7936 lines
305 KiB
Text
7936 lines
305 KiB
Text
# Swedish translations for Battle for Wesnoth
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# translation of sv.po to
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth\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: 2011-05-16 02:32+0100\n"
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"Last-Translator: Niklas Bolmdahl <wesnoth@niklas.bolmdahl.se>\n"
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"Language-Team: Swedish\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=2; plural=(n != 1);\n"
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"X-Generator: KBabel 1.11.4\n"
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"X-Poedit-Basepath: /home/tigge/Source/Wesnoth/Source/Wesnoth-trunk\n"
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"X-Poedit-Language: Swedish\n"
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"X-Poedit-Country: SWEDEN\n"
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"X-Poedit-Bookmarks: -1,96,-1,-1,-1,-1,-1,-1,-1,-1\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 "Underjorden"
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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 "bärsärk"
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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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#, fuzzy
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#| msgid ""
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#| "Berserk:\n"
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#| "Whether used offensively or defensively, this attack presses the "
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#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
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#| "have occurred."
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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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"Bärsärkagång:\n"
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"Vare sig det gäller anfall eller försvar fortsätter striden tills en av "
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"parterna ligger död på marken eller tills striden pågått i 30 utfall."
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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 "magisk"
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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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#, fuzzy
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#| msgid ""
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#| "Magical:\n"
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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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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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"Magisk:\n"
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"Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar."
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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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#, fuzzy
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#| msgid "firststrike"
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msgid "first strike"
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msgstr "första slaget"
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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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#, fuzzy
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#| msgid ""
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#| "First Strike:\n"
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#| "This unit always strikes first with this attack, even if they are "
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#| "defending."
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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 ""
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"Första slaget:\n"
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"Denna trupp slår alltid först, även om den försvarar sig."
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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 "hela +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 "helar +8"
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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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#, fuzzy
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#| msgid ""
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#| "Heals +4:\n"
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#| "Allows the unit to heal adjacent allied units at the beginning of our "
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#| "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 "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"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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"Hela +4:\n"
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"Låter truppen hela närliggande allierade trupper i början av vårt drag.\n"
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"\n"
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"Alla trupper som tas om hand av en sådan här helare återfår upp till 4 "
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"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
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"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
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"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
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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 "hela +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 "helar +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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#, fuzzy
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#| msgid ""
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#| "Heals +8:\n"
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 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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"Hela +8:\n"
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"Truppen kombinerar örter och magi för att hela trupper snabbare än vad som "
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"normalt är möjligt på ett slagfält.\n"
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"\n"
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"Alla trupper som tas om hand av en sådan här helare återfår upp till 8 "
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"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
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"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
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"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
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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='Chans för träff'</header>"
|
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|
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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 ""
|
||
"\n"
|
||
"Predefine the scenario's music track playlist.\n"
|
||
"\n"
|
||
"• 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 ""
|
||
"\n"
|
||
"\n"
|
||
"• What-you-see-is-what-you-get\n"
|
||
"The editor is not a WYSIWYG application.\n"
|
||
"\n"
|
||
"Because which exact graphic tile represents a terrain in the map depends on "
|
||
"all terrain rules loaded (which is different between the editor and each "
|
||
"other use case) the map won't look exactly the same.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"The editor is not a tool to help you scripting the scenario's event "
|
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"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"The editor can't load maps from versions prior to 1.10.\n"
|
||
"TODO is that true?\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:172
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
|
||
"needs a topic on its own\n"
|
||
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:184
|
||
msgid "Editing Modes"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Pure Map Mode'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "The editor features two separate modes of operation:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:187
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Allows only the composing of the terrain map itself and the definition of "
|
||
"leader starting positions."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:189
|
||
msgid ""
|
||
"\n"
|
||
"How the information is saved depends on the loaded file:\n"
|
||
"\n"
|
||
"<bold>text='Native'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:192
|
||
msgid ""
|
||
"\n"
|
||
"A new map or file containing only the arguments to the map_data attribute.\n"
|
||
"\n"
|
||
"The produced map can be played in the “User Maps” game type at the create "
|
||
"multiplayer game dialog if saved to the default directory.\n"
|
||
"\n"
|
||
"<bold>text='Embedded'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:197
|
||
msgid ""
|
||
"\n"
|
||
"Scenario files containing a valid map_data attribute (not a file include) "
|
||
"will be opened in this submode. The editor replaces only the content of "
|
||
"map_data and leaves everything else in the scenario untouched. Maps opened "
|
||
"this way are marked [e] in the Maps menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:198
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Scenario Mode'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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 "Terrängavdrag"
|
||
|
||
#. [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 "Uppslagsverk"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Geografi'</ref>"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Geografi"
|
||
|
||
#. [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 ""
|
||
"En älv med källa i <ref>dst='heart_mountains' text='Kärnbergen'</ref>, som "
|
||
"löper österut och förenar sig med floden Listra. "
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great Ocean"
|
||
msgstr "Stora havet"
|
||
|
||
#. [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 ""
|
||
"Ligger väst om <ref>dst='great_continent' text='kontinenten'</ref> och alla "
|
||
"floder rinner så småningom ut i det här havet. Långt till väst över Stora "
|
||
"havet finns en väldig övärld kallad <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 ""
|
||
"En övärld belägen någonstans i <ref>dst='great_ocean' text='Stora havet'</"
|
||
"ref>, väst om <ref>dst='green_isle' text='Gröna ön'</ref> och öst om den "
|
||
"<ref>dst=old_continent text='gamla kontinenten'</ref>.\n"
|
||
"Den befolkas främst av <ref>dst='..race_drake' text='drakfolket'</ref>.\n"
|
||
"Den centrala ön heter också ‘Morogor’."
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:46
|
||
msgid "Green Isle"
|
||
msgstr "Gröna ön"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:47
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "A bigger island lying in the <ref>dst='great_ocean' text='great ocean'</"
|
||
#| "ref>."
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr "En större ö i <ref>dst='great_ocean' text='stora havet'</ref>."
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
msgid "Old Continent"
|
||
msgstr "Gamla kontinenten"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:53
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
#| "<ref>dst='Great Ocean' text='Great Ocean'</ref>."
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"Ligger väster om <ref>dst='morogor' text='Morogor'</ref> tvärs över "
|
||
"<ref>dst='Great Ocean' text='Stora havet'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Great Continent"
|
||
msgstr "Stora kontinenten"
|
||
|
||
#. [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 ""
|
||
"Kontinenten som <ref>dst='kingdom_wesnoth' text='Wesnoths kungadöme'</ref> "
|
||
"ligger på. Den västra kusten omges av <ref>dst='great_ocean' text='stora "
|
||
"havet'</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 ""
|
||
"Namnet på världen som <ref>dst='kingdom_wesnoth' text='Wesnoths'</ref> "
|
||
"kungadöme ligger i är ‘Irdya’. Termen används dock väldigt sällan i den "
|
||
"tidsålder som huvudkartan avbildar. Folk säger vanligtvis helt enkelt "
|
||
"“världen” eller mer poetiskt, “den vida, gröna världen”."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Wesnoths kungadöme"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:71
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
#| "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
#| "mainline campaigns revolve around it. It is bounded on the map by the "
|
||
#| "Great River to the north, the shore of the Great Ocean to the west, the "
|
||
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
|
||
#| "ref>, and the Bitter Swamp to the southeast (lower right corner of the "
|
||
#| "main map).\n"
|
||
#| "\n"
|
||
#| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier "
|
||
#| "region. It is bounded to the south (off-map) by dense woods of which the "
|
||
#| "Aethenwood may be considered a northernmost extension.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Weldyn: The capital of Wesnoth.\n"
|
||
#| " ◦ Aldril: City lying on the Bay of Pearls.\n"
|
||
#| " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
#| " ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
#| " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of "
|
||
#| "the country, just west and north of Weldyn.\n"
|
||
#| " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
|
||
#| "the confluence of the Weldyn River and the Great River.\n"
|
||
#| " ◦ Fort Tahn: The southernmost border outpost, controls the "
|
||
#| "north/south road crossing the River Aethen.\n"
|
||
#| " ◦ Tath: Important fort city north of Dan’Tonk, exerts control "
|
||
#| "over the wilderness country around the east of the Brown Hills and north "
|
||
#| "to the Ford of Abez.\n"
|
||
#| "\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
|
||
#| " ◦ Ford of Abez: Shallow part of the Great River, it is usually "
|
||
#| "controlled by Wesnothian forces\n"
|
||
#| " ◦ Weldyn River: It branches from the Great River and goes "
|
||
#| "south\n"
|
||
#| " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and "
|
||
#| "Fort Tahn, this plain is Wesnoth’s bread basket and home to most of its "
|
||
#| "population\n"
|
||
#| " ◦ Dulatus Hills: These rolling hills bordering the Great "
|
||
#| "Central Plain provide much of Wesnoth’s livestock and agriculture\n"
|
||
#| " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is "
|
||
#| "not well-populated and occasionally very dangerous.\n"
|
||
#| " ◦ Horse Plains: Region of rolling plains just south of the "
|
||
#| "Great River, bounded by Glyn’s Forest to the west and the River Weldyn to "
|
||
#| "the east; the southern reach merges into the Central Plain. Home of the "
|
||
#| "powerful Clans; the best horses in Wesnoth are bred here.\n"
|
||
#| " ◦ Estmark Hills: Largish range rising south of the Great River "
|
||
#| "and east of the Weldyn River. The northernmost portion, nearest the River "
|
||
#| "Weldyn, has at various times been settled by Wesnothians, but the "
|
||
#| "Kingdom’s control is tenuous at best and banditry is common.\n"
|
||
#| " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for "
|
||
#| "one of Haldric II’s sons\n"
|
||
#| " ◦ Gray Woods: Large forest in the heart of the wilds of "
|
||
#| "Wesnoth, located between Carcyn and Aldril and generally considered to be "
|
||
#| "haunted\n"
|
||
#| " ◦ Green Swamp: Large swamp in the heart of the wilds of "
|
||
#| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and "
|
||
#| "feeds into the Great River. (Not shown on the main map.)"
|
||
msgid ""
|
||
"The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
"mainline campaigns revolve around it. It is bounded on the map by the Great "
|
||
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
|
||
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
|
||
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
|
||
"\n"
|
||
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
|
||
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
|
||
"may be considered a northernmost extension.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Weldyn: The capital of Wesnoth.\n"
|
||
" • Aldril: City lying on the Bay of Pearls.\n"
|
||
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
" • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
"country, just west and north of Weldyn.\n"
|
||
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
"confluence of the Weldyn River and the Great River.\n"
|
||
" • Fort Tahn: The southernmost border outpost, controls the north/south "
|
||
"road crossing the River Aethen.\n"
|
||
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
|
||
"wilderness country around the east of the Brown Hills and north to the Ford "
|
||
"of Abez.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
" • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
"controlled by Wesnothian forces.\n"
|
||
" • Weldyn River: It branches from the Great River and goes south.\n"
|
||
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s livestock and agriculture.\n"
|
||
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
|
||
"populated and occasionally very dangerous.\n"
|
||
" • Horse Plains: Region of rolling plains just south of the Great River, "
|
||
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
|
||
"southern reach merges into the Central Plain. Home of the powerful Clans; "
|
||
"the best horses in Wesnoth are bred here.\n"
|
||
" • Estmark Hills: Largish range rising south of the Great River and east "
|
||
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
|
||
"at various times been settled by Wesnothians, but the Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s sons.\n"
|
||
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted."
|
||
msgstr ""
|
||
"Wesnoths kungadöme ligger centralt och något till norr på den "
|
||
"<ref>dst='great_continent' text='stora kontinenten'</ref>. De flesta av "
|
||
"standardkampanjerna fokuserar på riket. På kartan avgränsas det till norr "
|
||
"av den stora floden, Stora havets kust till väst, Aethenskogen åt "
|
||
"<ref>dst='southwest_elven_lands' text='sydväst'</ref>, och Bittra träsket åt "
|
||
"sydost (nedre högra hörnet av huvudkartan).\n"
|
||
"\n"
|
||
"På andra sidan floden Aethen, söder om Tahn-fortet, finner man ett av "
|
||
"Wesnoths nybyggarområden. Dess södra gräns utgörs av Aethenskogen (utanför "
|
||
"kartan).\n"
|
||
"\n"
|
||
" • Nämnvärda städer:\n"
|
||
" ◦ Weldyn: Wesnoths huvudstad.\n"
|
||
" ◦ Aldril: Stad vid pärlbukten.\n"
|
||
" ◦ Svartvattnet: Stad söder om Pärlbukten.\n"
|
||
" ◦ Carcyn: Belägen mellan Grå skogen och Stora floden.\n"
|
||
" ◦ Dan’Tonk: Wesnoths största stad, centralt belägen, strax "
|
||
"nordväst om Weldyn.\n"
|
||
" ◦ Soradoc: Den nordligaste gränsutposten till Wesnoth, korollerar "
|
||
"sammaflödet av floden Weldyn och Stora floden.\n"
|
||
" ◦ Tahn-fortet: Den sydligaste gränsutposten, kontrollerar den "
|
||
"norrgående vägen över floden Aethen.\n"
|
||
" ◦ Tath: Viktig garnisons-stad norr om Dan’Tonk, kontrollerar "
|
||
"vilmarkerna runt de östra delarna av Bruna kullarna och norr om Abez vad.\n"
|
||
"\n"
|
||
" • Nämnvärd geografi:\n"
|
||
" ◦ Gripberget: Hem för de mytomspunna Griparna\n"
|
||
" ◦ Abez vad: Grund del av Stora floden, vanligtvis under wesnothsk "
|
||
"kontroll\n"
|
||
" ◦ Floden Weldyn: En förgrening av Stora floden som löper söderut\n"
|
||
" ◦ Stora centralslätten: Område avgränsat av Weldyn, Dan’Tonk, Tahn-"
|
||
"fortet. Den här slätten är Wesnoths spannmålsmagasin och huserar större "
|
||
"delen av landets invånare\n"
|
||
" ◦ Dulatus Kullar: Dessa rullstensåsar på gränsen till Stora "
|
||
"centralslätten är hem till stora delar av Wesnoths boskap och odlingar\n"
|
||
" ◦ Bruna kullarna: Ödemark kring Gripberget som är nästan helt "
|
||
"obefolkat och stundom väldigt farlig.\n"
|
||
" ◦ Hästslätten: en region med svepande slätter strax söder om Stora "
|
||
"floden, med Glyns skog i väst och floden Weldyn i öst; i syd går den ihop "
|
||
"med Stora centralslätten. Ett hem för de mäktiga klanerna; de bästa hästarna "
|
||
"i Wesnoth avlas här.\n"
|
||
" ◦ Östmark: Halvstor kedja av kullar söder om Stora floden och öst "
|
||
"om floden Weldyn. Den nordligaste delen, närmast Weldyn, har varit bebodd av "
|
||
"Wesnother vid olika tidpunkter, men kungadömets kontroll är som bäst osäker "
|
||
"och banditer är vanliga.\n"
|
||
" ◦ Glyns skog: Även känd som den kungliga skogen, döpt efter en av "
|
||
"Haldric II söner\n"
|
||
" ◦ Grå skogen: Stor skog mitt i Wesnoth vildmark, belägen mellan "
|
||
"Carcyn och Aldril. Anses av många vara hemsökt\n"
|
||
" ◦ Gröna träsket: Stort träsk mitt i Wesnoth vildmark, syd om "
|
||
"Aldril. Vatten från de bruna kullarna rinner av hit och löper vidare till "
|
||
"Stora floden. (syns inte på huvudkartan.)"
|
||
|
||
#. [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 är stundom en provins till <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, stundom ett oberoende land, eller förenat i en union "
|
||
"med Wesnoth. Dess gränser är stora floden till norr, en vagt definierad "
|
||
"gräns till Wesnoth åt öster. Pärlbukten ligger på södra gränsen, och "
|
||
"<ref>dst='great_ocean' text='havet'</ref> till är dess västra gräns. "
|
||
"Ytterligare information finns i Wesnoths historiska berättelser.\n"
|
||
"\n"
|
||
" • Nämnvärda städer:\n"
|
||
" ◦ Elensefar: Huvudstaden, belägen på en ö i <ref>dst='great_river' "
|
||
"text='stora flodens'</ref> delta\n"
|
||
" ◦ Carcyn: Stad på gränsen mellan Wesnoth och Elensefar, i dispyt "
|
||
"med Wesnoth\n"
|
||
" • Nämnvärd geografi:\n"
|
||
" ◦ <ref>dst='great_river' text='Stora floden'</ref>: Den är väldigt "
|
||
"vid här, och skepp är det enda fartyg som kan korsa den."
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:113
|
||
msgid "Northlands"
|
||
msgstr "Nordländerna"
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:114
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "There is no government of the Northlands. Various groups of orcs, "
|
||
#| "dwarves, barbarian men and even elves populate the region. The northern "
|
||
#| "and eastern borders are not defined, the southern border is the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
|
||
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Glamdrol: An Orcish tribal capital\n"
|
||
#| " ◦ Romyr: Another Orcish tribal capital\n"
|
||
#| " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
|
||
#| " ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
|
||
#| "Knalga in the southern Heart Mountains. A major trade center.\n"
|
||
#| " ◦ Dallben and Delwyn: Human villages originally built by "
|
||
#| "settlers who crossed the Great River during Wesnoth’s Golden Age "
|
||
#| "expansion. Now abandoned. The forested area northeast of Elensefar, where "
|
||
#| "these villages were located, was named the Annuvin province by men but "
|
||
#| "was known by the elves as Wesmere.\n"
|
||
#| "\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Heart Mountains: A virtually impassable barrier between the "
|
||
#| "river country and the Northern Plains.\n"
|
||
#| " ◦ Heartfangs: the particularly forbidding stretch of high peaks "
|
||
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
#| "madmen, and mages live there.\n"
|
||
#| " ◦ Swamp of Dread: a very large bog located between the Heart "
|
||
#| "Mountains and the Great River. A notoriously dangerous place.\n"
|
||
#| " ◦ Lake Vrug: A large mountain lake whose river carves the only "
|
||
#| "pathway through the Northern Mountains\n"
|
||
#| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is "
|
||
#| "the elvish name; among humans it is called Longlier.\n"
|
||
#| " ◦ River Listra: The south-running tributary of the Great River "
|
||
#| "into which the Arkan-thoria empties.\n"
|
||
#| " ◦ Lintanir Forest: The southernmost portion of the Great "
|
||
#| "Northern Forest, a gigantic wood whose eastern and northern boundaries "
|
||
#| "are known only the elves. Their capitol, Elensiria, has only seldom been "
|
||
#| "visited by humans.\n"
|
||
#| " ◦ Great River: The origin of this river is somewhere in the "
|
||
#| "east of the northern lands"
|
||
msgid ""
|
||
"There is no government of the Northlands. Various groups of orcs, dwarves, "
|
||
"barbarian men and even elves populate the region. The northern and eastern "
|
||
"borders are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An Orcish tribal capital.\n"
|
||
" • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of Elensefar, where these villages "
|
||
"were located, was named the Annuvin province by men but was known by the "
|
||
"elves as Wesmere.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Heart Mountains: A virtually impassable barrier between the river "
|
||
"country and the Northern Plains.\n"
|
||
" • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
"madmen, and mages live there.\n"
|
||
" • Swamp of Dread: a very large bog located between the Heart Mountains "
|
||
"and the Great River. A notoriously dangerous place.\n"
|
||
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
|
||
"through the Northern Mountains.\n"
|
||
" • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
|
||
"elvish name; among humans it is called Longlier.\n"
|
||
" • River Listra: The south-running tributary of the Great River into "
|
||
"which the Arkan-thoria empties.\n"
|
||
" • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
|
||
"the elves. Their capitol, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • Great River: The origin of this river is somewhere in the east of the "
|
||
"northern lands."
|
||
msgstr ""
|
||
"Det finns ingen övergripande styre över Nordländerna. Diverse grupper med "
|
||
"orcher, dvärgar, barbarer och till och med alver bor i regionen. Vare sig "
|
||
"den norra eller den östra gränsen är definierad, medan den södra utgörs av "
|
||
"<ref>dst='great_river' text='Stora floden'</ref>, och till väst ligger "
|
||
"<ref>dst='great_ocean' text='Stora havet'</ref>.\n"
|
||
"\n"
|
||
" • Nämnvärda städer:\n"
|
||
" ◦ Glamdrol: Huvudstaden för en orch-stam\n"
|
||
" ◦ Romyr: Huvudstaden för ytterligare en orch-stam\n"
|
||
" ◦ Wesmere: Platsen för Ka’lian — alvernas rådslag\n"
|
||
" ◦ Dvärgarnas Port: En stad med både människor och dvärgar i Knalga-"
|
||
"region i södra Kärnbergen. Ett stort handelscentrum.\n"
|
||
" ◦ Dallben och Delwyn: Männskliga byar byggda av nybyggare som "
|
||
"korsade Stora floden expansionen under Wesnoths gyllene ålder. Numera "
|
||
"övergivna. De skogstäckta ytorna nordost om Elensefar, där dessa byar låg, "
|
||
"döptes till Annuvin-provinsen av människorna. Alverna känner istället "
|
||
"området under namnet Wesmere.\n"
|
||
"\n"
|
||
" • Nämnvärd geografi:\n"
|
||
" ◦ Kärnbergen: En ogenomtränglig barriär mellan flodlandet och de "
|
||
"norra vidderna.\n"
|
||
" ◦ Kärntopparna: en särskilt avskräckande kedja av bergstoppar "
|
||
"sydväst om Vrugsjön och norr om Wesmeres skogar. Den farligaste och mest "
|
||
"ogästvänliga delen av Kärnbergen; eremiter, galningar samt magiker är de "
|
||
"enda som bor här.\n"
|
||
" ◦ Fruktans träsk: ett stort kärr beläget mellan Kärnbergen och "
|
||
"Stora floden. Ett särdeles farligt ställe.\n"
|
||
" ◦ Vrugsjön: En stor bergsjö vars flod skär den enda vägen genom de "
|
||
"norra bergsmassiven\n"
|
||
" ◦ Arkan-thoria: Älven som flyter ur Vrugsjön. Det är det alvernas "
|
||
"namn på den; bland människor kallas den Längdälven.\n"
|
||
" ◦ Listra: Floden som Arkan-thoria mynnar ut i, som i sin tur är en "
|
||
"södergående biflod till Stora floden.\n"
|
||
" ◦ Lintanir: Den yttersta södra delen av Stora norra skogen, en "
|
||
"gigantisk skog som bara alverna känner till de östra och norra gränserna av. "
|
||
"Det är ytterst sällan människor besökt deras huvudstad, Elensiria.\n"
|
||
" ◦ Stora floden: Källan till den här floden står att finna "
|
||
"någonstans i de östra utkanterna av nordländerna"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:135
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Sydvästa alvländerna"
|
||
|
||
#. [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 ""
|
||
"Skogsalverna är avskilda från de i norr och har bara sporadiska relationer "
|
||
"med dem och de flesta andra länderna. Deras land gränsar till Gröna träsken "
|
||
"i nordost, öknen (inte visat) i söder och <ref>dst='great_ocean' "
|
||
"text='havet'</ref> i väst.\n"
|
||
"\n"
|
||
" • Nämnvärda städer\n"
|
||
" ◦ Inga kända\n"
|
||
" • Nämnvärd geografi:\n"
|
||
" ◦ Aethenskogen: De stora södra södra skogarna som sträcker sig mot "
|
||
"sydväst, mycket längre än vad som är kartlagt, och är hem till <ref>dst='.."
|
||
"race_elf' text='alverna'</ref>."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:148
|
||
msgid "Heart Mountains"
|
||
msgstr "Kärnbergen"
|
||
|
||
#. [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 ""
|
||
"En så gott som ogenomtränglig barriär mellan <ref>dst='arkan_thoria' "
|
||
"text='flodlandet'</ref> och de <ref>dst='far_north' text='norra vidderna'</"
|
||
"ref>."
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
msgid "Far North"
|
||
msgstr "Norden"
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:155
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
|
||
#| "text='Heart Mountains'</ref>, which the Orcs call the Haggid-Dargor and "
|
||
#| "claim (without merit) as their own. To the east lie the Unaligned Tribes "
|
||
#| "of the Wild Steppe, who fell out of the control of the Clannate, instead "
|
||
#| "roaming with wild human barbarians and clashing with the High Elves of "
|
||
#| "the North Plains (known as North Elves in human lands). The High Elves "
|
||
#| "themselves reside further east, where it is rumored they rule a vast "
|
||
#| "kingdom.\n"
|
||
#| "\n"
|
||
#| " • Notable cities:\n"
|
||
#| " ◦ Barag Gor, a city home to the Orcish Council\n"
|
||
#| " ◦ Bitok\n"
|
||
#| " ◦ Borstep\n"
|
||
#| " ◦ Castelfrang\n"
|
||
#| " ◦ Farzi\n"
|
||
#| " ◦ Festog\n"
|
||
#| " ◦ Grisbi\n"
|
||
#| " ◦ Lmarig\n"
|
||
#| " ◦ Melmog\n"
|
||
#| " ◦ Prestim\n"
|
||
#| " ◦ Tirigaz\n"
|
||
#| " • Notable land features:\n"
|
||
#| " ◦ Swamp of Desolation\n"
|
||
#| " ◦ Mountains of Dorth\n"
|
||
#| " ◦ Mountains of Haag\n"
|
||
#| " ◦ Green Forest\n"
|
||
#| " ◦ Silent Forest\n"
|
||
#| " ◦ Forest of Thelien\n"
|
||
#| " ◦ River Oumph\n"
|
||
#| " ◦ River Bork\n"
|
||
#| " ◦ Wild Steppe"
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
|
||
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
|
||
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
|
||
"Steppe, who fell out of the control of the Clannate, instead roaming with "
|
||
"wild human barbarians and clashing with the High Elves of the North Plains "
|
||
"(known as North Elves in human lands). The High Elves themselves reside "
|
||
"further east, where it is rumored they rule a vast kingdom.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Barag Gor, a city home to the Orcish Council\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz\n"
|
||
" • Dorest, the northernmost human city\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Black Marshes\n"
|
||
" • Mountains of Dorth\n"
|
||
" • Mountains of Haag\n"
|
||
" • Greenwood\n"
|
||
" • Silent Forest\n"
|
||
" • Forest of Thelien\n"
|
||
" • River Oumph\n"
|
||
" • River Bork\n"
|
||
" • Frosty Wastes\n"
|
||
" • Barren Plains"
|
||
msgstr ""
|
||
"Den kalla, karga och otillgängliga Norden är det ursprungliga hemlandet för "
|
||
"Orchklanerna. Det ligger norr om <ref>dst='heart_mountains' "
|
||
"text='Kärnbergen'</ref>, som orcherna kallar Haggid-Dargor och (utan grund) "
|
||
"gör anspråk på som sina. I öst finns de oallierade stammarna från de vilda "
|
||
"vidderna, som bröt loss från klanerna för att istället ströva fritt med de "
|
||
"vilda barbar-människorna och slåss med högalverna från de norra vidderna "
|
||
"(kända som nordalver bland människorna). Högalvernas hemvist står att finna "
|
||
"länge österut, där rykten säger att de styr över ett stort rike.\n"
|
||
"\n"
|
||
" • Nämnvärda städer:\n"
|
||
" ◦ Barag Gor, en stad som utgör hemmet för orchernas rådslag\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Castelfrang\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Festog\n"
|
||
" ◦ Grisbi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
" • Nämnvärd geografi:\n"
|
||
" ◦ Ödeträsket\n"
|
||
" ◦ Berget Dorth\n"
|
||
" ◦ Berget Haag\n"
|
||
" ◦ Gröna skogen\n"
|
||
" ◦ Silent Forest\n"
|
||
" ◦ Theliens skog\n"
|
||
" ◦ Floden Oumph\n"
|
||
" ◦ Floden Bork\n"
|
||
" ◦ Vilda vidderna"
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Dygnets gång"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:96
|
||
msgid "Introduction"
|
||
msgstr "Introduktion"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:168
|
||
msgid "Gameplay"
|
||
msgstr "Spelteknik"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:397
|
||
msgid "Traits"
|
||
msgstr "Karaktärsdrag"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:119
|
||
msgid "Units"
|
||
msgstr "Trupper"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:139
|
||
msgid "Abilities"
|
||
msgstr "Förmågor"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:148
|
||
msgid "Weapon Specials"
|
||
msgstr "Vapenspecialiteter"
|
||
|
||
#. [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 "Terräng"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:79 data/core/help.cfg:465
|
||
msgid "Add-ons"
|
||
msgstr ""
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:85 data/core/help.cfg:532
|
||
msgid "Commands"
|
||
msgstr "Kommandon"
|
||
|
||
#. [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='Kampen om Wesnoth'</italic> är ett dragbaserat strategispel i "
|
||
"fantasymiljö som ter sig något annorlunda jämfört med andra moderna "
|
||
"strategispel. Medan andra spel strävar efter komplexitet, så strävar "
|
||
"<italic>text='Kampen om Wesnoth'</italic> efter enkelhet i både regler och "
|
||
"spelteknik. Tro nu inte att detta gör spelet i sig lätt - dessa enkla regler "
|
||
"ger ett mycket rikt strategispel, som är lätt att lära sig men en rejäl "
|
||
"utmaning att bemästra. "
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid "About the Game"
|
||
msgstr "Om spelet"
|
||
|
||
#. [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 ""
|
||
|
||
#. [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
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Certain units have abilities that either directly affect other units, or "
|
||
#| "have an impact on how the unit interacts with other units. These "
|
||
#| "abilities will be listed under this topic as you encounter them.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"Certain units have abilities that either directly affect other units or have "
|
||
"an impact on how the unit interacts with other units. These abilities will "
|
||
"be listed under this section as you encounter them. Each page will provide a "
|
||
"description of what the ability does and which (currently discovered) units "
|
||
"have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Vissa trupper har förmågor som antingen direkt påverkar andra trupper, eller "
|
||
"som påverkar hur truppen i fråga interagerar med andra trupper. Dessa "
|
||
"förmågor kommer att beskrivas under denna rubrik efter hand som du stöter på "
|
||
"dem.\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 ""
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid "Unknown Unit"
|
||
msgstr "Okänd trupp"
|
||
|
||
#. [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"
|
||
"Denna trupp är för tillfället okänd. Du måste upptäcka den under spelets "
|
||
"gång för att få se dess beskrivning."
|
||
|
||
#. [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='Trupper av den här rasen'</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 ""
|
||
"Tänk på att när du spelar kan du hålla muspekaren över många av de objekt "
|
||
"som visas på skärmen. Håller du till exempel muspekaren över informationen i "
|
||
"fältet till höger visas det en ruta som förklarar det du pekar på lite "
|
||
"närmare. Detta är särskilt användbart när du stöter på nya <ref>dst='.."
|
||
"abilities_section' text=förmågor</ref> första gången."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:188
|
||
msgid "Victory and Defeat"
|
||
msgstr "Vinst och förlust"
|
||
|
||
#. [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"
|
||
"När du vinner ett scenario så blir kartan gråaktig och <bold>text='Avsluta "
|
||
"drag'</bold>-knappen ändras till en <bold>text='Avsluta scenario'</bold>-"
|
||
"knapp. Nu kan du göra saker som till exemepel att ändra dina "
|
||
"sparinställningar eller (om du är i ett gruppspel) chatta med andra spelare "
|
||
"innan du trycker på knappen för att gå vidare."
|
||
|
||
#. [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 ""
|
||
"Titta noga i på <bold>text='målen'</bold> som syns i en dialogruta i början "
|
||
"av varje scenario. Vanligtvis så vinner man genom att döda alla fiendeledare "
|
||
"och blir bara besegrad när din ledare dör. Andra scenarion kan dock ha andra "
|
||
"mål som måste uppfyllas för att vinna, till exempel att förflytta din ledare "
|
||
"till en speciell punkt, rädda någon, lösa ett problem eller klara en "
|
||
"belägring ett visst antal drag."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:198
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Rekrytera och återkalla"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "If you right-clicked on a castle hex and selected recruit, the new unit "
|
||
#| "will appear in that square. Otherwise, it will appear in a free square "
|
||
#| "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."
|
||
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"
|
||
"Om du högerklickade på en borgruta och valde Rekrytera så kommer den nya "
|
||
"truppen att dyka upp på den rutan. I annat fall dyker den upp på en ledig "
|
||
"ruta nära kärntornet. Du kan bara rekrytera så många trupper som du har "
|
||
"lediga rutor i din borg, och du kan inte använda mer guld än du faktiskt har "
|
||
"i din kassakista."
|
||
|
||
#. [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 square 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 ""
|
||
"Varje sida i spelet börjar med sin respektive ledare i ett kärntorn. I "
|
||
"början av varje strid, och även senare under striden, kommer du att behöva "
|
||
"rekrytera nya <ref>dst='..units' text='trupper'</ref> till din armé. För att "
|
||
"kunna göra detta, måste din ledare (till exempel Konrad i kampanjen "
|
||
"<italic>text='Tronarvingen'</italic>) stå i kärntornsrutan i en "
|
||
"<ref>dst=terrain_castle text=borg</ref>. Du rekryterar antingen genom att "
|
||
"välja <bold>text='Rekrytera'</bold> från menyn eller genom att högerklicka "
|
||
"på någon ruta och välja <bold>text='Rekrytera'</bold>. Du får då upp "
|
||
"rekryteringsmenyn där tillgängliga trupper visas tillsammans med vad det "
|
||
"kostar att leja dem. Klicka på ett truppslag för att se dess statistik, och "
|
||
"klicka sedan på rekryteringsnappen för att rekrytera den."
|
||
|
||
#. [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"
|
||
"Rekryterade trupper får två slumpmässigt valda <ref>dst='..traits_section' "
|
||
"text='karaktärsdrag'</ref> som ändrar deras egenskaper."
|
||
|
||
#. [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"
|
||
"I senare scenarier kommer du också kunna välja att Återkalla veteraner från "
|
||
"tidigare strider. Detta fungerar likadant som rekrytering, bortsett från att "
|
||
"det kostar 20 guld att återkalla en trupp oavsett vad den kostade när du "
|
||
"rekryterade den. Om du väljer Återkalla får du upp en lista över de "
|
||
"tillgängliga veteraner som du kan välja bland."
|
||
|
||
#. [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"
|
||
"Trupper kostar inte bara då de rekryteras eller återkallas, utan de har "
|
||
"också en underhållskostnad. Läs <ref>dst='income_and_upkeep' text='Inkomst "
|
||
"och underhåll'</ref> för mer information."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:214
|
||
msgid "Income and Upkeep"
|
||
msgstr "Inkomst och underhåll"
|
||
|
||
#. [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"
|
||
"Inkomst är enkelt. Du har två guldstycken per drag i grundinkomst. För varje "
|
||
"by du kontrollerar får du ytterligare ett guldstycke per drag. (Vanligtvis "
|
||
"går detta att ändra, men i kampanjer är det låst och nästan alltid satt till "
|
||
"ett guldstycke per by) Om du har tio byar, får du med andra ord vanligtvis "
|
||
"tolv guldstycken. Din kostnad för underhåll dras från denna inkomst, så som "
|
||
"beskrivs nedan."
|
||
|
||
#. [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 ""
|
||
"I Wesnoth räcker det inte att rekrytera trupper och slåss. Du måste också "
|
||
"hålla ordning på ditt guld, speciellt i kampanjer där du får ta med dig guld "
|
||
"från ett scenario till nästa. Det finns två aspekter av detta: "
|
||
"<italic>text='inkomst'</italic> och <italic>text='underhåll'</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"
|
||
"Underhåll är också ganska lätt att förstå. Varje trupp kräver ett underhåll "
|
||
"som är lika med truppens nivå. Så länge dina egna trupper har en sammanlagd "
|
||
"nivå som är lägre än eller lika med antalet byar du kontrollerar, så dras "
|
||
"ingen underhållskostnad. För varje nivå utöver antalet kontrollerade byar "
|
||
"utkrävs dock en underhållskostnad på ett guldstycke per drag. Exempel: om du "
|
||
"har ett 12 trupper med erfarenhetsnivå ett, och om du kontrollerar 10 byar, "
|
||
"så utkrävs två guldstycken per drag i underhåll."
|
||
|
||
#. [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"
|
||
"De kostnader som underhållet utgör dras från din inkomst, så för tolv "
|
||
"sammanlagda erfarnhetsnivåer fördelat på tio byar så blir din inkomst 10 "
|
||
"guldstycken per drag."
|
||
|
||
#. [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"
|
||
"Det finns två viktiga undantag för underhåll: Lojala trupper samt ledare "
|
||
"utkräver aldrig något underhåll. Trupper som du startar ett scenario med "
|
||
"(som Delfador), eller trupper som förenar sig med dig under ett scenarios "
|
||
"gång (som ryttaren i det andra scenariot i <italic>text='Tronarvingen'</"
|
||
"italic>), är vanligtvis <italic>text='lojala'</italic>. Truppen du själv "
|
||
"spelar (som Konrad) är nästan alltid en ledare."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:230
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Hälsopoäng och erfarenhet"
|
||
|
||
#. [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 ""
|
||
"Varje trupp har ett visst antal <italic>text='hälsopoäng'</italic> (HP). När "
|
||
"en trupp får mindre än 1 hälsopoäng dör truppen. Varje trupp har också ett "
|
||
"visst antal <italic>text='erfarenhetspoäng'</italic> (EP / XP). En "
|
||
"nyrekryterad trupp har inga erfarenhetspoäng till en början, men erhåller "
|
||
"dessa genom att strida."
|
||
|
||
#. [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 ""
|
||
"En trupps hälso- och erfarenhetspoäng visas i statuspanelen med två siffror "
|
||
"vardera. Den första siffran visar de nuvarande poängen och den andra visar "
|
||
"maximalt värde."
|
||
|
||
#. [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 ""
|
||
"Hälsopoängen visas också med en energimätare bredvid varje trupp; denna är "
|
||
"grön, gul eller röd. En trupp med minst en erfarenhetspoäng har en blå "
|
||
"erfarenhetsmätare. Denna blir vit när truppen är nära att "
|
||
"<ref>dst='experience_and_advancement' text='befordras'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:244
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Kan befordras till: "
|
||
|
||
#. [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"
|
||
"För olika trupper krävs olika mycket erfarenhetspoäng för befordran. Om en "
|
||
"trupp är intelligent är kravet 20% lägre än normalt. När en trupp samlat "
|
||
"ihop tillräckligt med poäng så befordras den omedelbart, och återfår "
|
||
"samtidigt sin fulla styrka. I vissa fall ges möjlighet att välja truppens "
|
||
"nästa roll."
|
||
|
||
#. [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 ""
|
||
"Om båda trupper överlever en strid får de lika många erfarenhetspoäng (EP) "
|
||
"som den erfarenhetsnivå deras motståndare är på. Om en trupp däremot dödar "
|
||
"en annan i strid får den mycket mer erfarenhet: 4 poäng för en trupp på "
|
||
"nollte nivån, 8 för en på första, 16 för en på andra, 24 för en på tredje, "
|
||
"och så vidare."
|
||
|
||
#. [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"
|
||
"De flesta trupper har tre erfarenhetsnivåer - dock inte alla. Vissa trupper "
|
||
"(såsom <ref>dst='unit_Mage' text='magiker'</ref>) kan ha fyra. Trupper som "
|
||
"nått sin högsta nivå stannar dock vanligtvis inte i utvecklingen, utan kan "
|
||
"växa i styrka ytterligare genom en process som tekniskt kallas för AMLA, "
|
||
"vilket står för <italic>text='After Max Level Advancement'</italic>. Denna "
|
||
"process kommer att förändra truppen varje gång en viss erfarenhetspoäng är "
|
||
"nådd, men truppens erfarenhetsnivå ökar dock inte. Den vanligaste AMLA-"
|
||
"effekten är att truppens maximala hälsopoäng ökar med 3 HP och att den "
|
||
"återfår full hälsa. AMLA uppnås vanligtvis första gången efter 150 EP (120 "
|
||
"EP för intelligenta trupper). Därefter blir det allt svårare att uppnå AMLA, "
|
||
"vilket betyder att det oftast är bättre att försöka befordra trupper på "
|
||
"lägre nivåer."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:256
|
||
msgid "Movement"
|
||
msgstr "Förflyttning"
|
||
|
||
#. [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"
|
||
"Varje trupp har ett givet antal förflyttningspoäng varje drag, som spenderas "
|
||
"för varje ruta som truppen träder in i. Kostnaden att förflytta sig över en "
|
||
"viss ruta avgörs av rutans terräng. Till exempel kostar det nästan alltid 1 "
|
||
"förflyttningspoäng att gå på en slättruta. Exakt hur många poäng det kostar "
|
||
"att gå på en viss typ av ruta avgörs av det aktuella truppslaget. I skog "
|
||
"kostar det bara 1 poäng för alver, 2 för de flesta människo- och "
|
||
"orchtrupper, medan det för ryttare kostar 3. Om du vill veta vad det kostar "
|
||
"för en trupp att gå på en viss typ av terräng, så kan du högerklicka på "
|
||
"truppen, välja <bold>text='Truppbeskrivning'</bold>, och läsa under "
|
||
"<bold>text='Terrängavdrag'</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 ""
|
||
"Det är ingen konst att förflytta trupper i <italic>text='Kampen om Wesnoth'</"
|
||
"italic>. Klicka helt enkelt på truppen du vill flytta, och därefter på rutan "
|
||
"du vill flytta truppen till. När truppen är vald så visas de rutor som den "
|
||
"kan flytta till under samma drag genom att de lyser upp. Om muspekaren hålls "
|
||
"över sådan upplyst ruta, visas det försvar som truppen får om den ställs på "
|
||
"den rutan. Om muspekaren hålls över en skuggad ruta, visas dessutom antalet "
|
||
"drag som krävs för att nå den. Om en skuggad ruta väljs kommer truppen att "
|
||
"flyttas dit via den snabbaste möjliga vägen under detta och kommande drag. "
|
||
"Om truppen inte använder hela sin förflyttning första gången den förflyttas "
|
||
"under ett drag, så kan den flyttas igen i samma drag. Detta är användbart om "
|
||
"man vill byta plats på två trupper. En trupp förlorar återstående "
|
||
"förflyttning om den anfaller. Om en trupp ställs i en by man inte redan "
|
||
"kontrollerar så förloras återstående förflyttning, men man kan fortfarande "
|
||
"anfalla."
|
||
|
||
#. [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"
|
||
"Under förflyttning är det viktigt att komma ihåg "
|
||
"<italic>text='kontrollzonerna'</italic>. Varje trupp skapar en kontrollzon i "
|
||
"de närmaste intilliggande rutorna. En fiendetrupp som flyttar in till en "
|
||
"sådan kontrollerad ruta måste omedelbart stanna. En viktig del av Kampen om "
|
||
"Wesnoth är att lära sig hur dessa kontrollzoner fungerar, eftersom bara "
|
||
"<ref>dst='ability_skirmisher' text='stigfinnare'</ref> kan röra sig "
|
||
"obehindrat över dessa."
|
||
|
||
#. [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"
|
||
"För att se vart fienden kan förflytta under nästa drag, tryck Ctrl-v eller "
|
||
"Cmd-v. Ctrl-b eller Cmd-b visar vart fienden skulle kunna flytta om dina "
|
||
"trupper inte fanns på kartan och blockerade framfarten."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:270
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Slöja och stridsdimma"
|
||
|
||
#. [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 ""
|
||
"I vissa scenarier är delar av kartan dold. Två olika mekanismer ligger bakom "
|
||
"detta, som kan användas separat eller tillsammans. <italic>text='Slöjan'</"
|
||
"italic> döljer både terräng och trupper, men när den lyfts så kan man alltid "
|
||
"se området. <italic>text='Stridsdimman'</italic> däremot döljer trupper och "
|
||
"vem byarna lyder under, såvida de inte är egna eller allierade. Stridsdimman "
|
||
"försvinner tillfälligt när man har trupper i närheten, men återvänder när "
|
||
"man ger sig av från platsen. Både slöja och stridsdimma lyfts av trupper. "
|
||
"Alla trupper lyfter slöjan eller stridsdimman på det område som truppen kan "
|
||
"nå på ett drag utan hänsyn till kontrollzoner eller fiender.\n"
|
||
"\n"
|
||
"Normalt kan man ångra en trupps förflyttning så länge ingen slumpmässigt "
|
||
"avgjord händelse ägt rum, såsom strid eller rekrytering. Även utforskning av "
|
||
"terräng täckt av slöja eller stridsdimma hindrar dig från att ångra en "
|
||
"förflyttning. För att ändra detta, kan inställningen <bold>text='Fördröj "
|
||
"slöjuppdateringarna'</bold> i menyn Handlingar aktiveras. Detta gör att "
|
||
"slöjan eller stridsdimman inte lyfts av trupper förrän nästa slumpmässigt "
|
||
"avgjorda händelse äger rum eller om man själv väljer att "
|
||
"<bold>text='Uppdatera slöjan nu'</bold> (eller vid dragets slut). Därigenom "
|
||
"behålls möjligheten att ångra sina förflyttningar så länge som möjligt."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:280
|
||
msgid "Combat"
|
||
msgstr "Strid"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Turordning och antal attacker'</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 ""
|
||
"I <italic>text='Kampen om Wesnoth'</italic> äger striderna alltid rum mellan "
|
||
"trupper i intilliggande rutor. Klicka på den av dina trupper som du vill "
|
||
"anfalla med, och därefter på den fiendetrupp som du vill anfalla. Din trupp "
|
||
"kommer då att flytta mot fiendetruppen, och när de står bredvid varandra så "
|
||
"börjar striden. Anfallaren och försvararen utväxlar attacker tills de använt "
|
||
"sitt givna antal attacker. Anfallaren väljer ett av sina vapen att attackera "
|
||
"med, och försvararen återgäldar med ett av sina vapen som har samma "
|
||
"räckvidd. Vapnens räckvidd delas in i <italic>text='närstrid'</italic>, där "
|
||
"vapen som svärd, yxor eller huggtänder används, och "
|
||
"<italic>text='distansstrid'</italic>, där vapen som pilbågar, spjut och "
|
||
"eldklot används."
|
||
|
||
#. [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"
|
||
"Anfallaren får första utfallet, och därefter får försvararen slå tillbaka. "
|
||
"Varje utfall kan antingen träffa, och åsamkar då en given mängd skada, eller "
|
||
"missa, och åsamkar då ingen skada alls. Utfallen fortsätter växelvis tills "
|
||
"båda trupperna har använt sitt givna antal attacker. Antalet attacker en "
|
||
"trupp har varierar, till exempel har en alvkrigare med en 5-4-attack 4 "
|
||
"attacker som vardera ger 5 i skada, medan en orchsoldat med en 9-2-attack "
|
||
"bara har två atacker (men som ger 9 i skada vardera)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:285
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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"
|
||
"Chansen att en trupp träffar en annan med ett utfall beror i princip bara på "
|
||
"vilken terräng försvararen står på. Chansen att träffa visas i statuspanelen "
|
||
"eller genom att man högerklickar på en trupp, väljer "
|
||
"<bold>text='Truppbeskrivning'</bold>, och läs under "
|
||
"<bold>text='Terrängavdrag'</bold>. Till exempel har många alver en "
|
||
"försvarsnivå på 70% i skog, vilket innebär att en anfallande trupp bara bara "
|
||
"har 30% chans att träffa dem. Precis på samma sätt avgörs träffmöjligheten "
|
||
"för alven av terrängen som den andra truppen står på."
|
||
|
||
#. [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"
|
||
"Det finns två undantag till den här regeln: vid "
|
||
"<ref>dst='weaponspecial_magical' text='magiska attacker'</ref> och då "
|
||
"<ref>dst='weaponspecial_marksman' text='prickskyttar'</ref> anfaller. "
|
||
"Magiska attacker har alltid 70% chans att träffa, oavsett terräng, och när "
|
||
"prickskyttar anfaller har de alltid minst 60% chans att träffa, oavsett "
|
||
"terräng."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:291
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Skada</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"
|
||
"Varje träff ger en grundskada som beror på typen av attack. Till exempel ger "
|
||
"en alvkrigare med en 5-4-attack en grundskada på 5 hälsopoäng (HP). Detta "
|
||
"modifieras vanligtvis av två faktorer: försvararens "
|
||
"<ref>dst='damage_types_and_resistance' text='motståndskraft'</ref> samt "
|
||
"vilken <ref>dst=time_of_day text='tid på dygnet'</ref> det är. Hur "
|
||
"grundskadan förändras av dessa faktorer kan du se under "
|
||
"<bold>text='Skadeberäkning'</bold> när du väljer attack."
|
||
|
||
#. [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"
|
||
"Vissa trupper har speciella <ref>dst='..abilities_section' text='förmågor'</"
|
||
"ref> som påverkar hur mycket skada de vållar sina fiender i strid. Den "
|
||
"vanligaste av dessa är förmågan är att <ref>dst='weaponspecial_charge' "
|
||
"text='storma'</ref>. Då en trupp stormar en annan fördubblas skadan som både "
|
||
"anfallaren och försvararen vållar varandra."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:303
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Skadetyper och motståndskraft"
|
||
|
||
#. [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"
|
||
"Motståndskrafter fungerar som följer. En trupp som har 40% motståndskraft "
|
||
"mot en viss typ av attack kommer att få 40% mindre skada när den träffas av "
|
||
"en sådan attack. Det är också möjligt att en trupp är extra sårbar för vissa "
|
||
"sorters attacker. Om en trupp har en negativ motståndskraft, till exempel "
|
||
"−100%, så kommer den att få 100% mer i skada när den träffas av den sortens "
|
||
"attack."
|
||
|
||
#. [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 ""
|
||
"I Wesnoth finns det tre sorters skador som vanligtvis associeras med fysiska "
|
||
"attacker: <italic>text='hugg-, stick- och krosskador'</italic>. Det finns "
|
||
"ytterligare tre sorters skador vanligtvis associerade med magiska attacker: "
|
||
"<italic>text='eld, frost, och ockulta attacker'</italic>. Truppernas olika "
|
||
"motståndskraft kan förändra skadan de tar från olika skadetyper."
|
||
|
||
#. [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"
|
||
"Till exempel är skelett mycket motståndskraftiga mot hugg- och "
|
||
"stickattacker, men de är känsliga för kross- och eldattacker. De är dessutom "
|
||
"extremt sårbara för ockulta attacker."
|
||
|
||
#. [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"
|
||
"Om en attack träffar, så vållar den alltid minst en poäng i skada. Detta "
|
||
"gäller även om den försvarande truppen har 100% motstånd mot aktuell "
|
||
"attacktyp."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:316
|
||
msgid "Orbs"
|
||
msgstr "Sfärer"
|
||
|
||
#. [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 ""
|
||
"Ovanför energimätaren som visas bredvid alla dina trupper finns en sfär. För "
|
||
"de trupper du kontrollerar är sfären:"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:319
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr "grön om truppen inte har förflyttats detta drag,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:320
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr ""
|
||
"gul om du har flyttat truppen detta drag, men den kan förflyttas ytterligare "
|
||
"och/eller anfalla under innevarande drag, eller"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:321
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#| "turn."
|
||
msgid ""
|
||
" red if it can no longer move or attack, or the user ended the unit’s turn."
|
||
msgstr ""
|
||
"röd ifall den inte längre kan flytta eller anfalla, eller ifall spelaren "
|
||
"avslutade truppens drag."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:322
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr "blå om truppen är en allierad som du inte kontrollerar."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:323
|
||
#, fuzzy
|
||
#| msgid " Enemy units have no orb on top of their energy bar."
|
||
msgid " Enemy units have no orb on top of their energy bar."
|
||
msgstr "Fiendetrupper har ingen sfär ovanför sina energimätare."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:330
|
||
msgid "Time of Day"
|
||
msgstr "Dygnets gång"
|
||
|
||
#. [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"
|
||
#| " Liminal units get +25% damage during twilight.\n"
|
||
#| " Neutral units are unaffected by the time of day."
|
||
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 ""
|
||
"Tiden på dygnet påverkar skadorna som trupperna åsamkar enligt följande:\n"
|
||
" Redbara trupper ger 25% mer skada dagtid, och 25% mindre under natten.\n"
|
||
" Ljusskygga trupper ger 25% mer skada nattetid, och 25% mindre under dagen.\n"
|
||
" Klärobskyra trupper ger 25% mer skada under morgon och kväll. Neutrala "
|
||
"trupper är påverkas inte av tiden på dygnet."
|
||
|
||
#. [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"
|
||
"Nuvarande tid på dygnet visas under minikartan i statuspanelen. Under "
|
||
"dygnscykeln räknas förmiddag och eftermiddag som dag, och första och andra "
|
||
"vakten som natt:\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 "Gryning"
|
||
|
||
#. [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 "Förmiddag"
|
||
|
||
#. [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 "Eftermiddag"
|
||
|
||
#. [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 "Skymning"
|
||
|
||
#. [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 "Första vakten"
|
||
|
||
#. [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 "Andra vakten"
|
||
|
||
#. [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 ""
|
||
"Somliga scenarier äger rum i underjorden eller i grottor, där det råder evig "
|
||
"natt!"
|
||
|
||
#. [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 "Läkande"
|
||
|
||
#. [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='Vila'</italic>: En trupp som varken förflyttas, anfaller eller "
|
||
"blir anfallen återfår 2 HP nästa drag."
|
||
|
||
#. [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='Byar'</italic>: Trupper som som befinner sig i en by då deras "
|
||
"drag startar återfår 8 HP."
|
||
|
||
#. [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='Regenerering'</ref>: Vissa trupper "
|
||
"(såsom troll) återfår alltid 8 HP automatiskt i början av draget."
|
||
|
||
#. [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='Helande trupper'</italic>: Trupper med förmågan att "
|
||
"<ref>dst='ability_heals +4' text='hela'</ref> läker alla intillstående "
|
||
"trupper med vanligtvis <ref>dst='ability_heals +4' text='4'</ref> eller "
|
||
"<ref>dst='ability_heals +8' text='8'</ref> hälsopoäng per drag, eller "
|
||
"hindrar en förgiftning från att göra skada."
|
||
|
||
#. [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='Botande trupper'</italic>: Trupper med förmågan att "
|
||
"<ref>dst='ability_cures' text='bota'</ref> återställer intillstående "
|
||
"förgiftade trupper. Om den läkande truppen även kan hela, så botar den "
|
||
"förgiftningen i första hand."
|
||
|
||
#. [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"
|
||
"Vila kan kombineras med andra sorters helande, men byar, regenerering, "
|
||
"helande och botande kan inte kombineras med varandra. I de fall där flera "
|
||
"möjligheter till helande finns, väljs den kraftigaste metoden. Slutligen, "
|
||
"alla trupper återfår sin fulla styrka mellan scenarier."
|
||
|
||
#. [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 "Slutord"
|
||
|
||
#. [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 ""
|
||
"Detta avslutar genomgången av grunderna i Wesnoth. Fortsätt gärna läsa om "
|
||
"grundläggande strategi, eller bekanta dig med <ref>dst='..traits_section' "
|
||
"text='karaktärsdrag'</ref> och <ref>dst='..abilities_section' "
|
||
"text='förmågor'</ref>, men nu vet du allt du behöver veta för att spela "
|
||
"kampanjen <italic>text='Tronarvingen'</italic>. Ha roligt, och lycka till!"
|
||
|
||
#. [topic]: id=about
|
||
#: data/core/help.cfg:384
|
||
msgid "ingame_help_item^Contributors"
|
||
msgstr "Medarbetare"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:390
|
||
msgid "License"
|
||
msgstr "Licens"
|
||
|
||
#. [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 ""
|
||
"De flesta trupper har två karaktärsdrag. Undantaget är de vandöda, som bara "
|
||
"får karaktärsdraget <italic>text='vandöd'</italic> samt enter, som inte får "
|
||
"några alls. Karaktärsdrag inför små ändringar av truppernas egenskaper. "
|
||
"Trupperna tilldelas vanligtvis karaktärsdrag slumpmässigt när de rekryteras."
|
||
|
||
#. [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"
|
||
"De karaktärsdrag som är tillgängliga för alla trupper utom vandöda är "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='snabb'</ref>, <ref>dst='traits_resilient' "
|
||
"text='tålig'</ref> och <ref>dst='traits_strong' text='stark'</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"
|
||
"Andra karaktärsdrag som trupper kan tilldelas är <ref>dst='traits_dextrous' "
|
||
"text='träffsäker'</ref>, <ref>dst='traits_loyal' text='lojal'</ref> och "
|
||
"<ref>dst='traits_undead' text='vandöd'</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
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Game maps feature a variety of terrains that affect both unit movement "
|
||
#| "and a unit’s defensive capability in combat.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"Spelkartor innehåller en mängd olika terränger som påverkar både hur långt "
|
||
"en trupp kan förflytta sig och hur stor en trupps effektivitet vid försvar "
|
||
"är.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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 ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:476
|
||
msgid "Using Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:477
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text=Damage</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Skada</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 ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:481
|
||
#, fuzzy
|
||
#| msgid "<header>text='Units having this special attack'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgstr "<header>text='Trupper med den här specialattacken'</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 ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:485
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Turordning och antal attacker'</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 ""
|
||
|
||
#. [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
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Turordning och antal attacker'</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 ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:497
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chans för träff'</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 ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:508
|
||
msgid "Installing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:522
|
||
msgid "Removing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:538
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Allmänna kommandon"
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:542
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Töm skärmen på chatmeddelanden.\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"
|
||
"Byt till avlusningsläge (fungerar ej i gruppspel). Se "
|
||
"<ref>dst='debug_commands' text='avlusningsläges-kommandon'</ref>.\n"
|
||
"Avlusningsläge stängs av genom att avsluta spelet eller genom att ange :"
|
||
"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"
|
||
"Välj eller växla till/från att sidan spelas av AI:n. Endast spelaren/"
|
||
"klienten som kontrollerar den sidan kan välja detta. Om ingen andra "
|
||
"parameter anges så växlar den mellan människa och AI. Om den är satt till "
|
||
"'on' så tar AI:n över. Om den är satt till 'off' tar en människa över. Om "
|
||
"ingen sida anges, antas nuvarande sida.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:552
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sätt på/stäng av visning av antal bildrutor per sekund.\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"
|
||
"Byt en loggdomän till en annan loggnivå.\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"
|
||
"Rita om skärmen och ladda om alla bildfiler som har ändrats.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:564
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Visa temavalsmenyn.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:567
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Avsluta scenariot (utan bekräftelse).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:570
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Spara spelet (utan bekräftelse).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:573
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Spara spelet och avsluta scenariot (utan bekräftelse)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:582
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Gruppspelskommandon"
|
||
|
||
#. [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"
|
||
"Sparka ut och bannlys en användare från gruppspel genom IP-adressen som "
|
||
"används av aktuell användare. Kan användasmot spelare som inte är med i "
|
||
"spelet så länge de befinner sig på servern (även om de självklart inte blir "
|
||
"utsparkade då).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:588
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Change the controller for side (write here the number of the side) to "
|
||
#| "username (write here the nick 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"
|
||
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"
|
||
"Ändra spelare för en sida (ange sidans nummer) till ett visst användarnamn "
|
||
"(ange användarnamnet). Du kan se vilken sida som hör till vilken spelare i "
|
||
"dialogrutan för <bold>text='scenarioinställningar'</bold> (Tryck på "
|
||
"<bold>text='mer'</bold>-knappen i Statustabellen (alt+s som standard) för "
|
||
"att komma dit.). Spelets värd kan växla kontrollen för alla sidor.\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 ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [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"
|
||
"Sparka ut en användare från gruppspel, utan att bannlysa honom/henne. Om du "
|
||
"bara vill växla kontroll över deras sida/sidor, använd kommandot :control "
|
||
"istället.\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"
|
||
"Skickar ett privat meddelande till en användare. När du är med i ett spel, "
|
||
"kan du inte skicka meddelanden till spelare som kontrollerar en sida i "
|
||
"spelet du med är i.\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"
|
||
"Ignorera angiven åskådare. Om inget användarnamn anges, visas alla "
|
||
"ignorerade användare.\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"
|
||
"Växla till/från att ignorera alla åskådares inlägg.\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"
|
||
"Häv bannlysningen av en användare från gruppspel genom IP-adressen som "
|
||
"används av aktuell användare. Kan användas för spelare som inte är med i det "
|
||
"aktuella spelet, men som fortfarande är på servern.\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"
|
||
"Låt den angivna åskådaren tala igen. Om inget användarnamn anges, rensas "
|
||
"listan av ignorerade användare."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:620
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Debugkommandon"
|
||
|
||
#. [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"
|
||
"Ta fram en meny för att välja ett scenario i en kampanj att omedelbart gå "
|
||
"till.\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"
|
||
"Skapa en trupp av angiven typ på den valda rutan.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sätt på/stäng av stridsdimma/slöja för aktuell sida.\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"
|
||
"Lägger till aktuell sida angiven mängd guld.\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"
|
||
"Fortsätter genast till nästa scenario i en kampanj.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:638
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Ange en spelvariabels värde manuellt.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Visa en spelvariabels värde.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:644
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Starta angiven händelse manuellt.\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"
|
||
"Modifiera angiven egenskap hos den valda truppen. Exempel: :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"
|
||
"Avancerar truppen N nivåer. Exampel: :unit advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +4:\n"
|
||
#| "Allows the unit to heal adjacent allied units at the beginning of our "
|
||
#| "turn.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Hela +4:\n"
|
||
"Låter truppen hela närliggande allierade trupper i början av vårt drag.\n"
|
||
"\n"
|
||
"Alla trupper som tas om hand av en sådan här helare återfår upp till 4 "
|
||
"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
|
||
"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
|
||
"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:30
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +8:\n"
|
||
#| "This unit combines herbal remedies with magic to heal units more quickly "
|
||
#| "than is normally possible on the battlefield.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
|
||
"than is normally possible on the battlefield.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Hela +8:\n"
|
||
"Truppen kombinerar örter och magi för att hela trupper snabbare än vad som "
|
||
"normalt är möjligt på ett slagfält.\n"
|
||
"\n"
|
||
"Alla trupper som tas om hand av en sådan här helare återfår upp till 8 "
|
||
"hälsopoäng per drag, eller påverkas inte av en förgiftning.\n"
|
||
"En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan "
|
||
"måste söka tillflykt till en by eller få hjälp av en trupp som kan bota."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "bota"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
msgid "female^cures"
|
||
msgstr "botar"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cures:\n"
|
||
#| "A curer can cure a unit of poison, although that unit will receive no "
|
||
#| "additional healing on the turn it is cured of the poison."
|
||
msgid ""
|
||
"A curer can cure a unit of poison, although that unit will receive no "
|
||
"additional healing on the turn it is cured of the poison."
|
||
msgstr ""
|
||
"Bota:\n"
|
||
"En botare kan bota en trupps förgiftning. När detta sker får den dock inget "
|
||
"ytterligare helande."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "regenerera"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
msgid "female^regenerates"
|
||
msgstr "regenererar"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:72
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Regenerates:\n"
|
||
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
|
||
#| "remove the poison instead of healing."
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Regenerera:\n"
|
||
"Truppen läker sig själv med 8 HP per drag. Om den blir förgiftad botar den "
|
||
"sig från förgiftningen först."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "ståndaktig"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
msgid "female^steadfast"
|
||
msgstr "ståndaktig"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:93
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Steadfast:\n"
|
||
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
|
||
#| "defending. Vulnerabilities are not affected."
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Ståndaktig:\n"
|
||
"Denna trupp fördubblar sitt försvar, till ett maximum av 50%, när den "
|
||
"försvarar sig. Sårbarheter påverkar inte."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "ledarskap"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
msgid "female^leadership"
|
||
msgstr "ledarskap"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Leadership:\n"
|
||
#| "This unit can lead our own units that are next to it, making them fight "
|
||
#| "better.\n"
|
||
#| "\n"
|
||
#| "Adjacent own units of lower level will do more damage in battle. When a "
|
||
#| "unit adjacent to, of a lower level than, and on the same side as a unit "
|
||
#| "with Leadership engages in combat, its attacks do 25% more damage times "
|
||
#| "the difference in their levels."
|
||
msgid ""
|
||
"This unit can lead 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 ""
|
||
"Ledarskap:\n"
|
||
"Den här truppen leder våra egna närliggande trupper i strid och får dem att "
|
||
"kämpa bättre.\n"
|
||
"\n"
|
||
"Närliggande allierade trupper av lägre nivå kommer att utdela mer skada i "
|
||
"strid. En trupp som är på lägre nivå, på samma sida, och står bredvid en "
|
||
"trupp som har egenskapen ledarskap utdelar 25% mer i skada gånger deras "
|
||
"nivåskillnad."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "stigfinnare"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
msgid "female^skirmisher"
|
||
msgstr "stigfinnare"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:127
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Skirmisher:\n"
|
||
#| "This unit is skilled in moving past enemies quickly, and ignores all "
|
||
#| "enemy Zones of Control."
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"Stigfinnare:\n"
|
||
"Denna trupp finner vägar förbi fienden, och hindras därmed inte av fiendens "
|
||
"kontrollzoner."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "lysa upp"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
msgid "female^illuminates"
|
||
msgstr "lyser upp"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:142
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Illuminates:\n"
|
||
#| "This unit illuminates the surrounding area, making lawful units fight "
|
||
#| "better, and chaotic units fight worse.\n"
|
||
#| "\n"
|
||
#| "Any units adjacent to this unit will fight as if it were dusk when it is "
|
||
#| "night, and as if it were day when it is dusk."
|
||
msgid ""
|
||
"This unit illuminates the surrounding area, making lawful units fight "
|
||
"better, and chaotic units fight worse.\n"
|
||
"\n"
|
||
"Any units adjacent to this unit will fight as if it were dusk when it is "
|
||
"night, and as if it were day when it is dusk."
|
||
msgstr ""
|
||
"Lysa upp:\n"
|
||
"Den här truppen lyser upp närområdet, så att redbara trupper slåss bättre "
|
||
"och ljusskygga sämre.\n"
|
||
"\n"
|
||
"Trupper på rutorna bredvid slåss som det vore skymning när det är natt och "
|
||
"som vid dag när det är skymning."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "teleportera"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
msgid "female^teleport"
|
||
msgstr "teleportera"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:156
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Teleport:\n"
|
||
#| "This unit may teleport between any two empty villages owned by its side "
|
||
#| "using one of its moves."
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Teleportera:\n"
|
||
"Den här truppen kan teleportera sig mellan två tomma kontrollerade byar. Den "
|
||
"använder då ett av sina förflyttningspoäng."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "bakhåll"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
msgid "female^ambush"
|
||
msgstr "bakhåll"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:187
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Ambush:\n"
|
||
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in forest, except if they "
|
||
#| "have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in forest, except if they have "
|
||
"units next to it. Any enemy unit that first discovers this unit immediately "
|
||
"loses all its remaining movement."
|
||
msgstr ""
|
||
"Bakhåll:\n"
|
||
"Den här truppen kan gömma sig i skog, och blir inte upptäckt av sina "
|
||
"fiender.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen i skogen, förutom "
|
||
"då det finns fiendetrupper alldeles bredvid. Den fiendetrupp som först "
|
||
"upptäcker den här truppen förlorar omedelbart resterande förflyttningspoäng."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "skuggsteg"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:206
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Nightstalk:\n"
|
||
#| "The unit becomes invisible during night.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit at night, except if they have units next "
|
||
#| "to it. Any enemy unit that first discovers this unit immediately loses "
|
||
#| "all its remaining movement."
|
||
msgid ""
|
||
"The unit becomes invisible during night.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit at night, except if they have units next to "
|
||
"it. Any enemy unit that first discovers this unit immediately loses all its "
|
||
"remaining movement."
|
||
msgstr ""
|
||
"Skuggsteg:\n"
|
||
"Den här truppen blir osynlig nattetid.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen nattetid, förutom "
|
||
"då det finns fiendetrupper alldeles bredvid. Den fiendetrupp som först "
|
||
"upptäcker den här truppen förlorar omedelbart resterande förflyttningspoäng."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
msgid "concealment"
|
||
msgstr "gömd"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
msgid "female^concealment"
|
||
msgstr "gömd"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:225
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Concealment:\n"
|
||
#| "This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to "
|
||
#| "it.\n"
|
||
#| "\n"
|
||
#| "Enemy units can not see this unit while it is in a village, except if "
|
||
#| "they have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in villages (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in a village, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"gömd:\n"
|
||
"Denna trupp kan gömma sig i byar (dock ej i vatten), och blir inte upptäckt "
|
||
"av sina fiender, förutom de som står alldeles bredvid.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen då den befinner "
|
||
"sig in en by, förutom då det finns fiendetrupper alldeles bredvid. Den "
|
||
"fiendetrupp som först upptäcker den här truppen förlorar omedelbart "
|
||
"resterande förflyttningspoäng."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "dyka"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
msgid "female^submerge"
|
||
msgstr "dyka"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:244
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Submerge:\n"
|
||
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in deep water, except if "
|
||
#| "they have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in deep water, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Den här truppen kan gömma sig på djupt vatten, och blir inte upptäckt av "
|
||
"sina fiender.\n"
|
||
"\n"
|
||
"Fiendetrupper kan inte se eller attackera den här truppen då den är i djupt "
|
||
"vatten, förutom då det finns fiendetrupper alldeles bredvid. Den fiendetrupp "
|
||
"som först upptäcker den här truppen förlorar omedelbart resterande "
|
||
"förflyttningspoäng."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr "förtäring"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
msgid "female^feeding"
|
||
msgstr "förtäring"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:263
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#| "living unit."
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr "Den här truppen får 1 hälsopoäng när den dödar en levande trupp."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "backstab"
|
||
msgstr "rygghugg"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:286
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Backstab:\n"
|
||
#| "When used offensively, this attack deals double damage if there is an "
|
||
#| "enemy of the target on the opposite side of the target, and that unit is "
|
||
#| "not incapacitated (turned to stone or otherwise paralyzed)."
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage if there is an enemy "
|
||
"of the target on the opposite side of the target, and that unit is not "
|
||
"incapacitated (turned to stone or otherwise paralyzed)."
|
||
msgstr ""
|
||
"Rygghugg:\n"
|
||
"När den används offensivt orsakar denna typ av attack dubbel skada. Detta "
|
||
"gäller bara om en fiende till målet befinner sig på motsatt sida av målet, "
|
||
"och den truppen inte är oskadliggjord (förstenad eller paralyserad på annat "
|
||
"sätt)."
|
||
|
||
#. [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 "pest"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/abilities.cfg:305
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Plague:\n"
|
||
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
#| "doesn’t work on Undead or units in villages."
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
|
||
"on the same side as the unit with the Plague attack. This doesn’t work on "
|
||
"Undead or units in villages."
|
||
msgstr ""
|
||
"Pest:\n"
|
||
"När en trupp dödas av pestsmitta ersätts truppen av en vandrande död som "
|
||
"tillhör sidan som pestsmittade truppen. Detta fungerar inte mot vandöda "
|
||
"eller trupper i byar."
|
||
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:316
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Plague:\n"
|
||
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
#| "doesn’t work on Undead or units in villages."
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
"Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
"doesn’t work on Undead or units in villages."
|
||
msgstr ""
|
||
"Pest:\n"
|
||
"När en trupp dödas av pestsmitta ersätts truppen av en vandrande död som "
|
||
"tillhör sidan som pestsmittade truppen. Detta fungerar inte mot vandöda "
|
||
"eller trupper i byar."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "sakta ner"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:327
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Slow:\n"
|
||
#| "This attack slows the target until it ends a turn. Slow halves the damage "
|
||
#| "caused by attacks and the movement cost for a slowed unit is doubled. A "
|
||
#| "unit that is slowed will feature a snail icon in its sidebar information "
|
||
#| "when it is selected."
|
||
msgid ""
|
||
"This attack slows the target until it ends a turn. Slow halves the damage "
|
||
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
|
||
"that is slowed will feature a snail icon in its sidebar information when it "
|
||
"is selected."
|
||
msgstr ""
|
||
"Sakta ner:\n"
|
||
"Denna attack saktar ner motståndartruppen tills den avslutar sitt drag. En "
|
||
"nersaktad trupp vållar hälften av den nominella skadan och har en hälften så "
|
||
"god förflyttning. När en nersaktad trupp valts har den en snigelikon i "
|
||
"sidopanelen."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
msgid "petrifies"
|
||
msgstr "förstenar"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:337
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Petrify:\n"
|
||
#| "This attack petrifies the target, turning it to stone. Units that have "
|
||
#| "been petrified may not move or attack."
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Förstena:\n"
|
||
"Denna attack förstenar målet. Förstenade trupper kan varken anfalla eller "
|
||
"förflytta sig."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "prickskytt"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:347
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Marksman:\n"
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"Prickskytt:\n"
|
||
"Vid anfall har denna typ av attack alltid åtminstone 60% chans att träffa."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "svärma"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:372
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Swarm:\n"
|
||
#| "The number of strikes of this attack decreases when the unit is wounded. "
|
||
#| "The number of strikes is proportional to the percentage of its of maximum "
|
||
#| "HP the unit has. For example a unit with 3/4 of its maximum HP will get "
|
||
#| "3/4 of the number of strikes."
|
||
msgid ""
|
||
"The number of strikes of this attack decreases when the unit is wounded. The "
|
||
"number of strikes is proportional to the percentage of its of maximum HP the "
|
||
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
|
||
"number of strikes."
|
||
msgstr ""
|
||
"Svärma:\n"
|
||
"För den här typen av attack minskar antalet attacker när truppen är skadad. "
|
||
"Antalet attacker är proportionellt mot kvoten nuvarande hälsopoäng genom "
|
||
"maximal hälsopoäng. En trupp som t ex har 3/4 av sin maximala hälsopoäng har "
|
||
"3/4 av det maximala antalet atacker i strid."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "storma"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:382
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Charge:\n"
|
||
#| "When used offensively, this attack deals double damage to the target. It "
|
||
#| "also causes this unit to take double damage from the target’s "
|
||
#| "counterattack."
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage to the target. It "
|
||
"also causes this unit to take double damage from the target’s counterattack."
|
||
msgstr ""
|
||
"Storma:\n"
|
||
"När den används offensivt vållar denna typ av attack dubbel skada hos målet, "
|
||
"men den anfallande truppen tar också dubbel skada från målets motattack."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "suga livskraft"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:395
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drain:\n"
|
||
#| "This unit drains health from living units, healing itself for half the "
|
||
#| "amount of damage it deals (rounded down)."
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Suga livskraft:\n"
|
||
"Denna typ av attack suger livskraften ur levande trupper, och helar sig "
|
||
"själv med hälften av den skada den orsakar (avrundat nedåt)."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "gift"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Poison:\n"
|
||
#| "This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
#| "until they are cured or are reduced to 1 HP. Poison can not, of itself, "
|
||
#| "kill a unit."
|
||
msgid ""
|
||
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
|
||
"a unit."
|
||
msgstr ""
|
||
"Gift:\n"
|
||
"Denna attack förgiftar målet. Förgiftade trupper förlorar 8 HP varje drag "
|
||
"tills de botas eller har försvagats till 1 HP. Förgiftning kan inte ensamt "
|
||
"döda en trupp."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Max HP-bonus +3, Max XP +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr ""
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr ""
|
||
|
||
#. [time]: id=indoors
|
||
#: data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr "Inomhus"
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "Djupa underjorden"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:287
|
||
msgid "Morning — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:299
|
||
msgid "Morning — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:311
|
||
msgid "Morning — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:320
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:338
|
||
msgid "Afternoon — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:347
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:356
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:365
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:374
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:385
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:408
|
||
msgid "First Watch — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:420
|
||
msgid "First Watch — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:432
|
||
msgid "First Watch — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:444
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:498
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Dawn"
|
||
msgstr "Första vakten"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dawn"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "First Morning"
|
||
msgstr "Förmiddag"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "Second Morning"
|
||
msgstr "Förmiddag"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Midday"
|
||
msgstr "Första vakten"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Midday"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "First Afternoon"
|
||
msgstr "Eftermiddag"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "Second Afternoon"
|
||
msgstr "Eftermiddag"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "First Dusk"
|
||
msgstr "första slaget"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dusk"
|
||
msgstr "Andra vakten"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:614
|
||
msgid "The Short Dark"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:626
|
||
msgid "The Long Dark (1)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:638
|
||
msgid "The Long Dark (2)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:652
|
||
msgid "The Long Dark (3)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:664
|
||
msgid "The Long Dark (4)"
|
||
msgstr ""
|
||
|
||
#: data/core/macros/special-notes.cfg:3
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Speciella noteringar:"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Andar har ovanligt hög motståndkraft mot skador, men rör sig långsamt över "
|
||
"öppen vatten."
|
||
|
||
#: 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 ""
|
||
" Denna trupps ockulta attack vållar magiska varelser stor skada, men även "
|
||
"icke-magiska varelser bör ta sig i akt."
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr " Denna trupp kan hela närliggande trupper."
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr " Denna trupp kan hela närliggande trupper."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr " Denna trupp kan hela intillstående trupper och bota dem från gift."
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr " Denna trupp kan neutralisera förgiftning i intillstående trupper."
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" Denna trupp besitter förmågan att regenerera, vilket läker den som om den "
|
||
"alltid stod under en bys beskydd."
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
" Denna trupps ståndaktighet gör att den tar mindre skada från vissa "
|
||
"attacker, men bara vid försvar."
|
||
|
||
#: 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 ""
|
||
" Under denna trupps ledarskap åsamkar allierade intillstående trupper av "
|
||
"lägre rang sina motståndare mer skada."
|
||
|
||
#: 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 ""
|
||
" Denna trupp är stigfinnare och ignorerar således fiendens kontrollzoner."
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr " Denna trupp omgärdas av en ljuscirkel som lyser upp närområdet."
|
||
|
||
#: 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 ""
|
||
" Den här truppen kan teleportera sig mellan två tomma byar kontrollerade av "
|
||
"dess sida."
|
||
|
||
#: 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 ""
|
||
" I skogslandskap är denna trupp osynlig för en fiende, såvida de inte står "
|
||
"alldeles bredvid, eller har avslöjat sig genom att anfalla."
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" Denna trupp har förmågan att gömma sig i mörkret nattetid, utan något som "
|
||
"helst tecken på sin existens."
|
||
|
||
#: 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 ""
|
||
"Den här truppen kan gömma sig i byar (med undantag för vattenbyar) och "
|
||
"stanna gömd från alla fiender förutom de som står alldeles brevid."
|
||
|
||
#: data/core/macros/special-notes.cfg:53
|
||
msgid ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Denna trupp kan förflytta sig osedd genom djupt vatten, och behöver inte "
|
||
"komma upp till ytan för att andas."
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
msgid ""
|
||
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr "Den här truppen får 1 hälsopoäng när den dödar en levande trupp."
|
||
|
||
#: 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 ""
|
||
" Vid bärsärkargång fortsätter truppen obevekligt sina utfall tills antingen "
|
||
"den eller dess fiende ligger död på marken."
|
||
|
||
#: 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 ""
|
||
"Om det är en fiende till målet på motstående sida av målet under en attack "
|
||
"kan denna trupp göra ett rygghugg som orsakar dubbel skada genom att krypa "
|
||
"run bakom den fienden."
|
||
|
||
#: 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 ""
|
||
" Fiender som går under i pesten återuppväcks till ett vanliv, om de inte "
|
||
"står på en by."
|
||
|
||
#: 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 ""
|
||
" Denna trupp har förmågan att sakta ner sina fiender, vilket minskar deras "
|
||
"förflyttning och den skada de vållar med hälften, tills de avslutar sitt "
|
||
"drag."
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr " Förmågan att förstena andra varelser gör denna trupp extremt farlig."
|
||
|
||
#: 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 ""
|
||
" Denna trupp är prickskytt. Prickskyttar träffar ofta sitt mål, men bara då "
|
||
"de är offensiva."
|
||
|
||
#: data/core/macros/special-notes.cfg:77
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The unit has magical attacks, which always have a high chance of hitting "
|
||
#| "an opponent."
|
||
msgid ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
" Denna trupp har magiska attacker vilka alltid har en stor chans att träffa "
|
||
"en fiende."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" Denna trupps svärmande attack tappar i styrka när andra som deltar i "
|
||
"attacken är skadade."
|
||
|
||
#: 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 ""
|
||
" Ett stormangrepp fördubblar skadorna som vållas och erhålls. Detta gäller "
|
||
"inte vid försvar."
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" Vid beröring berövar denna trupp offrets livskraft och stärker sin egen."
|
||
|
||
#: 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 ""
|
||
" Genom längden på sitt vapen får denna trupp första slaget i närstrid, även "
|
||
"vid försvar."
|
||
|
||
#: 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 ""
|
||
" De som förgiftas av denna trupp försvagas gradvis tills de kan botas i en "
|
||
"by eller av en trupp som kan bota."
|
||
|
||
#: 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 "lojal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "lojal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "Noll underhåll"
|
||
|
||
#. [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"
|
||
"Under en kampanj kan vissa trupper välja att ansluta sig till spelarens "
|
||
"armé. Dessa trupper utmärks med karaktärsdraget lojal. Även om de kräver "
|
||
"betalning för att återkallas, så kostar de aldrig något underhåll. Detta gör "
|
||
"dem ovärderliga under långa kampanjer när kassakistan är svårt ansträngd. "
|
||
"Karaktärsdraget lojal ges aldrig till rekryterade trupper, så det är oklokt "
|
||
"att avskeda eller skicka dina lojala trupper i döden i onödan."
|
||
|
||
#. [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='Lojala'</italic> trupper kräver inget underhåll. De flesta "
|
||
"trupper utkräver en underhållskostnad vid slutet av varje drag, som är lika "
|
||
"med deras erfarenhetsnivå. Lojala trupper utkräver inte denna kostnad."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "vandöd"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "vandöd"
|
||
|
||
#. [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 "immun mot gift, pest och suga livskraft"
|
||
|
||
#. [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"
|
||
"Vandöda trupper har i allmänhet vandöd som sitt enda karaktärsdrag. Eftersom "
|
||
"vandöda trupper är de dödas återuppväckta kroppar, så har gift ingen effekt "
|
||
"på dem. Detta kan göra dem mycket användbara i strid mot fiender som "
|
||
"använder gift i sina attacker."
|
||
|
||
#. [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='Vandöda'</italic> trupper är immuna mot gift, dessutom kan de "
|
||
"inte påverkas av suga livskraft eller pest."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "konstruktion"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "konstruktion"
|
||
|
||
#. [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"
|
||
"Konstruktioner har ofta konstruktion som sitt enda karaktärsdrag. Då "
|
||
"konstruktioner egentligen inte lever, påverkas de inte av suga livskraft, "
|
||
"gift eller pest."
|
||
|
||
#. [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='Konstruktioner'</italic> är immuna mot gift, dessutom kan de "
|
||
"inte påverkas av suga livskraft eller pest."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
msgid "elemental"
|
||
msgstr "elementarande"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
msgid "female^elemental"
|
||
msgstr "elementarande"
|
||
|
||
#. [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"
|
||
"Elementarandar har ofta 'elementarande' som sitt enda karaktärsdrag. Då "
|
||
"elementarandar är energibaserade livsformer, påverkas de inte av suga "
|
||
"livskraft, gift eller pest."
|
||
|
||
#. [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='Elementarandar'</italic> är immuna mot gift, dessutom kan de "
|
||
"inte påverkas av suga livskraft eller pest."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "stark"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "stark"
|
||
|
||
#. [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"
|
||
"Starka trupper är bra för närstridstrupper och allra bäst är det för trupper "
|
||
"som har ett stort antal attacker, såsom alvkrigaren. Starka trupper kan vara "
|
||
"mycket nyttiga när det krävs lite extra skada för att en träff ska ge "
|
||
"nådastöten."
|
||
|
||
#. [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='Starka'</italic> trupper vållar 1 mer skada per träff i "
|
||
"närstrid och har 1 mer hälsopoäng."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "träffsäker"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "träffsäker"
|
||
|
||
#. [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"
|
||
"Alver är de enda som kan ha karaktärsdraget träffsäker. Alverna är kända för "
|
||
"sin förunderliga grace och sin stora skicklighet med pilbåge. Vissa alver är "
|
||
"dock begåvade med en naturlig fallenhet för bågskytte utöver det vanliga. "
|
||
"Dessa alver åsamkar ytterligare en poäng i skada med varje pil."
|
||
|
||
#. [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='Träffsäkra'</italic> trupper åsamkar 1 extra poäng i skada för "
|
||
"varje träff med distansvapen."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "snabb"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "snabb"
|
||
|
||
#. [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"
|
||
"Snabb är det karaktärsdrag som märks mest, speciellt hos långsamma trupper "
|
||
"som troll eller tungt infanteri. Snabba trupper rör sig ofta mycket snabbare "
|
||
"över oländig terräng, vilket är något att tänka på när man skickar ut sina "
|
||
"trupper. Eftersom snabba trupper inte är så starka så är de mindre lämpade "
|
||
"för att försvara positioner som är i dispyt."
|
||
|
||
#. [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='Snabba'</italic> trupper har en extra förflyttningspoäng, men "
|
||
"5% mindre hälsopoäng än vanligt."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [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='Intelligenta'</italic> trupper är mycket användbara i början "
|
||
"av en kampanj, eftersom de snabbare befordras till högre nivåer. Senare är "
|
||
"de inte lika viktiga eftersom trupper som nått sin toppnivå inte längre "
|
||
"kommer att genomgå så drastiska förändringar som vid en vanlig befordran. Om "
|
||
"du har många trupper på högre nivåer så kan det vara bättre att återkalla "
|
||
"trupper som har andra karaktärsdrag. "
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Intelligenta trupper kräver 20% mindre erfarenhet än vanligt för att "
|
||
"befordras."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "tålig"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "tålig"
|
||
|
||
#. [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"
|
||
"Tåliga trupper är användbara i alla lägen under en kampanj, och detta "
|
||
"karaktärsdrag är dessutom nyttigt för alla trupper. Tålighet är ofta som "
|
||
"mest nyttigt för trupper som har någon kombination av lite hälsopoäng, bra "
|
||
"försvarsegenskaper och starka motståndskrafter. Tåliga trupper är speciellt "
|
||
"lämpade för att hålla strategiska positioner."
|
||
|
||
#. [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='Tåliga'</italic> trupper har 4 HP plus 1 HP per nivå mer än "
|
||
"normalt."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "livskraftig"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "livskraftig"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr "Helar alltid som utvilad"
|
||
|
||
#. [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 ""
|
||
"Vissa dvärgar är vitt kända för sin vitalitet. De är härdigare än andra och "
|
||
"kan återhämta sig även under färd."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "orädd"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "orädd"
|
||
|
||
#. [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 "Strider lika bra oavsett tid på dygnet."
|
||
|
||
#. [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 "Dessa modiga individer tar ingen hänsyn till om det är natt eller dag."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
msgid "feral"
|
||
msgstr "vild"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
msgid "female^feral"
|
||
msgstr "vild"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:257
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Får bara 50% terrängförsvar i byar på land."
|
||
|
||
# 50% is the true value
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:258
|
||
#, fuzzy
|
||
#| 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 40% defense in any land-based village "
|
||
#| "regardless of base terrain."
|
||
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 ""
|
||
"Civiliserade varelsers boningar fungerar dåligt som skydd för vilda varelser "
|
||
"med lägre intelligens. Som ett resultat, får <italic>text='vilda'</italic> "
|
||
"trupper max 50% försvar i byar på land, oavsett terräng."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:274
|
||
msgid "weak"
|
||
msgstr "svag"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
msgid "female^weak"
|
||
msgstr "svag"
|
||
|
||
#. [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 ""
|
||
"Trupper med karaktärsdraget <italic>text='svag'</italic> får sin hälsoppoäng "
|
||
"(HP) och närstridsskada minskad med -1."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
msgid "slow"
|
||
msgstr "långsam"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
msgid "female^slow"
|
||
msgstr "långsam"
|
||
|
||
#. [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"
|
||
"Tjocka, klumpiga och långsamma individer bland såväl vättar som andra arter "
|
||
"förflyttar sig långsammare, men får en kompensation i en något bättre "
|
||
"uthållighet."
|
||
|
||
#. [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='Långsamma'</italic> trupper har en förflyttningspoäng mindre, "
|
||
"men 5% mer hälsopoäng än vanligt."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
msgid "dim"
|
||
msgstr "enfaldig"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
msgid "female^dim"
|
||
msgstr "enfaldig"
|
||
|
||
#. [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"
|
||
"Enfaldig är ett väldigt vanligt karaktärsdrag hos vättar och andra lägre "
|
||
"arter. Det finns anledningar till varför dessa arter är lägre och detta är "
|
||
"en av dem."
|
||
|
||
#. [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 ""
|
||
"Trupper med karaktärsdraget <italic>text='enfaldig'</italic> kräver 20% "
|
||
"extra erfarenhet för att avancera."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:329
|
||
msgid "aged"
|
||
msgstr "åldrad"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
msgid "female^aged"
|
||
msgstr "åldrad"
|
||
|
||
#. [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 ""
|
||
"Trupper med karaktärsdraget <italic>text='åldrad'</italic> får 8 färre "
|
||
"hälsopoäng, förflyttar sig en ruta mindre samt gör en mindre skada i "
|
||
"närstrid."
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:43
|
||
msgid "race^Bat"
|
||
msgstr "Fladdermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:44
|
||
msgid "race+female^Bat"
|
||
msgstr "Fladdermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:45
|
||
msgid "race^Bats"
|
||
msgstr "Fladdermöss"
|
||
|
||
#. [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 ""
|
||
"Fladdermöss finns i alla former och storlekar. De flesta är harmlösa och "
|
||
"livnär sig på insekter och andra små djur. De större och grymmare arterna är "
|
||
"kända för att utgöra ett hot för såväl människor som andra raser, för att "
|
||
"inte tala om deras boskap. Speciellt farliga blir de när de attackerar i "
|
||
"grupp. Då de är nattdjur används (eller ibland till och med tämjs) de av de "
|
||
"som delar deras kärlek till natten."
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:55
|
||
msgid "race^Drake"
|
||
msgstr "Drakfolket"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:56
|
||
msgid "race+female^Drake"
|
||
msgstr "Drakfolket"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:57
|
||
msgid "race^Drakes"
|
||
msgstr "Drakfolket"
|
||
|
||
#. [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 its functions of this "
|
||
#| "magic.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Drakes are a relatively warlike race and their societies can be best "
|
||
#| "described as cultured martial societies. The core of a drake tribe is a "
|
||
#| "small group of veteran warriors headed by a mutually respected — or "
|
||
#| "simply feared — <ref>dst='dominant' text='dominant'</ref> who rules the "
|
||
#| "society with an iron fist. Every drake is expected to earn their place in "
|
||
#| "the strict hierarchy, to obey their superiors and command their "
|
||
#| "inferiors. Entry to the ruling elite is only possible through challenging "
|
||
#| "and defeating a superior in single combat, which is the way the hierarchy "
|
||
#| "within the elite itself is established. The use of deception of any kind "
|
||
#| "towards any fellow drake is, without exception, seen as cowardly and "
|
||
#| "unacceptable.\n"
|
||
#| "\n"
|
||
#| "While their warlike nature and sense of territory drives them to defend "
|
||
#| "their territories savagely, drakes rarely invade or trespass on areas "
|
||
#| "already occupied by the other major races. Instead, they settle in "
|
||
#| "unpopulated areas to establish their own territory there. They primarily "
|
||
#| "feed on large game they hunt in the lowlands around their homes, but "
|
||
#| "hatchlings and lower caste drakes are known to feed also on certain of "
|
||
#| "moss and fungi they cultivate deep in their caverns. The only technology "
|
||
#| "drakes value is armor- and weapon-smithing, and neither know or need "
|
||
#| "other science and culture besides this. However the few implements they "
|
||
#| "do fashion are almost unrivaled in quality, only matched by those "
|
||
#| "produced in the finest Dwarvish foundries.\n"
|
||
#| "\n"
|
||
#| "Drakes are hatched from eggs and usually live naturally between 20 to 30 "
|
||
#| "years. Death in battle is the most preferred way for a drake to leave "
|
||
#| "this world. Unlike the elder members of other races, drakes naturally "
|
||
#| "grow more aggressive and reckless towards the ends of their natural "
|
||
#| "lives, perhaps to help ensure their place in the heroic legends of their "
|
||
#| "kind.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Drakes originated from an archipelago of volcanic islands called "
|
||
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
#| "subsidence of many of their home islands has caused colonies of drakes to "
|
||
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
#| "warmth, their internal fire is more than capable of sustaining them even "
|
||
#| "in a relatively cold climate, a feature which has allowed them to "
|
||
#| "populate even some of the mountains of the far north of the Great "
|
||
#| "Continent."
|
||
msgid ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three meters tall and "
|
||
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
||
"hard scales, resistant to most physical strikes except piercing and cold "
|
||
"damage. Most drakes are capable of true flight and can travel long distances "
|
||
"quickly. However, their sheer weight and bulk limits their flight ability "
|
||
"somewhat, making them ungainly in the air. Where possible, they make use of "
|
||
"terrain features such as hills, mountains and trees as launch points in "
|
||
"order to gain greater height and speed. Fortunately for their enemies, they "
|
||
"are still quite clumsy creatures and surprisingly slow in combat. This, "
|
||
"combined with their large size, renders them easy targets for those who dare "
|
||
"attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains in to ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. 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 ""
|
||
"Drakfolket är stora, bevingade, eldsprutande varelser som påminner om äkta "
|
||
"drakar. En vuxen individ hos drakfolket blir i regel runt tre meter lång och "
|
||
"väger utan problem mer än den kombinerade vikten av en man och hans häst. "
|
||
"Deras skin består av hårda fjäll som tål de flesta fysiska attacker förutom "
|
||
"stick- och frostattacker väldigt bra. Majoriteten av drakfolket kan flyga "
|
||
"och tillryggalägga långa avstånd på kort tid. Deras vikt stora vikt och "
|
||
"storlek hindrar dem dock från att vara graciösa i luften. De använder därför "
|
||
"gärna kullar, berg och träd som startplatser för uppnå bättre höjd och "
|
||
"hastighet. Deras fiender ska vara glada att de är så klumpiga och långsamma "
|
||
"i strid. Detta, tillsammans med deras storlek, gör de till ett lätt byte för "
|
||
"de som har modet att attackera dem.\n"
|
||
"\n"
|
||
"Drakfolket har en medfödd magi och en mystisk inre eld som utgör deras "
|
||
"livsenergi. Detta är lätt att se när en av dem dör i strid; den inre elden "
|
||
"släpps lös och bränner den döda kroppen till aska. Deras inre eld är även "
|
||
"deras största svaghet, eftersom den gör dem extremt känsliga för "
|
||
"köldattacker. Trots deras magiska ursprung är drakfolket inte kapabla att "
|
||
"hantera magin på ett kontrollerat sätt. Emedan deras inre magi låter dem "
|
||
"spruta eld och ger de liv så kan de inte utöva någon medveten kontroll över "
|
||
"hur magin ska fungera.\n"
|
||
"\n"
|
||
"<header>text='Samhälle'</header>\n"
|
||
"Drakfolket har en krigisk natur och deras samhälle beskrivs bäst som ett "
|
||
"kultiverat militärsamhälle. Kärnan i en stam hos drakfolket är en grupp av "
|
||
"veterankrigare som leds av en respekterad — eller helt enkel fruktad — "
|
||
"<ref>dst='dominant' text='alfahane'</ref> som styr samhället med en "
|
||
"järnhand. Bland drakfolket förväntas alla göra sin plikt i den strikta "
|
||
"hierarkin, lyda sina överordnade och styra sin underordnade. För att stiga "
|
||
"till den regerande eliten måste man utmana och besegra en överordnad i "
|
||
"enskild kamp, vilket också är hur hierarkien inom eliten fastställs. "
|
||
"Distraktioner och bedrägerier ses, utan undantag, som något enbart en "
|
||
"ynkrygg skulle ta till och är oacceptabelt.\n"
|
||
"\n"
|
||
"Emedan deras krigiska och territoriella natur driver dem till att försvara "
|
||
"sina territorier utan nåd, invaderar eller inkräktar drakfolket sällan på de "
|
||
"andra stora rasernas marker. De väljer istället att bebygga tidigare "
|
||
"obefolkade områden för att etablera nya territorier. Deras huvudsakliga "
|
||
"matkälla är jaktbyten från markerna runt om deras boningar, men deras "
|
||
"nykläckta och de som är av lägre kast livnär sig även på mossa och svamp som "
|
||
"odlas djupt inne i deras grottor. Den enda teknologin drakfolket bryr sig om "
|
||
"är rustnings- och vapensmide. De varken har eller vill ha någon annan "
|
||
"vetenskap eller kultur utöver det. De få verktyg de trots detta gör saknar "
|
||
"nästan like i kvalitet och enbart de finaste verken från dvärgarnas smedjor "
|
||
"kommer i närheten.\n"
|
||
"\n"
|
||
"Drakfolket lägger ägg och deras naturliga livslängd är mellan 20 och 30 år. "
|
||
"De föredrar att dö i strid framför alla andra sätt att lämna denna världen. "
|
||
"Tvärt emot de äldre hos andra raser blir drakfolket mer och mer aggressiva "
|
||
"och hänsynslösa mot slutet av deras naturliga liv. Kanske är detta ett sätt "
|
||
"att garantera deras plats i deras hjältesagor.\n"
|
||
"\n"
|
||
"<header>text='Geografi'</header>\n"
|
||
"Drakfolket kom ursprungligen från en övärld kallad <ref>dst='morogor' "
|
||
"text='Morogor'</ref> i <ref>dst='great_ocean' text='Stora havet'</ref>. En "
|
||
"kombination av överbefolkning och att deras hemöar började sätta sig djupare "
|
||
"i havet fick deras kolonier att sprida sig till den "
|
||
"<ref>dst='great_continent' text='stora kontinenten'</ref>. De tenderar att "
|
||
"etablera sina bon i bergen, nära vulkanerna, för att skydda sina ägg, "
|
||
"nykläckta samt sina smedjor. Även om drakfolket föredrar varmare klimat, är "
|
||
"deras inre eldar mer än kapabla att hålla dem vid god vigör även i kallare "
|
||
"klimat, något som låtit dem expandera så långt som några av bergen, långt "
|
||
"norrut på den Stora kontinenten."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:91
|
||
msgid "race^Dwarf"
|
||
msgstr "Dvärg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:92
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Dvärg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:93
|
||
msgid "race^Dwarves"
|
||
msgstr "Dvärgar"
|
||
|
||
#. [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 ""
|
||
"Dvärgarna är kända för deras gruvarbetare, handelsmän, smeder och krigare. "
|
||
"Även om de anses vara den tredje äldsta rasen på Stora kontinenten, efter "
|
||
"alverna och trollen, är deras tidiga historia relativt okänd. Legenderna "
|
||
"berättar om en sedan länge glömd tid när deras folk började komma ut från "
|
||
"deras underjordiska värld. Inget är känt om deras liv före ankomsten, eller "
|
||
"om deras motiv för att komma upp till ytan, men de har varit en central del "
|
||
"av kontinentens historia sedan dess. Strax efter det att de kom ut från "
|
||
"underjorden hamnade dvärgarna i konflikt med de ursprungliga invånarna av "
|
||
"landet, alverna. De ursprungliga anledningarna för konflikten har sedan "
|
||
"länge glömts bort, men de två raserna har utkämpat tre långa krig sedan "
|
||
"dess, med enbart några få årtionden av fred. Under dessa krig har dvärgarna "
|
||
"inte kunnat köra ut alverna från de djupa skogarna i söder, men de har "
|
||
"lyckats befästa sin position i kullarna och bergen på de norra delarna av "
|
||
"kontinenten, kända som Nordländerna. Sedan dess har de konstruerat "
|
||
"fantastiska fästningsanläggningar och boplatser djup inne bland bergen och "
|
||
"ravinerna i deras territorium.\n"
|
||
"\n"
|
||
"Dvärgarna är generellt sett misstänksamma eller till och med fientliga "
|
||
"gentemot de flesta andra raser, kanske p g a deras isolation. Detta gäller "
|
||
"särskilt mot alver. Det enda undantaget är människorna. Detta kan spåras "
|
||
"till Haldric den förstes tid och människornas och orchernas ankomst till "
|
||
"kontinenten. Dvärgarna började låta några människor, främst dissidenter och "
|
||
"fredlösa från Wesnoths kungadöme, bosätta sig i Nordländerna. Motivationen "
|
||
"var föga förvånande. Dessa individers svårigheter påminde dvärgarna om deras "
|
||
"egna tidiga historia av förföljelse, något som väckte känslor av "
|
||
"solidaritet. Dvärgarna hade även mycket att vinna på en allians med de "
|
||
"utstötta. De bosatte sig främst i områden som dvärgarna ogillade, som "
|
||
"slätter, skogar och träsk. Det här befriade dvärgarna från att försvara de "
|
||
"områdena.\n"
|
||
"\n"
|
||
"Dvärgarna är små till växten i mänskliga mått mätt, men de är på intet sätt "
|
||
"bräckliga. Deras krigare, härdiga och kraftfulla, är både respekterade och "
|
||
"fruktade över kontinenten för deras skicklighet i strid. Utöver det är "
|
||
"dvärgarna kända för deras beräknande intellekt och utomordentliga "
|
||
"hantverksskicklighet. Dvärgarnas smeder är vida berömda för deras dödliga "
|
||
"vapen och rustningar. Denna utrustning är utan like i kvalité, med det "
|
||
"möjliga undantaget av drakfolkets vapensmeder. Deras intelligens och "
|
||
"naturliga nyfikenhet har även gjort dem till den teknologiskt mest "
|
||
"utvecklade rasen på kontinenten. En av deras mest berömda, och fruktade, "
|
||
"upptäckter var det mystiska pulver som skapar en enorm explosion tillsammans "
|
||
"med eld eller gnistor. En del dvärgkrigare använder det här pulvret för att "
|
||
"skicka iväg små objekt i oerhörda hastigheter. Tack vare deras tekniska "
|
||
"böjelser är många dvärgar misstänksamma mot användare av magi. Några "
|
||
"tillämpar dock en form av magi baserad på graveringen av runor. Runsmeder, "
|
||
"som de kallas, använder dessa gravyrer för att förtrolla föremål så att "
|
||
"vissa av deras naturliga egenskaper förstärks."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:111
|
||
msgid "race^Elf"
|
||
msgstr "Alv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:112
|
||
msgid "race+female^Elf"
|
||
msgstr "Alv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:113
|
||
msgid "race^Elves"
|
||
msgstr "Alver"
|
||
|
||
#. [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 ""
|
||
"Jämfört med människor är alver något längre och smidigare, men inte lika "
|
||
"robusta. De har svagt spetsiga öron, blek hy och vanligtvis blont hår. Få "
|
||
"skillnader mellan människor och alver är lika påtagliga som deras långa liv. "
|
||
"De flesta alver, såvida de inte faller i krig eller drabbas av en sjukdom "
|
||
"eller olycka, lever i hela två och ett halvt århundrade. Medan några få "
|
||
"alver med starka magiska gåvor kan leva ytterligare ett århundrade,börjar de "
|
||
"flesta alver bli skröpliga någonstans mellan 250 och 300 års ålder och gå "
|
||
"bort strax därefter (vanligtvis inom ett år eller två).\n"
|
||
"\n"
|
||
"Alver har en mindre mängd inneboende magi. Även om de flesta inte kan "
|
||
"använda den direkt, ger dess närvaro dem skarpare sinnen och deras långa "
|
||
"liv. Många alver har magiskt förstärkta talanger som t ex prickskytte eller "
|
||
"förmågan att förbli osedda, vilket låter dem utföra dåd som många andra "
|
||
"varelser finner förunderliga. De alver som lär sig att hantera sin kraft mer "
|
||
"påtagligt kan uppnå rent formidabla nivåer. Många väljer att använda sina "
|
||
"förmågor till att hela andra.\n"
|
||
"\n"
|
||
"Några får alver, som kommit långt på magins och mystikens vägar, blir "
|
||
"känsliga för närvaron av kallt järn och kan till och med bli brända av det. "
|
||
"Alvernas legender antyder att detta var något som var vanligare förr.\n"
|
||
"\n"
|
||
"Alverna spenderar mycket av sin tid med att förbättra sina talanger och "
|
||
"färdigheter. De utan direkt magisk förmåga ägnar istället sin tid till "
|
||
"fysiska färdigheter. Som ett resultat är alverna oöverträffbara i bågskytte, "
|
||
"som kanske är deras viktigaste tillgång i krigstider. De flesta alvtrupper "
|
||
"bär med sig en båge och inga andra raser kan mäta sig med deras bågskyttar i "
|
||
"hastighet och träffsäkerhet. Alla alver har även en stark kärlek till den "
|
||
"orörda naturen. De känner sig ofta obekväma i öppna obeväxta miljöer. De bor "
|
||
"mestadels i skogarna på Stora kontinenten; Aethenskogen i sydväst, Wesmere i "
|
||
"nordväst and de stora nordliga skogarna av vilka Lintanirskogen utgör den "
|
||
"södra utkanten.\n"
|
||
"\n"
|
||
"Alverna är den äldsta rasen på kontinenten, med det eventuella undantaget av "
|
||
"trollen. Många av deras bosättningar kan inte längre dateras med säkerhet, "
|
||
"men har utan tvekan existerat i över ett årtusende."
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:132
|
||
msgid "race^Falcon"
|
||
msgstr "Falk"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:133
|
||
msgid "race+female^Falcon"
|
||
msgstr "Falk"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:134
|
||
msgid "race^Falcons"
|
||
msgstr "Falkar"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:145
|
||
msgid "race^Goblin"
|
||
msgstr "Vätte"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:146
|
||
msgid "race+female^Goblin"
|
||
msgstr "Vätte"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Goblins"
|
||
msgstr "Vättar"
|
||
|
||
#. [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 ""
|
||
"Vättarna är, trots sitt utseende, syskon till orcher och medlemmar av samma "
|
||
"ras. Medan andra raser vanligtvis får ett eller två barn åt gången föder "
|
||
"orcher hela kullar av barn, något som orsakar befolkningsexplosioner. I "
|
||
"varje given kull är det bara en eller två orcher som kommer växa upp till "
|
||
"full storlek och styrka. Ytterligare några kommer bli halv-orcher: märkbart "
|
||
"svagare än sina bröder och begränsade till understödsroller i strid, så som "
|
||
"bågskytte. Resten, oftast mer än hälften av kullen, blir vättar. Vättar är "
|
||
"ynkliga och sköra, sällan större eller kraftigare än ett människobarn. De "
|
||
"föds in i ett liv av liv som inte är nämnvärt bättre än slaveri under sina "
|
||
"större släktingar och är de som offras först i en strid. De frodas trots "
|
||
"sitt sorgliga öde, dels eftersom de är så mänga, dels eftersom deras "
|
||
"orchbröder är väl medvetna om att der är beroende av vättarnas antal.\n"
|
||
"\n"
|
||
"Vättarna utför större delen av det fysiska arbetet som orcherna behöver få "
|
||
"gjort, med undantag av de jobb som faktiskt kräver en orchs fulla styrka. De "
|
||
"jobben ser orcherna istället som ett bevis på deras överlägsenhet."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:163
|
||
msgid "race^Gryphon"
|
||
msgstr "Grip"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:164
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Grip"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:165
|
||
msgid "race^Gryphons"
|
||
msgstr "Gripar"
|
||
|
||
#. [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 "Människa"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:185
|
||
msgid "race+female^Human"
|
||
msgstr "Människa"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:186
|
||
msgid "race^Humans"
|
||
msgstr "Människor"
|
||
|
||
#. [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 ""
|
||
"Den mänskliga rasen är extremt mångfaldig. De kom ursprungligen från den "
|
||
"Gamla kontinenten, men människorna har spridit sig över hela världen och "
|
||
"splittrats upp i många olika kulturer och raser. Även om de saknar en "
|
||
"inneboende magi till skillnad från många andra varelser, kan människorna "
|
||
"lära sig hantera flera olika sorters magi än många andra raser. De saknar "
|
||
"extra färdigheter utöver sin drivkraft och flexibilitet. Trots att de ofta "
|
||
"har en kylig relation till andra raser, kan de ibland forma allianser med de "
|
||
"mindre aggressiva av dem, så som alver och dvärgar. De mindre etiskt sinnade "
|
||
"människorna kan även tänka sig att kontraktera legosoldater bland orcherna. "
|
||
"De har inga naturliga fiender, även om de flesta människor, såsom alla andra "
|
||
"raser, hyser en instinktiv avsky mot vandöda. Människorna är kortare än "
|
||
"alverna, men längre än dvärgarna. Färgen på deras hy kan variera från nästan "
|
||
"vit till mörkt brun.\n"
|
||
"\n"
|
||
"<header>text='Kronans undersåtar'</header>\n"
|
||
"Många olika människogrupper existerar, men majoriteten av dem som bor på "
|
||
"Stora kontinenten är undersåtar i Wesnoths kungadöme. Människorna kom först "
|
||
"till den Stora kontinenten från ett land långt till väster, på andra sidan "
|
||
"havet, kallat Gröna ön. Det dröjde inte länge innan de etablerat sig på "
|
||
"inlandet i sin huvudstad Weldyn. Under de följande århundradena har de byggt "
|
||
"en rad med städer över kontinenten. Soldaterna i Wesnoths kungadöme skyddar "
|
||
"landet och utgör den mest organiserade militära makten i den lända världen. "
|
||
"Dess krigare kommer från landets huvudprovinser, där alla gör värnplikt vid "
|
||
"en tidig ålder.\n"
|
||
"\n"
|
||
"<header>text='Klanmedlemmarna'</header>\n"
|
||
"Wesnoths östra provinser, kända som Klanernas hemland, Har en geografi som "
|
||
"består av mer öppna vidder och böljande kullar jämfört med de västra, mer "
|
||
"civiliserade provinserna. De utgör hemmet för Hästklanerna, som är allierade "
|
||
"med, men oberoende av, Wesnoths kungamakt. De vidhåller noggrant sin unika "
|
||
"identitet. Vissa anser de vara en lydstat under Wesnoths kungadöme, som "
|
||
"sänder mat och soldater till kronan i utbyte mot beskydd. Andra anser att de "
|
||
"står på jämn fot med den västra halvan av Wesnoth. Oavsett vilket så har "
|
||
"inte de östra provinserna en värnpliktsarmé i samma anda som västra Wesnoth. "
|
||
"Bland Klanerna är krigsträning en del av livet. Föräldrarna lär sina barn "
|
||
"att rida, slåss och skjuta med båge från en tidig ålder. Generellt sett är "
|
||
"klanernas krigare mindre organiserade än de civiliserade krigarna, men deras "
|
||
"styrkor och svagheter kompletterar varandra väl."
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:203
|
||
msgid "race^Khalifate Human"
|
||
msgstr "Kalifat"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:204
|
||
msgid "race+female^Khalifate Human"
|
||
msgstr "Kalifat"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:205
|
||
msgid "race+plural^Khalifate"
|
||
msgstr "Kalifater"
|
||
|
||
#. [race]: id=khalifate
|
||
#: data/core/units.cfg:206
|
||
msgid "This race does not have a description yet."
|
||
msgstr "Den här rasen har ingen beskrivning än."
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:217
|
||
msgid "race^Saurian"
|
||
msgstr "Ödlefolket"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:218
|
||
msgid "race+female^Saurian"
|
||
msgstr "Ödlefolket"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:219
|
||
msgid "race^Saurians"
|
||
msgstr "Ödlefolket"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Mechanical"
|
||
msgstr "Konstruktion"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:230
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Konstruktioner"
|
||
|
||
#. [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 ""
|
||
"Med ett liv som vaken kommer naturligt eller via mörk magi, är "
|
||
"<italic>text='konstruktioner'</italic> maskiner som konstruerats av en "
|
||
"intelligent varelse. De flesta konstruktioner kan varken tänka eller "
|
||
"förflytta sig på egen hand, men några få har fått även dessa förmågor med "
|
||
"magiska formler."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:240
|
||
msgid "race^Merman"
|
||
msgstr "Sjöfolket"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:241
|
||
msgid "race^Mermaid"
|
||
msgstr "Sjöfolket"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:242
|
||
msgid "race^Mermen"
|
||
msgstr "Sjöfolket"
|
||
|
||
#. [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 ""
|
||
"Sjöfolket, en blandning mellan människor och fisk, är en mystisk ras med "
|
||
"såväl fisklika som mänskliga egenskaper. De har starka svansar som ger dem "
|
||
"hög hastighet i alla vatten, medan deras flinka händer och intelligenta "
|
||
"sinnen ger dem en förfinad hantverkskonst och utmärkta verktyg. Halv "
|
||
"vattenlevande av naturen kan Sjöfolket andas såväl luft som vatten utan "
|
||
"svårighet. Trots att de kan överleva utan problem på land, är de mycket "
|
||
"snabbare och mer viga i vattnet. De återfinns därför sällan långt från "
|
||
"havet. De undviker vanligtvis torra land då de är klumpiga och tafatta där "
|
||
"och de har stora problem att förflytta sig över oländig terräng eller genom "
|
||
"skog."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:252
|
||
msgid "race^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:253
|
||
msgid "race+female^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Monsters"
|
||
msgstr "Monster"
|
||
|
||
#. [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 ""
|
||
"Ordet “monster” täcker många ohyggliga bestar som hemsöker såväl grottor som "
|
||
"vildmark, havets djup och andra avlägsna hörn av världen. De är också en "
|
||
"ständig närvaro i de olika folkens berättelser och mardrömmar."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:262
|
||
msgid "race^Naga"
|
||
msgstr "Nagafolket"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:263
|
||
msgid "race^Nagini"
|
||
msgstr "Naginer"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:264
|
||
msgid "race^Nagas"
|
||
msgstr "Nagafolket"
|
||
|
||
#. [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 ""
|
||
"Det ormlika nagafolket är en av raserna på den Stora kontinenten som vi vet "
|
||
"minst om. Detta beror dels på deras fientlighet gentemot främlingar och dels "
|
||
"på deras främmande miljö. Nagafolket är en av få raser som kan röra sig "
|
||
"fritt i vattnet, vilket ger dem tillgång till en hel värld som landborna "
|
||
"inte kan nå och ger dem mer avskildhet från de avskydda landborna. De är "
|
||
"dock inte äkta havsvarelser, och deras oförmåga att andas under vattnet gör "
|
||
"att de bävar inför havets djup. Genom att bo i kustområdena får de en "
|
||
"flyktväg över land från invånarna i havets djup samtidigt som de är utom "
|
||
"räckhåll från de som reser till fots, med häst eller via luften. Även om "
|
||
"Nagafolket har en skör fysik, är de ofta snabbare och smidigare än sina "
|
||
"motståndare. De har ibland konflikter med Sjöfolket när deras territorier "
|
||
"överlappar, men Nagafolket bosätter sig lika gärna i träsk och floder som "
|
||
"vid öppet vatten."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:273
|
||
msgid "race^Ogre"
|
||
msgstr "Rese"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:274
|
||
msgid "race+female^Ogre"
|
||
msgstr "Rese"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:275
|
||
msgid "race^Ogres"
|
||
msgstr "Resar"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:276
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Ogres are a wild and uncivilized race who dwell mainly in the wilderness "
|
||
#| "of the Great Continent. Physically, they resemble humans and orcs but are "
|
||
#| "larger and stronger. Even their adolescents are more than a match for "
|
||
#| "most men. Ogres are distrusted in many populated areas and usually either "
|
||
#| "avoid them or are driven out by force. Instead, they lurk the mountainous "
|
||
#| "areas on the edges of civilization, where hungry ogre bandits provide a "
|
||
#| "constant threat to travelers and caravans. While ogres are not "
|
||
#| "particularly intelligent or quick, their toughness and physical strength "
|
||
#| "make them a valuable asset in the armies of other races. They are "
|
||
#| "especially valued by more ruthless commanders who don't mind the ogres' "
|
||
#| "brutality. Little is known about their biology or society, if they can "
|
||
#| "truly be said to have one, but they are said to attack alongside wolves "
|
||
#| "and other beasts. Whether this is a sign of cooperation, domestication, "
|
||
#| "or simply mutual opportunism is not known."
|
||
msgid ""
|
||
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
|
||
"the Great Continent. Physically, they resemble humans and orcs but are "
|
||
"larger and stronger. Even their adolescents are more than a match for most "
|
||
"men. Ogres are distrusted in many populated areas and usually either avoid "
|
||
"them or are driven out by force. Instead, they lurk the mountainous areas on "
|
||
"the edges of civilization, where hungry ogre bandits provide a constant "
|
||
"threat to travelers and caravans. While ogres are not particularly "
|
||
"intelligent or quick, their toughness and physical strength make them a "
|
||
"valuable asset in the armies of other races. They are especially valued by "
|
||
"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
|
||
"known about their biology or society, if they can truly be said to have one, "
|
||
"but they are said to attack alongside wolves and other beasts. Whether this "
|
||
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
|
||
"known."
|
||
msgstr ""
|
||
"Resar är en vild och ociviliserad ras som har sin hemvist i vildmarkerna på "
|
||
"Stora kontinenten. Fysiskt liknar de människor och orcher, men de är större "
|
||
"och starkare. Även deras unga vuxna är svåra att ta sig an för de flesta "
|
||
"människorna. Resar är inte betrodda i många bebodda områden och undviker dem "
|
||
"vanligtvis eller blir utdriva med våld. De slinker istället omkring i "
|
||
"bergstrakterna i utkanten av civilisationen, där hungriga resar utgör ett "
|
||
"konstant hot mot resande och karavaner. Medan resar inte är speciellt "
|
||
"intelligenta eller kvicktänkta, gör deras tålighet och fysiska styrka dem "
|
||
"till en värdefull tillgång för de andra rasernas arméer. De uppskattas "
|
||
"speciellt av skoningslösa befälhavare som inte har något emot den så vanliga "
|
||
"brutaliteten hos resar. Nästan inget är känt om deras biologi eller "
|
||
"samhällsstruktur, om de nu verkligen har något, men de sägs attackera "
|
||
"tillsammans med vargar och andra djur. Om detta är ett samarbete, djur de "
|
||
"tämjt eller tillfälliga allianser är fortfarande inte känt."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:284
|
||
msgid "race^Orc"
|
||
msgstr "Orch"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:285
|
||
msgid "race+female^Orc"
|
||
msgstr "Orch"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:286
|
||
msgid "race^Orcs"
|
||
msgstr "Orcher"
|
||
|
||
#. [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 ""
|
||
"Till utseendet är orcher en blandning, hälften man och hälften odjur. De är "
|
||
"längre, kraftigare och starkare än människor. De är krigiska, barbariska och "
|
||
"grymma. Deras blod är tjockare och mörkare än människors och de bryr sig "
|
||
"föga om sin egen hygien eller sitt utseende. Även om orcher är våldsamma "
|
||
"varelser, t o m mot varandra, så är de likväl fortfarande flockdjur; en orch "
|
||
"reser aldrig lång och lever aldrig i grupper som är mindre en ett halvt "
|
||
"dussin individer.\n"
|
||
"\n"
|
||
"<header>text='Samhälle'</header>\n"
|
||
"Nästan alla orcher är medlemmar i en stam eller en klan. Relationerna mellan "
|
||
"stammarna är vanligtvis våldsamma, förutom när en gemensam fiende hotar "
|
||
"eller ifall ett gemensamt plundringståg ger dem anledning att förbise deras "
|
||
"fientligheter. Det händer att en starkare hövding träder fram för att leda "
|
||
"flera stammar, vanligtvis genom hot och våld. I fredstider tenderar en "
|
||
"orchstam att nästan uteslutande fokusera på att bygga upp styrkan inför "
|
||
"nästa väpnade konflikt. Orcherna besitter ett outvecklat skriftsystem där "
|
||
"det vanligaste bläcket är blod, men det används mest för att förmedla hot "
|
||
"och förolämpningar mellan de olika stammarnas ledare.\n"
|
||
"\n"
|
||
"Orchernas samhälle är uppbyggt kring styrka; den starkaste har makten och en "
|
||
"ledare behåller enbart makten, och livet, så länge ingen kan rycka makten "
|
||
"från honom. Det pågår en ständig maktkamp mellan de potentiella "
|
||
"stamhövdingarna. En ledare bland orcherna överlever i regel enbart att några "
|
||
"få korta år vid makten innan han blir dödad av nästa hövding — även om "
|
||
"historien innehåller några kända undantag. Orcher har ingen specifik "
|
||
"hederskod och medan rå styrka är den vanligaste vägen vägen till makten så "
|
||
"ser orcher lönnmord, gift och förräderi som fullt godtagbara metoder för att "
|
||
"nå sina mål.\n"
|
||
"\n"
|
||
"Orcher lever mestadels ute på landsbygden, ofta i utlöparna till eller uppe "
|
||
"bland bergen, ibland i i grottor. De varken odlar grödor eller håller "
|
||
"boskap, utan är istället effektiva jägare tack vare sin fysik och "
|
||
"brutalitet. På grund av deras stammars storlek utrotar de ofta allt djurliv "
|
||
"som är större än gnagare runt om sin boning på en ganska kort tid. Detta gör "
|
||
"att orcherna ofta har en halvnomadisk livsstiloch aldrig stannar länge i en "
|
||
"region. De större stammarna kan etablera sig i ett område under flera år "
|
||
"eller till och med årtionden, med stora lägerplatser som närmast liknar "
|
||
"städer, men även dem är snabbt nerrivna och övergivna om det finns ett behov "
|
||
"av att flytta på horden av orcher.\n"
|
||
"\n"
|
||
"De äldsta kända orcherna har nått en ålder av 50-60 års ålder, men få "
|
||
"individer har uppnått två, än mindre tre decennier innan de mött slutet i "
|
||
"ett krig eller blivit mördade av en frände. De äldsta orcherna är ofta "
|
||
"schamaner, som kanske är de enda som flertalet orcher ser som pålitliga och "
|
||
"neutrala. Ursprunget till det här synsättet är okänt, särskilt som "
|
||
"schamanerna agerar rådgivare snarare än att de bidrar direkt till samhället "
|
||
"— något som orcher aldrig skulle tolerera annars. Schamanerna utgör på många "
|
||
"sätt motsatsen till de flesta orcher: de är oftast skröpliga, med liten "
|
||
"eller ingen skicklighet i strid. Trots att orcher sätter så stor vikt vid rå "
|
||
"styrka är det långt ifrån alla orcher som växer upp med någon nämnvärd "
|
||
"styrka. Många orcher föds istället mindre och svagare än de andra och blir "
|
||
"satta på plats redan som nyfödda av sina starkare syskon. De starkare kommer "
|
||
"som regel ta mestadels av den tillgängliga maten och på så sätt växa sig än "
|
||
"starkare, medan deras svagare syskon inte får chansen. Många av dessa "
|
||
"svagare individer tenderar att specialisera sig på andra förmågor, som "
|
||
"bågskytte eller lönnmord."
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:303
|
||
msgid "race^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:304
|
||
msgid "race+female^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:305
|
||
msgid "race^Trolls"
|
||
msgstr "Troll"
|
||
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:326
|
||
msgid "race^Undead"
|
||
msgstr "Vandöd"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:327
|
||
msgid "race+female^Undead"
|
||
msgstr "Vandöda"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:328
|
||
msgid "race+plural^Undead"
|
||
msgstr "Vandöda"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:329
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Undead are not really a single race of creatures, although often treated "
|
||
#| "as such. Almost any dead creature can, by a sufficiently skilled "
|
||
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
|
||
#| "most part unnatural but mindless constructs, obeying whoever created them "
|
||
#| "without question nor thought. A greater mystery of necromancy is in how "
|
||
#| "constructs are sustained without continuous effort from the necromancer. "
|
||
#| "An undead creature does not require the constant attention of the "
|
||
#| "necromancer to command and sustain, but can work autonomously according "
|
||
#| "to the commands of it’s master. Only rarely, perhaps once every few "
|
||
#| "months, does the necromancer need to maintain his creation.\n"
|
||
#| "\n"
|
||
#| "Necromancy is almost solely limited to humans. Even the legends of "
|
||
#| "magically apt races like elves and mermen tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "While undead lords arrived on the Great Continent in considerable numbers "
|
||
#| "only in the wake of Haldric I, they were not completely unheard of by "
|
||
#| "elves and dwarves before that."
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
|
||
"be reanimated and rise again in undeath. Undead are for the most part "
|
||
"unnatural but mindless constructs, obeying whoever created them without "
|
||
"question nor thought. A greater mystery of necromancy is in how constructs "
|
||
"are sustained without continuous effort from the necromancer. An undead "
|
||
"creature does not require the constant attention of the necromancer to "
|
||
"command and sustain, but can work autonomously according to the commands of "
|
||
"its master. Only rarely, perhaps once every few months, does the necromancer "
|
||
"need to maintain his creation.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and 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 ""
|
||
"Vandöda är egentligen inte en sammanhållen ras, även om de oftast behandlas "
|
||
"som om de vore det. Nästan alla döda varelser kan väckas till liv igen och "
|
||
"förvandlas till vandöda, så länge nekromantikern är skicklig nog. Vandöda är "
|
||
"oftast onaturliga men även sinneslösa varelser som lyder deras nya skapare "
|
||
"utan invändningar. Ett av de större mysterierna är hur de onaturliga "
|
||
"skapelserna hålls uppe utan en kontinuerlig ansträngning från "
|
||
"nekromantikern. En vandöd varelse kan, utan nekromantikerns ständiga uppsikt "
|
||
"eller stöd, arbeta på egen hand för att uppfylla sin mästares order. "
|
||
"Nekromantikern behöver inte förnya bandet dem emellan annat än ytterst "
|
||
"sälla, kanske med några månaders mellanrum.\n"
|
||
"\n"
|
||
"Nekromantik återfinns nästen enbart hos människorna. Till och med bland "
|
||
"legenderna hos alver, sjöfolk och andra magiskt erfarna raser finner man få "
|
||
"berättelser om magiker som gett sig i kast med de mörkare konsterna. Man har "
|
||
"antagit att nekromantik kräver stor anpassningsbarhet och ett flexibelt "
|
||
"sinne, någon man finner oftare hos människor. Det slutgiltiga målet för de "
|
||
"flesta nekromantiker är att använda sina kunskaper på sig själva, att "
|
||
"förvandla sig själva utan tanke på konsekvenserna, för att lura döden genom "
|
||
"att bevara det egna väsendet.\n"
|
||
"\n"
|
||
"<header>text='Geografi'</header>\n"
|
||
"Emedan de vandöda mästarna syntes i större antal på den Stora kontinenten "
|
||
"först efter Haldric den förstes tid, så var de inte helt okända bland alver "
|
||
"och dvärgar innan dess."
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:342
|
||
msgid "race^Wolf"
|
||
msgstr "Varg"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:343
|
||
msgid "race+female^Wolf"
|
||
msgstr "Varg"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:344
|
||
msgid "race^Wolves"
|
||
msgstr "Vargar"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:354
|
||
msgid "race^Wose"
|
||
msgstr "Ent"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:355
|
||
msgid "race^Woses"
|
||
msgstr "Enter"
|
||
|
||
#. [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 HP"
|
||
|
||
#: src/help/help.cpp:182
|
||
msgid "Close"
|
||
msgstr "Stäng"
|
||
|
||
#: src/help/help.cpp:185
|
||
msgid "The Battle for Wesnoth Help"
|
||
msgstr "Hjälp om Kampen om Wesnoth"
|
||
|
||
#: src/help/help.cpp:240
|
||
msgid "Parse error when parsing help text: "
|
||
msgstr "Tolkningsfel när hjälptexten tolkades: "
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "skuggsteg"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Plague:\n"
|
||
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~| "unit identical to and on the same side as the unit with the Plague "
|
||
#~| "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgid ""
|
||
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~ "unit identical to and on the same side as the unit with the Plague "
|
||
#~ "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgstr ""
|
||
#~ "Pest:\n"
|
||
#~ "När en trupp dödas av pestsmitta, ersätts truppen av en likadan, men som "
|
||
#~ "tillhör sidan som pestsmittade truppen. (Detta fungerar inte mot vandöda "
|
||
#~ "eller trupper i byar.)"
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Snabb"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Tålig"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Stark"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Orädd"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Vild"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Lojal"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Vandöd"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Konstruktion"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Elementarande"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Träffsäker"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Livskraftig"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Enfaldig"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Långsam"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Svag"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Åldrad"
|
||
|
||
#, 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 ""
|
||
#~ "I strid kommer dina trupper oundvikligen att skadas. När en trupp "
|
||
#~ "<ref>dst='experience_and_advancement' text='befordras'</ref> så återfår "
|
||
#~ "den samtidigt sin fulla styrka. Befordran sker när striden mellan din "
|
||
#~ "trupp och motståndartruppen är slut för innevarande drag, oavsett om det "
|
||
#~ "är ditt drag eller inte. I Wesnoth kan dina trupper helas på många olika "
|
||
#~ "sätt. Det gemensamma för dessa olika sätt är att de äger rum i början av "
|
||
#~ "ditt drag, innan några order ges."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Fraktioner"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Översikt"
|
||
|
||
#~ msgid "Fundamentals of Gameplay"
|
||
#~ msgstr "Grundläggande spelteknik"
|
||
|
||
#~ 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"
|
||
#~ "Till att börja med är det bäst att klicka på <bold>text='Träningsspel'</"
|
||
#~ "bold> på huvudmenyn. Här lär du lär dig grunderna i spelet. När du tränat "
|
||
#~ "klart, rekommenderas att du spelar kampanjen Tronarvingen först - klicka "
|
||
#~ "på <bold>text='Kampanj'</bold> och därefter <italic>text='Tronarvingen'</"
|
||
#~ "italic>. Då <italic>text='Kampen om Wesnoth'</italic> kan vara riktigt "
|
||
#~ "utmanande, bör du kanske börja med en lätt kampanj."
|
||
|
||
#~ 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 ""
|
||
#~ "Dessa sidor ger en översikt över allt du behöver veta för att spela "
|
||
#~ "<italic>text='Kampen om Wesnoth'</italic>. De tar upp hur man spelar och "
|
||
#~ "de grundläggande mekanismer som styr spelet. De här sidorna fylls på med "
|
||
#~ "ytterligare information efter hand som du spelar och stöter på nya "
|
||
#~ "aspekter av spelet. Om du följer länkarna får du mer detaljerad "
|
||
#~ "information angående särskilda situationer och undantag."
|
||
|
||
#~ 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='Kampanjer'</italic> består av flera scenarier som följer "
|
||
#~ "efter varandra och berättar en sammanhängande historia. I en kampanj "
|
||
#~ "måste du ofta spela mer försiktigt och noggrant och hålla dina bästa "
|
||
#~ "trupper vid liv så att de kan användas i senare scenarier i kampanjen."
|
||
|
||
#~ 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 ""
|
||
#~ "Spelet utspelar sig över en serie av slag, eller "
|
||
#~ "<italic>text='scenarier'</italic>. I varje scenario ställs dina trupper "
|
||
#~ "mot en eller flera motståndares trupper. Du kan spela mot datorn eller "
|
||
#~ "mot dina vänner, där ni turas om med att sitta vid datorn och göra era "
|
||
#~ "drag (heta stolen-spel). Om din dator är uppkopplad i ett nätverk så kan "
|
||
#~ "du också spela mot andra som är uppkopplade mot samma nätverk. Om din "
|
||
#~ "dator har tillgång till internet så kan du spela mot andra över internet."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Erfarenhet och befordran"
|
||
|
||
#~ 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='Livskraftiga'</italic> trupper har 1 HP plus 1 HP per nivå "
|
||
#~ "mer än normalt och vid vila återfår truppen de vanliga två hälsopoängen "
|
||
#~ "om den inte har stridit. De lider även en fjärdedels mindre skada från "
|
||
#~ "gift."
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Hjälp"
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Trupper med den här specialattacken'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Trupper som har den här egenskapen'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Ledare: "
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Rekryter: "
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Era:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Fraktioner:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Fraktioner används enbart i gruppsel"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Terrain"
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "Terräng"
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "nivå"
|
||
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "Befordras från: "
|
||
|
||
#, fuzzy
|
||
#~| msgid "Factions:"
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "Fraktioner:"
|
||
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "Diverse"
|
||
|
||
#~ msgid "Race: "
|
||
#~ msgstr "Ras: "
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "Förmågor: "
|
||
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "Uppgradering av förmågor: "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "HP: "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "Förflyttning: "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "Kostnad: "
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "Sinnelag: "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "EP för nästa nivå: "
|
||
|
||
#~ msgid "unit help^Attacks"
|
||
#~ msgstr "Attacker"
|
||
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "Namn"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "Typ"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "Slag"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "Räckvidd"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "Specialitet"
|
||
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Motståndskraft mot olika attacker"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "Attacktyp"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "Motståndskraft"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "Terräng"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "Försvar"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "Förflyttningskostnad"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Tillbaka"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Fram >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Referens till okänt ämne: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "trasig originalfil"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Kast"
|
||
|
||
#~ 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 ""
|
||
#~ "En av formerna hos drakfolket. Var antingen en <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='draksoldat'</ref> eller en <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='drakkämpe'</ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Näste"
|
||
|
||
#~ 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 ""
|
||
#~ "En gigantisk slotts-lik struktur som huserar en <ref>dst='flight' "
|
||
#~ "text='flock'</ref>. I nästet finner man <ref>dst='breeding_pen' "
|
||
#~ "text='avelsfållorna'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "avelsfålla"
|
||
|
||
#~ 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 ""
|
||
#~ "Avdelningen i ett <ref>dst='aerie' text='näste'</ref> där de apatiska "
|
||
#~ "<ref>dst='breeder' text='avelsdrakarna'</ref> lever under "
|
||
#~ "<ref>dst='dominant' text='alfa-hanen'</ref>s vakande öga."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Avelscykel"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "Tiden som passerar mellan två <ref>dst=egg text='ägg'</ref>-läggningar."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Världhavet "
|
||
|
||
#~ 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 ""
|
||
#~ "Världhavet är namnet på de vida vattenmassorna som omger "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>s öar. Drakfolket tror att det "
|
||
#~ "slutar vid <ref>dst='abyss' text='Avgrunden'</ref>, ett mäktigt, enormt "
|
||
#~ "vattenfall."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "Nya kontinenten"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "New Continent -- 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."
|
||
#~ 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 ""
|
||
#~ "Nya kontinenten -- Den stora kontinenten öst om <ref>dst='morogor' "
|
||
#~ "text='Morogor'</ref>. Dess existens är inte känd för drakfolket före "
|
||
#~ "tiden för Galuns flock."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Avgrunden"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "I drakfolkets mytologi, ett mäktigt, enormt vattenfall där havet rinner "
|
||
#~ "över jordens kant."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Spiral-vägen"
|
||
|
||
#~ 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 ""
|
||
#~ "En halvhemlig organisation hos drakfolket, vars syfte är att undvika ett "
|
||
#~ "samhällsförödande krig. Se även <ref>dst='straight_path' text='Raka "
|
||
#~ "vägen'</ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Raka vägen"
|
||
|
||
#~ 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 ""
|
||
#~ "'Drakfolkets tradition av ständig expansion och erövring. Den här termen "
|
||
#~ "används mest av medlemmarna av <ref>dst='spiral_path' text='Spiral-"
|
||
#~ "vägen'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Alfahane"
|
||
|
||
#~ 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='Aspiranten'</ref> som träder fram som en av "
|
||
#~ "drakfolket ledare, den enda i stammen som har får para sig med "
|
||
#~ "<ref>dst='breeder' text='avelshonorna'</ref>. I sällsynta fall kan han ge "
|
||
#~ "andra i stammen samma privilegie."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulkaniad"
|
||
|
||
#~ 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 ""
|
||
#~ "Den (oregelbundna) tidscykeln mellan två utbott hos "
|
||
#~ "<ref>dst='mount_morogor' text='Morogors toppar'</ref>. Den "
|
||
#~ "<ref>dst='long_count' text='långa cykelns'</ref> kalender baseras på den."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Upptecknare"
|
||
|
||
#~ 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 ""
|
||
#~ "En upptecknare är lärd medlem av drakfolket som har bemästrat deras "
|
||
#~ "<ref>dst='drakish_script' text='skriftspråk'</ref>. Upptecknarna är det "
|
||
#~ "enda <ref>dst='caste' text='kast'</ref> hos drakfolket som inte är "
|
||
#~ "biologiskt definierat. De rekryterar istället medlemmar från alla de "
|
||
#~ "andra kasten."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Ruvning"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr "En del av <ref>dst='breeding_cycle' text='avelscykeln'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Kläckning"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Nyckläckt"
|
||
|
||
#~ 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 ""
|
||
#~ "En av drakfolkets ynglingar som ännu inte sett en ny generation kläckas. "
|
||
#~ "De allra yngsta bland de nykläckta är bland de mest aggressiva i "
|
||
#~ "<ref>dst='flight' text='flocken'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Duvunge"
|
||
|
||
#~ 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 ""
|
||
#~ "En av drakfolkets ynglingar som har sett en ny generation kläckas. Om "
|
||
#~ "<ref>dst='flight' text='flocken'</ref> har klarar att förlora en "
|
||
#~ "generation, börjar de <ref>dst='swarming' text='svärma'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Avelshona"
|
||
|
||
#~ 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 ""
|
||
#~ "Drakfolkets honor. De är sällsynta eftersom <ref>dst='egg' text='äggen'</"
|
||
#~ "ref> som blir avelshonor måste hanteras extra varsamt. Antalet avelshonor "
|
||
#~ "begränsas också av hur många de övriga bland drakfolket är, eftersom "
|
||
#~ "avelshonorna är oförmögna att ta hand om sig själva medan de ruvar. "
|
||
#~ "Drakfolkets avelshonor blir fertila efter de upplevt nästa "
|
||
#~ "<ref>dst='hatching' text='kläckning'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "ägg från drakfolket"
|
||
|
||
#~ 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='Kastet'</ref> den <ref>dst='nykläckta' "
|
||
#~ "text='Hatchling'</ref> kommer tillhöra bestäms av tiden den ruvas och "
|
||
#~ "till viss del den omgivande temperaturen."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Flock"
|
||
|
||
#~ 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 ""
|
||
#~ "Stam hos drakfolket. Bor i ett <ref>dst='aerie' text='näste'</ref> och "
|
||
#~ "kontrollerar en jaktmark. Varje stam har en <ref>dst='dominant' "
|
||
#~ "text='alfahane'</ref>, som kontrollerar parnings-privilegiet."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Aspirant"
|
||
|
||
#~ msgid ""
|
||
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
|
||
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
|
||
#~ "secretion of the hormone is caused by hunt and combat actions in which "
|
||
#~ "the drake is involved."
|
||
#~ msgstr ""
|
||
#~ "Hane av drakfolket som har genomgått den hormonella förvandling som gör "
|
||
#~ "att han kan para sig med <ref>dst='breeder' text='avelshonorna'</ref>. "
|
||
#~ "Hormonet utsöndras under jakt och krig som hanen deltar i."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Upphöjd"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Drakfolkets namn för en sann <ref>dst='unit_Fire Dragon' text='drake'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Intendent"
|
||
|
||
#~ 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 ""
|
||
#~ "En <ref>dst='aspirant' text='aspirant'</ref> som är en "
|
||
#~ "<ref>dst='dominant' text='alfahanne'</ref>s löjtnant. Traditionellt sett "
|
||
#~ "har alfahanen en från varje <ref>dst=caste text='kast'</ref> utöver hans "
|
||
#~ "eget. Ytterligare 'intendenter' utses ibland för specifika "
|
||
#~ "ansvarsområden. Intendenter är de som troligast får tillstånd att para "
|
||
#~ "sig, särskilt efter väl utförda tjänster."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "svärm"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "<ref>dst='swarmlings' text='Svärmare'</ref> som lämnat <ref>dst='aerie' "
|
||
#~ "text='nästet'</ref> för att grunda ett nytt."
|
||
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "svärma"
|
||
|
||
#, fuzzy
|
||
#~| 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>"
|
||
#~ 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='Flocken'</ref>bildningen för ett av drakfolkets "
|
||
#~ "nya <ref>dst='aerie' text='nästen'</ref> som sker varje "
|
||
#~ "<ref>dst='breeding_cycle' text='avelscykel</ref>. Se även "
|
||
#~ "<ref>dst='swarm' text='svarm'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Löpare"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr "Drakfolkets term för förrymda slavar, jagas ofta som sport."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Morogors toppar"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Vulkan på den centrala ön i <ref>dst='morogor' text='Morogors'</ref> "
|
||
#~ "övärld."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Långa cykeln"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Drakfolkets kalender som baseras på <ref>dst='vulcaniad' "
|
||
#~ "text='Vulkaniader'</ref> och <ref>dst=breeding_cycle text='Avelscyklar'</"
|
||
#~ "ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Lång-gris"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "Pidgin-ord från de södra haven, används för att översätta ett av "
|
||
#~ "drakfolkets ord med samma betydelse."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Keramik"
|
||
|
||
#~ 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 ""
|
||
#~ "Drakfolket utför metallarbeten, men är mästare över keramikhantverket. "
|
||
#~ "Det är bara <ref>dst='unit_Drake Burner' text='sotbrännarna'</ref> som "
|
||
#~ "kan generera hettan som krävs för att härda verken ordentligt."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Drakiska, skrift"
|
||
|
||
#~ 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 ""
|
||
#~ "Drakfolkets skrivna språk. Bevarat på <ref>dst='ceramic' text='keramik'</"
|
||
#~ "ref>plattor av <ref>dst='recorder' text='uppskrivare'</ref>."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Drakiska, språk"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "Drakfolkets språk."
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Slätt"
|
||
|
||
#~ 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='Slätter'</italic> representerar öppna grästäckta vidder, "
|
||
#~ "både betesmarker, odlad mark samt vildmark. Eftersom terrängen är öppen, "
|
||
#~ "så är slätterna mycket lätta att förflytta sig över, men de är samtidigt "
|
||
#~ "svåra att sätta upp bra försvar i. De truppslag som klarar sig bäst i "
|
||
#~ "denna terräng är kavalleri eller andra snabba truppslag som kan dra nytta "
|
||
#~ "av utrymmet.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 30-40% försvar på slätter."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Väg"
|
||
|
||
#~ 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='Vägar'</italic> består av jord som blivit hårt packad av de "
|
||
#~ "många resenärer som färdats på dem. I spelet fungerar vägar på samma sätt "
|
||
#~ "som <ref>dst='terrain_flat' text='slätt'</ref>-terräng.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "Skog"
|
||
|
||
#~ 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='Skogar'</italic> representerar skogslandskap med "
|
||
#~ "tillräckligt med markväxtlighet för att bromsa framfart. Skogarna sinkar "
|
||
#~ "de flesta, men de ger ofta bättre försvar än öppen mark. Kavalleri har "
|
||
#~ "dock så stora svårigheter i skog att alla fördelar med att inte synas på "
|
||
#~ "håll upphävs. Alver utgör ett undantag; de har full rörlighet i skog och "
|
||
#~ "de får också en betydande fördel i försvar. Dvärgar utgör ett annat "
|
||
#~ "undantag; de kan ta sig igenom skogar utan större hinder, men deras ovana "
|
||
#~ "i terrängen ger dem inte någon försvarsfördel.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 50% försvar i skog, men kavalleri har 30%. Alver "
|
||
#~ "har däremot 60-70% försvar, även till häst. Dvärgar har vanligtvis bara "
|
||
#~ "30% försvar i skog.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "Kullar"
|
||
|
||
#~ 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='Kullar'</italic> representerar relativt oländig terräng, "
|
||
#~ "med tillräckligt med höjdskillnader för att ge skydd. Kullar är svåra att "
|
||
#~ "förflytta sig i för de flesta trupper. Dvärgar, troll och orcher är dock "
|
||
#~ "så bekanta med terrängen att de kan ta sig fram utan problem. Kavalleri "
|
||
#~ "har sådana svårigheter att terrängens skyddsfördelar upphävs. \n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har omkring 50% försvar i kullar, medan kavalleri har "
|
||
#~ "40% som bäst. Dvärgar har 60% försvar i kullar.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Berg"
|
||
|
||
#~ 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='Berg'</italic> är terräng som är så pass brant att trupper "
|
||
#~ "ofta måste klättra över hinder för att förflytta sig. Detta ger en "
|
||
#~ "avsevärd försvarsfördel för de flesta truppslag, men det skapar också "
|
||
#~ "stora svårigheter vid färd. Merparten av de hästburna trupperna kan inte "
|
||
#~ "ta sig upp i bergig terräng; dock är alvernas kavalleri och vättarnas "
|
||
#~ "vargryttare undantag till detta. Då bergen är hemvisten för både dvärgar "
|
||
#~ "och troll så kan de ta sig fram utan problem.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 60% försvar i berg; dvärgar har 70%."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "Träsk"
|
||
|
||
#~ 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='Träsk'</italic> representerar våtmarker av olika slag. De "
|
||
#~ "sinkar nästan alla och försvårar för effektivt försvar. Undantag till "
|
||
#~ "detta är raser som rör sig fritt i vatten; dessa får goda förflyttnings- "
|
||
#~ "och försvarsfördelar. De som bor och arbetar i våtmarker har lärt sig att "
|
||
#~ "hantera denna terräng.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 30% försvar i träsk. Sjöfolket, nagafolket och "
|
||
#~ "ödlefolket har oftast 60% försvar."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Grunt vatten"
|
||
|
||
#~ 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='Grunt vatten'</italic> representerar alla sorters "
|
||
#~ "vattensamlingar där vattnet är djupt nog att räcka ungefär upp till "
|
||
#~ "midjan på en människa. Detta sinkar de flesta och gör dem helt öppna för "
|
||
#~ "anfall. Dvärgar har stora svårigheter i grunt vatten, eftersom vattnet "
|
||
#~ "når dem nästan över huvudet. Undantaget är raser som naturligt tar sig "
|
||
#~ "fram i vatten, vilket ger dem avsevärda försvars- och "
|
||
#~ "förflyttningsfördelar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag får nöja sig med 20-30% försvar i grunt vatten, medan "
|
||
#~ "både sjöfolket och nagafolket har 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Djupt vatten"
|
||
|
||
#~ 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='Djupt vatten'</italic> representerar alla sorters "
|
||
#~ "vattensamlingar där vattnet är djupt nog att nå över en människas huvud. "
|
||
#~ "De flesta truppslag kan inte ta sig ut på djupt vatten, förutom de som "
|
||
#~ "kan flyga eller som är utomordentliga simmare.\n"
|
||
#~ "\n"
|
||
#~ "Både sjöfolket och nagafolket rör sig fritt på djupt vatten och har 50% "
|
||
#~ "försvar."
|
||
|
||
#~ msgid "Frozen"
|
||
#~ msgstr "Fryst"
|
||
|
||
#~ 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='Frusen'</italic> terräng representerar alla slättytor "
|
||
#~ "täckta av snö eller is. De flesta truppslag sinkas av snö och har svårare "
|
||
#~ "att försvara sig. Notera att simmade trupper, även dom som kan andas "
|
||
#~ "under vattnen, inte kan simma under is.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 20-40% försvar i frusen terräng."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "Borg"
|
||
|
||
#, fuzzy
|
||
#~| 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 all 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"
|
||
#~ 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 ""
|
||
#~ "En <italic>text='borg'</italic> är någon typ av permanent befästning. "
|
||
#~ "Nästan alla trupper får en avsevärd försvarsfördel när de befinner sig i "
|
||
#~ "en borg, och alla trupper rör sig utan hinder. Genom att placera trupper "
|
||
#~ "i en borg manifesterar man dess försvarskapacitet. Utan en trupp i varje "
|
||
#~ "borgruta kan en fiendetrupp smita in i borgen utan problem och dra nytta "
|
||
#~ "av borgens alla fördelar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta trupper har omkring 60% försvar i borgar.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "Sand"
|
||
|
||
#~ 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 ""
|
||
#~ " <italic>text='Sandens'</italic> instabilitet utgör ett stort hinder för "
|
||
#~ "de flesta truppslag och gör dem utsatta för attacker. Ödleliknande raser "
|
||
#~ "har fördelar i denna terräng tack vare deras breda fötter och ormlika "
|
||
#~ "kroppar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta trupper har 20-40% försvar i denna terräng."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Öken"
|
||
|
||
#~ 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='Öknar'</italic> har en något annorlunda sammansättning än "
|
||
#~ "små sandgropar eller stränder. I spelet behandlas dock sand och öken som "
|
||
#~ "samma terräng. Se <ref>dst='terrain_sand' text='sand'</ref>."
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "Grotta"
|
||
|
||
#~ 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='Grottor'</italic> representerar alla sorters underjordiska "
|
||
#~ "håligheter som är stora nog att röra sig i. De flesta truppslag är helt "
|
||
#~ "obekanta med denna terräng och har således svårigheter både ur "
|
||
#~ "förflyttnings- och försvarssynpunkt. Dvärgar och troll, som bor i "
|
||
#~ "grottor, har båda fördelar i denna terräng. Detta gäller särskilt dvärgar "
|
||
#~ "som genom sin ringa storlek kan ta sig förbi många hinder som andra raser "
|
||
#~ "inte kan forcera. Somliga grottor är <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='upplysta'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "De flesta trupper har 20-40% försvar i denna terräng, medan dvärgar har "
|
||
#~ "50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Klippgrotta"
|
||
|
||
#~ 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 ""
|
||
#~ "En <italic>text='klippgrotta'</italic> har formats av vatten och vind, "
|
||
#~ "som eroderat grottan till den form den har idag. Den liknar en skrovlig "
|
||
#~ "underjordisk grotta, vilket minskar de flesta truppslags effektivitet, "
|
||
#~ "men skapar goda försvarsmöjligheter. Dvärgar och troll, som är grottornas "
|
||
#~ "naturliga innevånare, har inga större svårigheter med denna sorts "
|
||
#~ "terräng. Dvärgar kan dra fördel av sin ringa storlek och manövrerar med "
|
||
#~ "lätthet denna terräng. Somliga grottor är "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='upplysta'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har omkring 50% försvar i klippgrottor, medan "
|
||
#~ "kavalleri är begränsat till 40%. Dvärgar har 60% försvar i klippgrottor."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Upplyst grotta"
|
||
|
||
#~ 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 ""
|
||
#~ "Sällsynta områden i den underjordiska världen är upplysta av ljus från "
|
||
#~ "ytan som skiner ner i mörkret. Detta ger redbara trupper en bonus och "
|
||
#~ "ljusskygga trupper ett avdrag på attacker. I alla andra avseenden är "
|
||
#~ "denna terräng ekvivalent med en normal <ref>dst='terrain_cave' "
|
||
#~ "text='grotta'</ref>."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "Svampdunge"
|
||
|
||
#~ 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 ""
|
||
#~ "En <italic>text='svampdunge'</italic> är en vidsträckt underjordisk skog "
|
||
#~ "av jättesvampar, som trivs utmärkt i det fuktiga mörkret. De flesta "
|
||
#~ "trupper har svårigheter med att navigera över det svampiga täcket av de "
|
||
#~ "mindre arterna, medan de kan dra stor försvarsfördel av de större. "
|
||
#~ "Beridna trupper har dock stora svårigheter och ser sin rörlighet kraftig "
|
||
#~ "begränsad. Vandöda trupper med sin naturliga dragning till förfall finner "
|
||
#~ "sig väl i svampskogar.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har mellan 50% och 60% försvar i svampdungor, medan "
|
||
#~ "kavalleri endast har 20%."
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "By"
|
||
|
||
#~ 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='Byar'</italic> representerar alla sorters grupperingar av "
|
||
#~ "hus och andra byggnader, vare sig de är uppförda av människor eller inte. "
|
||
#~ "Nästan alla truppslag, även kavalleri, manövrerar utan svårighet i byar, "
|
||
#~ "och de flesta trupper har försvarsfördelar i dem. Byar ger trupper "
|
||
#~ "möjlighet att rengöra och läka sina sår, vilket betyder att trupper som "
|
||
#~ "är placerade i byar antingen läker åtta hälsopoäng varje drag eller blir "
|
||
#~ "botade från gift.\n"
|
||
#~ "\n"
|
||
#~ "De flesta truppslag har 50-60% försvar i byar; kavalleri har 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Undervattensby"
|
||
|
||
#~ 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='Undervattensbyar'</italic> utgör hemmen för sjöfolket och "
|
||
#~ "nagafolket. Även om vattenlevande varelser känner sig hemma här, finner "
|
||
#~ "landborna det svårt att ta sig fram i och försvara sig i dessa byar. Dock "
|
||
#~ "bistår även dessa byar med vård för skadade. Alla trupper som befinner "
|
||
#~ "sig i en by kan läka åtta hälsopoäng per drag, eller botas från "
|
||
#~ "förgiftning.\n"
|
||
#~ "\n"
|
||
#~ "Sjöfolket och nagafolket har 60% försvar i undervattensbyar, medan "
|
||
#~ "landvarelser ofta har ett dåligt försvar här."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Ej farbar"
|
||
|
||
#~ 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='Ej farbar'</italic> terräng inkluderar avgrunder och "
|
||
#~ "raviner, och som namnet antyder kan de inte korsas genom att bara gå över "
|
||
#~ "dem. Avgrunder känns igen på sina lodräta väggar som skulle ta dagar att "
|
||
#~ "ta sig ned och upp för. I spelet är det bara flygande truppslag som kan "
|
||
#~ "ta sig över denna typ av terräng."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lava"
|
||
|
||
#~ msgid ""
|
||
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
|
||
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
|
||
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
|
||
#~ "only be crossed by those units capable of flying a considerable distance "
|
||
#~ "above it. The molten magma also produces a substantial glow, illuminating "
|
||
#~ "the area immediately above it. This provides an attack bonus for lawful "
|
||
#~ "units and removes the attack bonus from chaotic units."
|
||
#~ msgstr ""
|
||
#~ "Farorna med att försöka vada genom <italic>text='lava'</italic> är "
|
||
#~ "uppenbara. När det gäller förflyttning så räknas denna terräng som "
|
||
#~ "<ref>dst='terrain_unwalkable' text='ej farbar'</ref> terräng och kan bara "
|
||
#~ "korsars av de trupper som har tillräcklig flyghöjd. Den flytande magman "
|
||
#~ "ger också ifrån sig ett sken som lyser upp det närliggande området. Detta "
|
||
#~ "ger redbara trupper en bonus och ljusskygga trupper ett avdrag på "
|
||
#~ "attacker."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Vadställe"
|
||
|
||
#~ 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 ""
|
||
#~ "Där en flod råkar vara mycket grund kan den med lätthet passeras även av "
|
||
#~ "landlevande truppslag. Varelser som kan simma rör sig fritt även över "
|
||
#~ "sådana grunda platser i floden. I spelet behandlas vadställen som "
|
||
#~ "antingen slätt eller grunt vatten beroende på vad som är bäst för "
|
||
#~ "truppslaget som befinner sig där."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Kustrev"
|
||
|
||
#~ 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='Kustrev'</italic> är grunda ställen formade av sten, korall "
|
||
#~ "och sand. De ger de flesta landtrupper ett bättre fotfäste och en bättre "
|
||
#~ "försvarsposition än vad vanligt grunt vatten oftast ger. Dessutom ger "
|
||
#~ "kustreven de flesta vattenlevande raser ett exceptionellt starkt "
|
||
#~ "försvar.\n"
|
||
#~ "\n"
|
||
#~ "Både sjöfolket och nagafolket får 70% försvar på kustrev."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Bro"
|
||
|
||
#~ 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 ""
|
||
#~ "Kunskapen och kapaciteten att bygga <italic>text='broar'</italic> ger "
|
||
#~ "möjligheten att slippa ägna någon tankemöda åt var bästa vadställe finns, "
|
||
#~ "och när det är tillgängligt. För att inte tala om lyxen att torrskodd "
|
||
#~ "korsa ett vattendrag, vilket inte är att förakta under årets kalla "
|
||
#~ "månader.\n"
|
||
#~ "\n"
|
||
#~ "För de som färdas på land eller vatten är en bro det bästa av båda "
|
||
#~ "världar. I spelet fungerar de som antingen slätt eller vatten, beroende "
|
||
#~ "på vad som ger de bästa fördelarna för truppen som passerar bron. "
|
||
#~ "Observera att en simmande trupp och en landtrupp inte kan ställa sig på "
|
||
#~ "en broruta samtidigt."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Oframkomlig"
|
||
|
||
#~ 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 ""
|
||
#~ "Berg så höga och branta att moln alltid bekransar dess toppar och solida "
|
||
#~ "väggar av sten är hinder som inte ens den mest beslutsamma resenär kan ta "
|
||
#~ "sig an. Inte ens flygande varelser kan ta sig över dessa svindlande höga "
|
||
#~ "och kantiga toppar, och inte ens de våldsammaste troll kan slå genom de "
|
||
#~ "tjocka väggarna av sten."
|
||
|
||
#~ 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 ""
|
||
#~ "Bärsärkagång:\n"
|
||
#~ "Vare sig det gäller anfall eller försvar fortsätter striden tills en av "
|
||
#~ "parterna ligger död på marken eller tills striden pågått i 30 utfall."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisk:\n"
|
||
#~ "Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "första slaget"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Första slaget:\n"
|
||
#~ "Denna trupp slår alltid först, även om den försvarar sig."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Förtäring:\n"
|
||
#~ "Den här truppen får 1 hälsa när den dödar en levande trupp."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Vissa vapen har speciella egenskaper som ökar dess effektivitet när man "
|
||
#~ "attackerar med dem.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Chans för träff'</header>"
|