuje prechod. Hoci lesy takmer každého spomaľujú, "
|
||
#~ "často ponúkajú jednotkám lepšiu obranu ako otvorené roviny. Napríklad "
|
||
#~ "kavaléria sa v lese tak ťažko orientuje, že sa tým stráca akýkoľvek možný "
|
||
#~ "úžitok z úkrytu. Elfovia sú však v lesoch výnimkou. Nielenže sa môžu v "
|
||
#~ "lese pohybovať maximálnou rýchlosťou, získavajú aj výrazný obranný bonus. "
|
||
#~ "Trpaslíci sú ďalšou výnimkou: hoci sa dokážu presekať lesom pomerne "
|
||
#~ "rýchlo, je to pre nich natoľko neznámy terén, že ho nedokážu využiť na "
|
||
#~ "obranu.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v lese obranu 50%, ale jazdecké iba 30%. Na druhej "
|
||
#~ "strane elfovia majú obranu 60 až 70%, a to aj ich jazdecké jednotky. "
|
||
#~ "Trpaslíci majú v lesoch zvyčajne obranu iba 30%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "Kopce"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
|
||
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
|
||
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
|
||
#~ "enough familiarity with the terrain that they can pass through it without "
|
||
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
|
||
#~ "that any defensive aid lent by cover is negated.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Kopce'</italic> predstavujú pomerne nerovný terén, kde je "
|
||
#~ "dosť údolí a kopcov poskytujúcich úkryt. Väčšina jednotiek sa v kopcoch "
|
||
#~ "ťažko pohybuje. Trpaslíci, trolovia a orkovia sa v tomto teréne cítia ako "
|
||
#~ "doma a môžu ním prechádzať bez spomalenia. Jazda má zvyčajne problém "
|
||
#~ "orientovať sa v tomto teréne, a preto nezískava žiaden obranný bonus.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v kopcoch obranu 50%, ale kavaléria iba 40%. "
|
||
#~ "Trpaslíci majú v kopcoch obranu 60%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Hory"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
|
||
#~ "to climb over obstacles to move. By this nature, they provide a "
|
||
#~ "considerable defensive bonus for most troops, but they also severely "
|
||
#~ "impede any passage through them. Most cavalry simply cannot enter "
|
||
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
|
||
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
|
||
#~ "mountainous terrain, and have a very easy time getting around.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
|
||
#~ "70%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Hory'</italic> sú zvyčajne tak strmé, že jednotky v nich "
|
||
#~ "musia preliezať rôzne prekážky. Poskytujú preto veľký obranný bonus pre "
|
||
#~ "väčšinu jednotiek, ale zároveň výrazne spomaľujú pohyb. Väčšina "
|
||
#~ "jazdeckých jednotiek na tento terén ani nemôže vstúpiť; výnimkou sú elfí "
|
||
#~ "jazdci a goblini na vlkoch. Trpaslíci a trolovia sú v týchto oblastiach "
|
||
#~ "doma, a preto sa v nich pomerne ľahko pohybujú.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v horách obranu 60%, trpaslíci majú až 70%."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "Močiar"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
|
||
#~ "slow down nearly everyone, and inhibit their ability to defend "
|
||
#~ "themselves. An exception to this is any race bodily skilled in navigating "
|
||
#~ "water; these receive both full movement and a defensive bonus. Those that "
|
||
#~ "make their living in the wetlands are also adept at using this terrain "
|
||
#~ "for cover.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Močiare'</italic> predstavujú rôzne druhy mokrej zeme. "
|
||
#~ "Močiare spomaľujú prakticky každého a znemožňujú mu účinne sa brániť. "
|
||
#~ "Výnimkou sú tvory prispôsobené na pohyb vo vode; tie sa pohybujú rýchlo a "
|
||
#~ "majú obranný bonus.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v močiaroch obranu 30%. Morskí ľudia, hadí ľudia a "
|
||
#~ "sauri majú okolo 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Plytká voda"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
|
||
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
|
||
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
|
||
#~ "water reaches up almost to their heads, have an extremely hard time of "
|
||
#~ "this. The exception is any race whose bodies naturally lend themselves to "
|
||
#~ "swimming, for which they receive a considerable defensive bonus and full "
|
||
#~ "movement.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
|
||
#~ "naga and mermen enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Plytká voda'</italic> znamená, že hladina vody siaha "
|
||
#~ "nanajvýš dospelému človeku po pás. To je dosť na to, aby spomalila takmer "
|
||
#~ "každého a urobila ho veľmi zraniteľným. Keďže trpaslíkom takáto voda "
|
||
#~ "siaha až po krk, majú to zvlášť ťažké. Výnimkou sú bytosti, ktorých telá "
|
||
#~ "sú prispôsobené na plávanie; tieto majú dobrú obranu a rýchly pohyb.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v plytkej vode obranu 20 až 30%, hadí a morskí ľudia "
|
||
#~ "majú až 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Hlboká voda"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
|
||
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
|
||
#~ "the domain of units which can either fly, or are exceptionally strong "
|
||
#~ "swimmers.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and naga both receive 50% defense in deep water, with full "
|
||
#~ "movement."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Hlboká voda'</italic> znamená hladinu siahajúcu nad hlavu "
|
||
#~ "dospelého človeka. Väčšina jednotiek nemôže do takejto hlbokej vody "
|
||
#~ "vstúpiť; je to výhradná oblasť lietajúcich a dobre plávajúcich "
|
||
#~ "jednotiek.\n"
|
||
#~ "\n"
|
||
#~ "Morskí a hadí ľudia majú v hlbokej vode obranu 50% a plný pohyb."
|
||
|
||
#~ msgid "Frozen"
|
||
#~ msgstr "Zamrznuté"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
|
||
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
|
||
#~ "harder time defending themselves. Note that swimming units, even those "
|
||
#~ "who can breathe underwater, cannot swim underneath ice.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 20 to 40% defense in frozen terrain."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Zamrznutý'</italic> terén predstavuje rovnú oblasť, ktorá "
|
||
#~ "je pokrytá snehom alebo ľadom. Väčšina jednotiek je na ňom spomalená a "
|
||
#~ "ťažšie sa na ňom bráni. Plávajúce jednotky, ani tie čo vedia dýchať pod "
|
||
#~ "vodou, nemôžu plávať pod ľadom.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má na zamrznutom teréne obranu 20 až 40%."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "Hrad"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~ "Nearly all units receive a considerable bonus to their defense by being "
|
||
#~ "stationed in a castle, and most units receive full movement in a castle. "
|
||
#~ "Stationing units in a castle represents its defensive capability. Without "
|
||
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
|
||
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 60% defense in a castle.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Hrady'</italic> sú akékoľvek trvalé opevnenia. Takmer každá "
|
||
#~ "jednotka dostáva pri pobyte v hrade veľký bonus na obranu a môže sa "
|
||
#~ "pohybovať plnou rýchlosťou. Dobre bránený je len taký hrad, v ktorom je "
|
||
#~ "veľa jednotiek. Ak je okrajové políčko hradu voľné, nepriateľ sa môže "
|
||
#~ "jednoducho prešmyknúť dovnútra bez boja, a získava tým rovnaký obranný "
|
||
#~ "bonus ako všetci ostatní vo vnútri.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v hrade obranu okolo 60%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "Piesok"
|
||
|
||
#~ 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 ""
|
||
#~ "Nestabilný <italic>text='piesok'</italic> spomaľuje pohyb väčšiny "
|
||
#~ "jednotiek a neumožňuje im naplno sa brániť. Len jednotky so širokými "
|
||
#~ "chodidlami alebo hadovitými telami sa v piesku ľahšie pohybujú.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v piesku obranu 20 až 40%."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Púšť"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
|
||
#~ "than small sand pits or beaches, however for gameplay purposes they are "
|
||
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Púšte'</italic> síce majú odlišné zloženie ako malé "
|
||
#~ "pieskové jamy alebo pláže, ale z hľadiska hry sa hodnotia ako rovnaké. "
|
||
#~ "Pozri <ref>dst='terrain_sand' text='piesok'</ref>."
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "Jaskyňa"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
|
||
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
|
||
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
|
||
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
|
||
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
|
||
#~ "their small size can navigate many obstacles that other races cannot. "
|
||
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='illuminated'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Jaskynný'</italic> terén predstavuje akúkoľvek podzemnú "
|
||
#~ "chodbu, do ktorej sa zmestí vojenská jednotka. Väčšina jednotiek s týmto "
|
||
#~ "terénom nemá skúsenosti a preto sú tu pomalé a ťažko sa bránia. Trpaslíci "
|
||
#~ "a trolovia žijú v jaskyniach, preto sa tu pomerne ľahko pohybujú; zvlášť "
|
||
#~ "trpaslíci, ktorí sa vďaka menším rozmerom ľahko vyhnú mnohým prekážkam. "
|
||
#~ "Jaskyne sú niekedy <ref>dst='terrain_illuminated_cave' text='osvetlené'</"
|
||
#~ "ref>.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v jaskyniach obranu 20 až 40%, trpaslíci majú 50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Skalnatá jaskyňa"
|
||
|
||
#~ 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 ""
|
||
#~ "Terén <italic>text='skalnatej jaskyne'</italic> je vytvarovaný pôsobením "
|
||
#~ "vody a vetra, zvetrávajúcich skalnatý podklad. Je to hrboľatý podklad, "
|
||
#~ "ktorý zmenšuje efektivitu väčšiny jednotiek, ale zlepšuje ich obranu. "
|
||
#~ "Trpaslíci a trolovia, hlavní obyvatelia jaskýň, sa v tomto teréne "
|
||
#~ "orientujú pomerne ľahko. Trpaslíci majú vďaka svojej malej výške v "
|
||
#~ "takomto teréne veľké výhody. Jaskyne sú niekedy "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='osvetlené'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v skalnatej jaskyni obranu okolo 50%, jazda len 40%. "
|
||
#~ "Trpaslíci majú v skalnatej jaskyni obranu 60%."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Osvetlená jaskyňa"
|
||
|
||
#~ 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 ""
|
||
#~ "Osvetlená jaskyňa je malé územie, na ktoré z povrchu preniká svetlo. To "
|
||
#~ "dáva bonus pri útoku jednotkám poriadku a berie bonus jednotkám chaosu. V "
|
||
#~ "ostatných ohľadoch je tento terén rovnaký ako bežný "
|
||
#~ "<ref>dst='terrain_cave' text='jaskynný terén'</ref>."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "Hubový porast"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
|
||
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
|
||
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
|
||
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
|
||
#~ "completely mired and lack proper freedom of movement in combat. Undead "
|
||
#~ "units have a natural affinity for decay and function quite well in "
|
||
#~ "mushroom forests.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
|
||
#~ "receive only 20%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Hubový porast'</italic> je rozsiahly podzemný les "
|
||
#~ "obrovských húb, ktorým sa darí vo vlhkom a tmavom prostredí. Väčšina "
|
||
#~ "jednotiek má problém predierať sa podlahou pokrytou menšími hubami, ale "
|
||
#~ "má možnosť sa kryť za väčšími kusmi. Jazdecké jednotky sú však v tomto "
|
||
#~ "prostredí veľmi obmedzené a nemajú možnosť manévrovať. Nemŕtvym jednotkám "
|
||
#~ "sa v prostredí hniloby darí dobre a sú v hubových lesoch pomerne účinné.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v hubovom poraste obranu 50% až 60%, jazda má iba "
|
||
#~ "20%."
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Dedina"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
|
||
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
|
||
#~ "navigating villages, and most units gain a defensive bonus from being "
|
||
#~ "stationed in a village. Villages allow units the resources to clean and "
|
||
#~ "tend to their wounds, which allows any unit stationed therein to heal "
|
||
#~ "eight hitpoints each turn, or to be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Dedina'</italic> predstavuje akékoľvek zoskupenie budov, či "
|
||
#~ "už ľudských alebo iných. Takmer všetky jednotky, vrátane jazdeckých, sa "
|
||
#~ "cez dedinu ľahko pohybujú a väčšina jednotiek má pri pobyte v dedine "
|
||
#~ "obranný bonus. Dediny zároveň poskytujú jednotkám prostriedky na "
|
||
#~ "ošetrenie zranení, čo umožňuje každej jednotke zdržujúcej sa v dedine "
|
||
#~ "uzdraviť osem životov v každom kole, alebo sa vyliečiť z jedu.\n"
|
||
#~ "\n"
|
||
#~ "Väčšina jednotiek má v dedine obranu 50 až 60%, jazdecké iba 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Ponorená dedina"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
|
||
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
|
||
#~ "have a hard time navigating and defending these villages. However, like "
|
||
#~ "any village, the facilites are available to all creatures which allow "
|
||
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
|
||
#~ "eight hitpoints each turn, or be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
|
||
#~ "based units usually have a low defense."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Ponorené dediny'</italic> sú domovom morských a hadích "
|
||
#~ "ľudí. Vodné živočíchy sa tu cítia ako doma, suchozemské majú problémy "
|
||
#~ "orientovať sa a brániť tieto dediny. Napriek tomu, ako v každej dedine, "
|
||
#~ "aj tu sú dostupné prostriedky na ošetrenie zranení jednotiek. Každá "
|
||
#~ "jednotka zdržujúca sa v dedine si môže uzdraviť 8 životov v každom kole, "
|
||
#~ "alebo vyliečiť jed.\n"
|
||
#~ "\n"
|
||
#~ "Morskí a hadí ľudia majú v ponorenej dedine obranu 60%, suchozemské "
|
||
#~ "jednotky majú obyčajne nízku obranu."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Neschodné"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
|
||
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
|
||
#~ "are noted for sheer walls which would take days to traverse. As far as "
|
||
#~ "gameplay is concerned, only units capable of flying can cross this "
|
||
#~ "terrain."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Neschodný terén'</italic> zahŕňa priepasti a rokliny, ktoré "
|
||
#~ "nie je možné prejsť chôdzou. Rokliny mávajú strmé steny, ktorých "
|
||
#~ "zliezanie by trvalo celé dni. Z hľadiska hry sa môžu cez tento terén "
|
||
#~ "pohybovať len lietajúce jednotky."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Láva"
|
||
|
||
#~ 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 ""
|
||
#~ "Nebezpečenstvo vyplývajúce z pokusu prejsť cez horúcu "
|
||
#~ "<italic>text='lávu'</italic> je jasné každému. Čo sa týka možností "
|
||
#~ "pohybu, láva je zhodná s <ref>dst='terrain_unwalkable' text='neschodným "
|
||
#~ "terénom'</ref> a môžu cez ňu prejsť iba jednotky, ktoré dokážu dostatočne "
|
||
#~ "vysoko lietať. Roztavená magma vydáva výrazné svetlo, ktoré osvetľuje "
|
||
#~ "oblasť priamo nad ňou. To poskytuje bonus pri útoku jednotkám poriadku a "
|
||
#~ "uberá bonus jednotkám chaosu."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Riečny brod"
|
||
|
||
#~ 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 ""
|
||
#~ "Ak je rieka veľmi plytká, pozemné jednotky cez ňu jednoducho prejdú. "
|
||
#~ "Plávajúce jednotky sa tu takisto pohybujú rovnako ľahko ako v iných "
|
||
#~ "častiach rieky. Z hľadiska hry sa teda riečny brod počíta buď ako rovina "
|
||
#~ "alebo ako plytká voda, podľa toho, čo danej jednotke z hľadiska obrany a "
|
||
#~ "pohybu viac vyhovuje."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Pobrežný útes"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
|
||
#~ "and sand. This provides most land units with a more steady footing and "
|
||
#~ "defensive positions than wading in shallow water normally would and also "
|
||
#~ "grants most water-dwelling races an exceptionally high defense.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and Naga both receive 70% defense on coastal reefs."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Pobrežné útesy'</italic> sú plytčiny tvorené skalami, "
|
||
#~ "koralmi a pieskom. To poskytuje suchozemským jednotkám lepšie obranné "
|
||
#~ "pozície ako obyčajná plytká voda. Vodným tvorom umožňuje výnimočne vysokú "
|
||
#~ "obranu.\n"
|
||
#~ "\n"
|
||
#~ "Morskí a hadí ľudia majú v pobrežných útesoch obranu až 70%."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Most"
|
||
|
||
#~ msgid ""
|
||
#~ "To those capable of building one, the ability to lay a "
|
||
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
|
||
#~ "of waterways, whose fords come and go with the rise and fall of the "
|
||
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
|
||
#~ "which is no laughing matter in the cold months of the year.\n"
|
||
#~ "\n"
|
||
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
|
||
#~ "for gameplay purposes, it is treated either as grassland or the "
|
||
#~ "underlying water, whichever offers the best movement and defensive "
|
||
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
|
||
#~ "and a land unit are not capable of occupying a bridge hex at the same "
|
||
#~ "time."
|
||
#~ msgstr ""
|
||
#~ "Postaviť <italic>text='most'</italic> cez rieku dáva obyvateľom možnosť "
|
||
#~ "vyhnúť sa odkázanosti na rozmary prírody, ktorá určuje výšku hladiny na "
|
||
#~ "brodoch. Prejsť cez rieku suchou nohou je zvlášť príjemné v "
|
||
#~ "najchladnejších mesiacoch roka.\n"
|
||
#~ "\n"
|
||
#~ "Most je najlepšou voľbou pre tých, čo idú pešo, i pre tých, čo sa plavia "
|
||
#~ "- z hľadiska hry sa most považuje buď za rovinu alebo plytkú vodu, podľa "
|
||
#~ "toho, čo danej jednotke poskytuje lepšie možnosti pohybu a obrany. Na "
|
||
#~ "jednom políčku mostu sa nemôže zároveň nachádzať plávajúca i pozemná "
|
||
#~ "jednotka."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Neprekonateľné"
|
||
|
||
#~ 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 ""
|
||
#~ "Ani najodhodlanejší cestovateľ nedokáže prekonať prekážky ako hladké "
|
||
#~ "steny z kameňa, hory tak vysoké a strmé, že sú stále vo venci oblakov. "
|
||
#~ "Dokonca ani lietajúce bytosti sa nevedia orientovať medzi rozoklanými "
|
||
#~ "vrcholmi v takých výškach. Ani najzúrivejší trol nedokáže preraziť hrubú "
|
||
#~ "kamennú stenu."
|
||
|
||
#~ 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 ""
|
||
#~ "Zúrivý:\n"
|
||
#~ "Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného "
|
||
#~ "z protivníkov, prípadne kým si nevymenia 30 sérií útokov."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magický:\n"
|
||
#~ "Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti "
|
||
#~ "jednotky, na ktorú sa útočí."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "prvý úder"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Prvý útok:\n"
|
||
#~ "Týmto útokom útočí jednotka vždy prvá, aj keď bola napadnutá."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Kŕmenie:\n"
|
||
#~ "Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije "
|
||
#~ "inú živú jednotku."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Niektoré zbrane majú špeciálne vlastnosti, ktoré zvyšujú efektivitu "
|
||
#~ "útokov s nimi.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Šanca na zásah'</header>"
|