6424 lines
255 KiB
Text
6424 lines
255 KiB
Text
# translation of bg.po to Bulgarian
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# ----wesnoth.cpp1.po (Battle for Wesnoth VERSION) ----Bulgarian translations for Battle for Wesnoth package.
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# Copyright (C) 2004 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth package.
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#
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#
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# Automatically generated, 2004.
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# Bono Nonchev <bono.nonchev@gmail.com>, 2006.
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# Denica <dmincheva2002@gmail.com>, 2007.
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# Nikolay Vladimirov <nikolay@vladimiroff.com>, 2007.
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msgid ""
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msgstr ""
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"Project-Id-Version: bg\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2018-03-27 04:26+0300\n"
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"PO-Revision-Date: 2007-08-21 17:39+0300\n"
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"Last-Translator: Denica <dmincheva2002@gmail.com>\n"
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"Language-Team: Bulgarian <bg@li.org>\n"
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"Language: bg\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-Poedit-Language: Bulgarian\n"
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"X-Poedit-Country: BULGARIA\n"
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"X-Poedit-Bookmarks: 811,-1,-1,-1,-1,-1,-1,-1,-1,-1\n"
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"X-Generator: KBabel 1.11.4\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 "Подземие"
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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 "бурна ярост"
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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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"Бурна ярост:\n"
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"Независимо дали този тип атака се използва в нападение или защита, тя "
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"продължава докато един от бойците бъде убит или докато изтекат 30 хода от "
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"началото на схватката."
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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 "магическа"
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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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"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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"Магическа:\n"
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"Тази атака винаги има 70% шанс да уцели."
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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 "бързак"
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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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"Бързак:\n"
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"Тази единица винаги удря първа, дори и да е в защита."
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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 "лекуване +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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#, fuzzy
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msgid "female^heals +4"
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msgstr "здрава"
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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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"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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"Лекуване +4:\n"
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"Позволява на единицата да лекува съседни единици в началото на всеки ход.\n"
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"\n"
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"Единица, лекувана от този лечител, може да се излекува с до 4 точки здраве "
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"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
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"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
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"някое селище или изцелител."
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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 "Лекуване +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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#, fuzzy
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msgid "female^heals +8"
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msgstr "здрава"
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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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"Лекуване +8:\n"
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" Тази единица обединява билковите лекарства и магията, за да лекува единици "
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"по-бързо, отколкото е възможно на бойното поле.\n"
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"\n"
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"Единица, лекувана от този лечител, може да се излекува с до 8 точки здраве "
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"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
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"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
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"някое селище или изцелител."
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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 sets the side leaders' default starting locations, and named "
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"special locations."
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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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||
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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 <i>Map Editor</i>"
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msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
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#: data/core/editor/help.cfg:144
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#, fuzzy
|
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msgid ""
|
||
" option at the title screen.\n"
|
||
"\n"
|
||
"<big>What you get</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
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"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:146
|
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msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
|
||
"An easy to use map editor, similar to simple paint applications.\n"
|
||
"\n"
|
||
"• Scenario Editor\n"
|
||
"\n"
|
||
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:153
|
||
msgid ""
|
||
"\n"
|
||
"Predefine the scenario's music track playlist.\n"
|
||
"\n"
|
||
"• Time Schedule Editor\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:158
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• What-you-see-is-what-you-get\n"
|
||
"The editor is not a WYSIWYG application.\n"
|
||
"\n"
|
||
"Because which exact graphic tile represents a terrain in the map depends on "
|
||
"all terrain rules loaded (which is different between the editor and each "
|
||
"other use case) the map won't look exactly the same.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"The editor is not a tool to help you scripting the scenario's event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"The editor can't load maps from versions prior to 1.10.\n"
|
||
"TODO is that true?\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:172
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
|
||
"needs a topic on its own\n"
|
||
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:184
|
||
msgid "Editing Modes"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Pure Map Mode</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</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"
|
||
"<b>Native</b>"
|
||
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"
|
||
"<b>Embedded</b>"
|
||
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"
|
||
"<big>Scenario Mode</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</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 "Променливи на терена"
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr ""
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great Ocean"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
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 ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:38
|
||
msgid "Morogor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:39
|
||
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 ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:46
|
||
#, fuzzy
|
||
msgid "Green Isle"
|
||
msgstr "Зелен"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:47
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
msgid "Old Continent"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:53
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Great Continent"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
msgid "Irdya"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
#, fuzzy
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "-- Книга за Уеснот"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:71
|
||
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 ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:100
|
||
msgid "Elensefar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:101
|
||
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 ""
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:113
|
||
msgid "Northlands"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:114
|
||
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 ""
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:135
|
||
msgid "Southwest Elven Lands"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:136
|
||
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 ""
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:148
|
||
#, fuzzy
|
||
msgid "Heart Mountains"
|
||
msgstr "Планини"
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
msgid "Far North"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:155
|
||
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 ""
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Време от денонощието "
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:96
|
||
msgid "Introduction"
|
||
msgstr "Въведение"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:168
|
||
msgid "Gameplay"
|
||
msgstr "Начин на игра"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:391
|
||
msgid "Traits"
|
||
msgstr "Качества"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:119
|
||
msgid "Units"
|
||
msgstr "Единици"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:139
|
||
msgid "Abilities"
|
||
msgstr "Умения"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:148
|
||
msgid "Weapon Specials"
|
||
msgstr "Особености на оръжията"
|
||
|
||
#. [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:406
|
||
msgid "Terrains"
|
||
msgstr "Терени"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:79 data/core/help.cfg:459
|
||
msgid "Add-ons"
|
||
msgstr ""
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:85 data/core/help.cfg:526
|
||
msgid "Commands"
|
||
msgstr "Команди"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:97
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<i>Battle for Wesnoth</i> is a turn-based fantasy strategy game somewhat "
|
||
"unusual among modern strategy games. While other games strive for "
|
||
"complexity, <i>Battle for Wesnoth</i> 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"
|
||
"Битката за Уеснот е походова, фентъзи стратегическа игра, което е донякъде "
|
||
"необичайно в сравнение със съвременните стратегически игри. Докато други "
|
||
"игри се стремят да постигнат по-голяма сложност, Битката за Уеснот има за "
|
||
"цел да опрости, както правилата, така и начина на игра. Това обаче не значи, "
|
||
"че самата игра е проста - опростените правила дават възможност за "
|
||
"разнообразни стратегии, което улеснява запознаването с играта, докато "
|
||
"овладяването и си остава предизвикателство."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid "About the Game"
|
||
msgstr "За играта"
|
||
|
||
#. [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 <i>scenario</i>, which can be strung "
|
||
"together to make <i>campaigns</i>. 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 <i>Battle for Wesnoth</i> 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 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 ""
|
||
"Някои единици имат умения, които влияят директно върху други единици или "
|
||
"върху тяхното взаимодействие с трети единици. При среща с такава единица,"
|
||
"нейните умения ще се изброяват тук."
|
||
|
||
#. [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 "Непозната единица"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:159
|
||
#, fuzzy
|
||
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"
|
||
"За сега тази единица е непозната. Трябва да я срещнете в играта, за можете "
|
||
"да видите описанието й."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:169
|
||
msgid ""
|
||
"Wesnoth is comprised of a series of battles, called <i>scenarios</i>, 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 "
|
||
"<i>campaigns</i>. In a campaign, you often need to play more carefully, "
|
||
"preserving your best troops for use again in later scenarios.\n"
|
||
"\n"
|
||
"The interactive <b>Tutorial</b> 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 <i>Heir to "
|
||
"the Throne</i> or <i>The South Guard</i>. A full list of installed campaigns "
|
||
"can be found via the <b>Campaign</b> 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 "Fundamentals of Gameplay"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Fundamentals of Gameplay</big>\n"
|
||
"\n"
|
||
msgstr "Основни положения на играта"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:176
|
||
#, fuzzy
|
||
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 ""
|
||
"Докато играете, не забравяйте, че като прокарате курсора на мишката над "
|
||
"повечето обекти в играта, например статус панела, това ще изведе кратко "
|
||
"описание на съответния обект. Това е особено полезно, когато се случи да се "
|
||
"натъкнете на нови <ref>dst=abilities text=умения</ref> за първи път."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:188
|
||
msgid "Victory and Defeat"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you win a scenario, the map grays over and the <b>End Turn</b> button "
|
||
"changes to <b>End Scenario</b>. 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 ""
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid ""
|
||
"Pay careful attention to the <b>Objectives</b> 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 ""
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:198
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Набиране и Привикване на войски"
|
||
|
||
#. [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"
|
||
"Ако сте щракнали с десен бутон на поле в замък и сте избрали опция набор, "
|
||
"новата единица ще се появи в това поле. Иначе ще се появи в свободно поле, "
|
||
"намиращо се близо до крепостта. Можете да наберете само толкова нови "
|
||
"единици, колкото свободни полета имате в замъка си и за целта не можете да "
|
||
"изхарчите повече злато, отколкото реално притежавате."
|
||
|
||
#. [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 <i>Heir to the Throne</i> campaign) on the keep "
|
||
"hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit "
|
||
"by either choosing <b>Recruit</b> from the menu or right-clicking on a hex "
|
||
"and selecting <b>Recruit</b>. 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 ""
|
||
"Всяка страна започва с по един водач, намиращ се в крепостта й. В началото "
|
||
"на всяка битка, а понякога и по време на битка, ще се налага да набирате "
|
||
"<ref>dst=units text=единици</ref> в армията си. За да набирате войски, "
|
||
"водачът на армията ви (например, Конрад в кампанията Наследникът на Трона) "
|
||
"трябва де е в поле Крепост на даден <ref>dst=terrain_castle text=Замък</"
|
||
"ref>. Можете да набирате,като изберете опция Набор от менюто или като "
|
||
"щракнете с десен бутон на поле и изберете <italic>text=Набор</italic>. Това "
|
||
"ще изведе наборното меню, което показва единиците, които можете да наберете "
|
||
"във войската си, и цената им в злато. Щракнете върху дадена единица, за да "
|
||
"видите статистика за нея и после върху бутона за набор, за да я наемете."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:201
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Набраните единици имат две случайно подбрани <ref>dst=traits text=Качества</"
|
||
"ref> които определят тяхната статистика."
|
||
|
||
#. [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"
|
||
"В по-късните сценарии можете също да привикате оцелелите от предишни битки. "
|
||
"Привикването струва 20 стандартни точки злато и ви показва списък на всички "
|
||
"оцелели единици от предишни мисии."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:205
|
||
#, fuzzy
|
||
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"
|
||
"Злато е необходимо не само за Набор и Привикване на единиците Нужни са пари "
|
||
"и за тяхната издръжка. Виж <ref>dst=income_and_upkeep text='Приход и "
|
||
"издръжка'</ref> за допълнителна информация."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:214
|
||
msgid "Income and Upkeep"
|
||
msgstr "Приход и издръжка"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Income is simple. You have a base income of 2 gold per turn. For every "
|
||
"village you control, you gain one additional gold each turn. (In general "
|
||
"this is configurable but in campaigns it is almost always one gold per "
|
||
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
|
||
"each turn. Your upkeep costs are subtracted from this income, as detailed "
|
||
"below."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Приходът е нещо доста просто. Имате основен приход от 2 точки злато на ход. "
|
||
"За всяко селище, което контролирате, получавате допълнителна точка злато на "
|
||
"ход. Например, ако имате десет селища, приходът ви ще е 12 точки злато на "
|
||
"ход. По-долу е описана Издръжката, която се приспада от Прихода ви."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
#, fuzzy
|
||
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; "
|
||
"<i>income</i> and <i>upkeep</i>."
|
||
msgstr ""
|
||
"В Уеснот не е достатъчно само да наберете единици и да се биете. Трябва също "
|
||
"да се грижите за златото си, особено в кампании, където можете да пренасяте "
|
||
"допълнително злато от един сценарий в следващия. Има две страни на този "
|
||
"въпрос: Приход и Издръжка."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:217
|
||
#, fuzzy
|
||
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"
|
||
"Издръжката също не е особено сложна. За всяка единица е нужна Издръжка, "
|
||
"равна на нивото на единицата. Можете да издържате определено количество "
|
||
"единици, чиито нива събрани заедно имат <italic>text=стойност</italic> равна "
|
||
"на броя на селищата ви без да е нужно да плащате Издръжка за тези единици. "
|
||
"За всички останали единици, чиито нива излизат от тази стойност, дължите "
|
||
"издръжка равна на толкова точки злато на ход, колкото са нивата на "
|
||
"единиците. Например, ако имате 12 единици с ниво 1 и притежавате 10 селища, "
|
||
"ще трябва да плащате 2 точки злато издръжка на всеки ход."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:219
|
||
#, fuzzy
|
||
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"
|
||
"Разходите по издръжката се приспадат от Прихода ви, затова, ако имате "
|
||
"единици, чиито нива общо са 12 и притежавате 10 селища, вашият краен Приход "
|
||
"на ход ще е 10 точки злато."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:221
|
||
#, fuzzy
|
||
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 <i>Heir to the Throne</i>) will usually have the "
|
||
"<i>loyal</i> trait. The unit you are playing (such as Konrad) will almost "
|
||
"always be a leader."
|
||
msgstr ""
|
||
"\n"
|
||
"Има едно важно изключение от Издръжката: единици, които имат качество "
|
||
"Лоялност никога не изискват издръжка. Обикновено единиците, с които "
|
||
"започвате даден сценарий (например Конрад или Делфадор) или единици, които "
|
||
"се присъединяват към вас по време на сценария (например Конниците във втория "
|
||
"сценарий на Наследник на Трона) имат качество Лоялност."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:230
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Здраве и Опит"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:231
|
||
#, fuzzy
|
||
msgid ""
|
||
"Each unit has a certain number of <i>hitpoints</i> (HP). If the hitpoints of "
|
||
"a unit drop below 1, the unit dies. Each unit also has a certain number of "
|
||
"<i>experience points</i> (XP). A freshly recruited unit starts with no "
|
||
"experience points, and gains experience by fighting enemies."
|
||
msgstr ""
|
||
"Всяка единица има известен брой точки Здраве(ТЗ). Ако те паднат под 1, "
|
||
"единицата умира. Освен това всяка единица има и известно количество точки "
|
||
"Опит (ТО). Новонабраните единици започват без точки Опит, и ги получават при "
|
||
"участие в битки."
|
||
|
||
#. [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 ""
|
||
"Точките Здраве и Опит се изобразяват в статус панела с помощта на две числа "
|
||
"(текущата и максимална стойност, която единицата може да постигне)."
|
||
|
||
#. [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='advancement' text='advance'</ref>."
|
||
msgstr ""
|
||
"Освен това точките Здраве са посочени на лентата енергия на всяка единица, "
|
||
"чийто цвят е зелен, жълт или червен. Единица с поне 1 точка Опит има синя "
|
||
"лента Опит, която става бяла когато единицата е готова за "
|
||
"<ref>dst=experience_and_advancement text=повишение</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:244
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Повишения към: "
|
||
|
||
#. [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"
|
||
"За да бъдат повишени, единиците трябва да съберат определен брой точки опит "
|
||
"(този брой е с 20% по-малък за единици, които имат качество Интелигентност). "
|
||
"След като съберат нужния брой точки, единиците незабавно биват повишени в "
|
||
"следващо ниво и оздравяват напълно в следствие от повишението. В някои "
|
||
"случаи ще имат възможност да избирате между няколко варианта за повишение."
|
||
|
||
#. [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 ""
|
||
"Ако и двете единици оцелеят от дадено сражение, те печелят точки опит равни "
|
||
"на нивото на противника, с когото са се били. Ако обаче дадена единица убие "
|
||
"противника си, тя печели много повече точки опит - 4 точки за единица с ниво "
|
||
"0, 8 точки за единица с ниво 1, 16 точки за ниво 2, 24 за ниво 3 и т.н."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:247
|
||
#, fuzzy
|
||
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 <i>After Maximum Level "
|
||
"Advancement</i> (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"
|
||
"Повечето единици мога да постигнат три нива на повишение, но не всички. "
|
||
"Някои единици (като например <ref>dst=unit_Mage text=Магове</ref>) могат да "
|
||
"постигнат и четвърто ниво. След като дадена единица е постигнала "
|
||
"максималното си възможно ниво, може да й се предостави Повишение Над "
|
||
"Максималното Ниво (ПНМН). Нивото на такава единица няма да се промени "
|
||
"повече, но всеки пък, когато тя постигне поставената цел за натрупване на "
|
||
"опит, ПНМН ще я изменя. Типичен ПНМН ефект е да повиши максималните точки "
|
||
"Здраве на единицата с 3. Първото ПНМН обикновено се постига при натрупани "
|
||
"100 точки опит (или 80 точки за интелигентните единици). Всяко следващо ПНМН "
|
||
"обаче е все по-трудно постижимо, затова може да се окаже по-полезно да се "
|
||
"занимавате с повишаването на единиците си от по-ниски нива. \n"
|
||
"\n"
|
||
"Имайте предвид, че само малък брой единици, например Некрофагите се лекуват "
|
||
"в резултат от ПНМН. Останалите единици просто получават бонус, който допълва "
|
||
"точките им здраве до максимума."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:256
|
||
msgid "Movement"
|
||
msgstr "Движение"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:257
|
||
#, fuzzy
|
||
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 <b>Unit Description</b>, and then looking at <b>Terrain "
|
||
"Modifiers</b>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Всяка единица има определен брои точки движение. Когато единица се придвижи "
|
||
"върху ново поле, тя изразходва различно количество точки движение, в "
|
||
"зависимост от Терена на полето. Например, равнините почти винаги струват 1 "
|
||
"точка, за да се придвижите върху тях. Точно колко точки се изразходват за "
|
||
"влизане в дадено поле зависи и от типа на единицата, която придвижвате - в "
|
||
"гората, елфите изразходват 1 точка, повечето хора и орки по 2, а конниците "
|
||
"по 3. Можете да разберете колко точки движение са нужни на дадена единица за "
|
||
"преместване на конкретен терен, като щракнете на нея с десен бутон, изберете "
|
||
"Описание на Единицата и погледнете <italic>text=\"Особености от Терена\"</"
|
||
"italic>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:257
|
||
#, fuzzy
|
||
msgid ""
|
||
"Movement in <i>Battle for Wesnoth</i> 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 ""
|
||
"Движението в Битката за Уеснот е просто: Изберете единицата която искате да "
|
||
"преместите с едно щракване и след това щракнете на полето, върху което "
|
||
"искате тя да се премести. Когато изберете единица, всички полета върху която "
|
||
"тя може да се премести ще се осветят, а останалите ще са затъмнени. Ако "
|
||
"преместите курсора върху осветено поле, ще видите защитното ниво, което "
|
||
"единицата би имала ако се премести на това поле. Ако преметите курсора върху "
|
||
"затъмнено поле ще видите броя на ходовете, които са нужни на единицата за да "
|
||
"го достигне. Ако щракнете върху затъмнено поле, единицата ще се придвижва "
|
||
"към него, по най-прекия възможен път, през текущия и следващите ходове. Ако "
|
||
"не сте изразходвали цялото движение на дадена единица при първоначалното "
|
||
"преместване, можете да я преместите отново. Това е полезно, когато желаете "
|
||
"да размените местата на две единици. Ако използвате дадена единица в атака, "
|
||
"това ще изразходва цялото и движение. Ако в края на хода дадена единица се "
|
||
"намира в селище, което не притежавате, това също ще изчерпи движението й, но "
|
||
"тя все още ще може да атакува."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:259
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Another thing to keep in mind while moving is <i>zones of control</i>. 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"
|
||
"Друго нещо, с което трябва да се съобразявате, когато се придвижвате, са "
|
||
"<ref>dst=zones_of_control text=\"Зоните на Контрол\"</ref>. Всяка единица "
|
||
"създава определена зона на контрол в/у полетата непосредствено до нея. "
|
||
"Вражеска единица, която навлезе в тези полета, веднага прекратява движението "
|
||
"си. Умението да се възползвате от зоните на контрол е особено важно в "
|
||
"Уеснот, тъй като само <ref>dst=ability_skirmisher text=\"Бързоходците\"</"
|
||
"ref> не се влияят от зоните на контрол."
|
||
|
||
#. [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"
|
||
"За да видите къде може да се придвижи врагът в рамките на следващия си ход, "
|
||
"натиснете Ctrl-v или Cmd-v. Ctrl-b или Cmd-b показват докъде би могъл да се "
|
||
"придвижи противникът, ако по картата нямаше ваши единици."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:270
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Скрити и замъглени територии"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:271
|
||
#, fuzzy
|
||
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 <i>shroud</i> hides "
|
||
"both the terrain and any units at a location. However, once it is cleared, "
|
||
"you can always see that location. The <i>fog of war</i> 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 <b>Delay Shroud Updates</b> in the actions menu. This will "
|
||
"prevent units from clearing shroud or fog until the next randomized event or "
|
||
"a manual update via <b>Update Shroud Now</b> (or the end of your turn) and "
|
||
"thereby preserve your ability to undo movement."
|
||
msgstr ""
|
||
"В някои сценарии части от картата ще са скрити от вас. Има два механизма, "
|
||
"които могат да действат отделно или едновременно. Скритите територии крият и "
|
||
"терена, и единиците, разположени по него. Но след като такава територия бъде "
|
||
"изследвана веднъж, тя остава окончателно видима за вас. Замъглените "
|
||
"територии крият само единиците, и принадлежността на селищата (освен ако те "
|
||
"са ваши или на съюзниците ви). Замъглените територии стават видими временно, "
|
||
"когато имате единица в близост до тях, но отново се замъгляват, когато "
|
||
"единицата се отдалечи. И двата вида територии стават видими, когато в тях "
|
||
"навлязат единици. Всяка единица разкрива област, съседна на полетата, които "
|
||
"може да стигне в рамките един ход (ако се игнорират Зоните на Контрол и "
|
||
"вражеските единици).\n"
|
||
"\n"
|
||
"Обикновено можете да отмените придвижването на някоя единица, стига да не е "
|
||
"настъпило събитие, предизвикващо случаен резултат, например Битка или Набор "
|
||
"на нови единици. Изследване на Скрити или Замъглени територии също не "
|
||
"позволява да се отменя движение, направено от единицата.За да запазите "
|
||
"способността си да отменяте движения, бихте могли да активизирате \"Забавяне "
|
||
"на проучването\" от менюто Действия. Това ще попречи на единиците да "
|
||
"изследват и разчистват Скрити и Замъглени територии преди да е настъпило "
|
||
"следващото действие със случаен резултат. Можете да изберете и опцията ръчно "
|
||
"да прочиствате скритите територии чрез \"актуализиране на прикритие сега"
|
||
"\" (или в края на вашия ход), което също ще запази възможността ви да "
|
||
"отменяте придвижването на единиците."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:280
|
||
msgid "Combat"
|
||
msgstr "Двубой"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Order and Number of Strikes</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ред и брой на ударите'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
#, fuzzy
|
||
msgid ""
|
||
"Combat in <i>Battle for Wesnoth</i> 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: "
|
||
"<i>melee</i>, which usually involves weapons such as swords, axes or fangs; "
|
||
"and <i>ranged</i>, which usually involves weapons such as bows, spears and "
|
||
"fireballs."
|
||
msgstr ""
|
||
"Двубоите в Уеснот винаги се състоят между единици, намиращи се на съседни "
|
||
"полета. Щракнете върху вашата единица, и след това щракнете върху "
|
||
"вражеската, която желаете да атакувате: вашата единица ще се придвижи към "
|
||
"врага, и когато го достигне боят ще започне. Атакуващият и отбраняващият се "
|
||
"си разменят удари, докато всяка страна изразходи полагаемите си удари. "
|
||
"Атакуващият избира оръжието, с което да нападне, а защитаващият отвръща със "
|
||
"същият тип оръжие. Има два вида атаки - близък бой, който обикновено включва "
|
||
"оръжия като мечове, брадви и нокти, и бой от разстояние, който включва "
|
||
"оръжия като лъкове, копия и огнени кълба."
|
||
|
||
#. [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)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Нападащият нанася първия удар, след което отбраняващият се отвръща. Всеки "
|
||
"удар може да е или сполучлив, при което той нанася определено поражение, или "
|
||
"да е пропуск, при което не нанася никакво поражение. Размяната на удари "
|
||
"продължава докато двете страни изчерпат полагащите им се удари. Броят удари, "
|
||
"полагащи се на всяка страна варира. Например боец Елф с нападателност 5-4 "
|
||
"може да нанесе 4 удара, като всеки успешен удар ще нанесе 5 точки поражение, "
|
||
"а един Орк с нападателност 9-2 може да отправи само два удара, но всяко "
|
||
"попадение ще нанесе 9 точки поражение."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:285
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Chance to Hit</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:287
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a chance of being hit, based on the <i>terrain</i> it is in. "
|
||
"This is shown in the status pane, and may also be found by right-clicking a "
|
||
"unit, selecting <b>Unit Description</b>, and then looking at <b>Terrain "
|
||
"Modifiers</b>. 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"
|
||
"В зависимост от терена, на който се намира, за всяка единица съществува "
|
||
"различна вероятност да понесе попадение. Това е отбелязано в статус панела, "
|
||
"а може също да се установи, като се щракне на дадена единица с десен бутон, "
|
||
"избере се Описание на единицата и се погледне <italic>text=\"Особености на "
|
||
"терена\"</italic>. Например, много елфи имат ниво на защита 70% в гора, "
|
||
"затова единица, която ги напада има само 30% вероятност да им нанесе успешен "
|
||
"удар. Съответно, вероятността елфът да нанесе успешен ответен удар на "
|
||
"нападателя, зависи от терена на който е нападащата единица."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:289
|
||
#, fuzzy
|
||
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"
|
||
"Има две изключения от това правило: <ref>dst=weaponspecial_magical "
|
||
"text='Магически атаки'</ref> и <ref>dst=weaponspecial_marksman text='Стрелци "
|
||
"майстори'</ref>. Магическите атаки винаги имат 70% вероятност за успех, "
|
||
"независимо от терена, а когато се използват в атака, Стрелците майстори "
|
||
"винаги имат поне 60% шанс за попадение, независимо от терена."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:291
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Поражение</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 <b>Damage Calculations</b> in the "
|
||
"attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Всеки точен удар нанася някакво поражение в зависимост от вида на атаката. "
|
||
"Например боец елф с нападателност 5-4 нанася 5 точки поражение. Това "
|
||
"обикновено зависи от два фактора:<ref>dst=damage_types_and_resistance "
|
||
"text=Устойчивост</ref> и <ref>dst=time_of_day text='Време на денонощието'</"
|
||
"ref>. За да видите как нанесеното поражение се изменя от обстоятелствата, "
|
||
"изберете <italic>text='Преценка на пораженията'</italic> в менюто за избор "
|
||
"на атака."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:295
|
||
#, fuzzy
|
||
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"
|
||
"Някои единици имат специални <ref>dst=abilities text=умения</ref> които "
|
||
"влияят на пораженията в битката. Най-често срещаното от тях е "
|
||
"<ref>dst=weaponspecial_charge text=Щурмът</ref>, който удвоява пораженията, "
|
||
"както за нападателя, така и за отбраняващата се страна, когато бъде приложен "
|
||
"от нападател."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:303
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Видове поражения и Устойчивост"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:304
|
||
#, fuzzy
|
||
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"
|
||
"Устойчивостта може да се обясни много просто: ако дадена единица има 40% "
|
||
"съпротивителни способности срещу определено поражение, тя ще го понесе с 40% "
|
||
"по-леко ако е засегната от такова поражение. Възможно е също дадена единица "
|
||
"да е особено уязвима от конкретно поражение. Ако например единицата има "
|
||
"-100% съпротивление спрямо даден тип поражение, тя ще понесе попадение с "
|
||
"такова поражение със 100% по-тежко."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:304
|
||
#, fuzzy
|
||
msgid ""
|
||
"In Wesnoth, there are three types of damage usually associated with physical "
|
||
"attacks: <i>blade, pierce, and impact damage</i>. Additionally, there are "
|
||
"three further types of damage usually associated with magical attacks: "
|
||
"<i>fire, cold, and arcane attacks</i>. Different units may have resistances "
|
||
"which alter the damage which they take from certain damage types."
|
||
msgstr ""
|
||
"В Уеснот има три вида поражения, обичайно свързвани с физическите атаки - "
|
||
"прорезни, прободни и поражения от удар. Други три типа поражение се свързват "
|
||
"с магическите атаки с Огън, Студ и Мистични атаки. Отделните единици могат "
|
||
"да имат съпротивителни способности, които влияят на тежестта на всяко от "
|
||
"тези поражения."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:306
|
||
#, fuzzy
|
||
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"
|
||
"Например Скелетите имат високи съпротивителни способности срещу прорезни и "
|
||
"прободни поражения, но са уязвими за поражения от Удар и Огън и особено "
|
||
"уязвими за Мистични атаки."
|
||
|
||
#. [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"
|
||
"Ако един удар нанесе точно попадение, той винаги причинява поне 1 точка "
|
||
"поражение. Това важи дори в случай, че защитаваща се страна има 100% "
|
||
"устойчивост срещу конкретния тип поражение."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:316
|
||
msgid "Orbs"
|
||
msgstr "Сфери"
|
||
|
||
#. [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 ""
|
||
"Върху лентата енергия на всяка ваша единица има сфера. За единиците, които "
|
||
"вие контролирате, тази сфера е:"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:319
|
||
#, fuzzy
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr "зелена, ако единицата не се е движила в рамките на текущия ход,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:320
|
||
#, fuzzy
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr ""
|
||
"жълта, ако единицата се е движила, но все още може да се движи или да "
|
||
"атакува, или"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
" red if it can no longer move or attack, or the user ended the unit’s turn."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:322
|
||
#, fuzzy
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr "Сферата е синя, ако единицата е съюзник, когото не контролирате."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:323
|
||
#, fuzzy
|
||
msgid " Enemy units have no orb on top of their energy bar."
|
||
msgstr "Вражеските единици нямат сфери върху енергийните си ленти."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:330
|
||
msgid "Time of Day"
|
||
msgstr "Време от денонощието "
|
||
|
||
#. [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"
|
||
"\n"
|
||
"• <b>Lawful</b> units get +25% damage in daytime, and −25% damage at night.\n"
|
||
"• <b>Chaotic</b> units get +25% damage at night, and −25% in daytime.\n"
|
||
"• <b>Neutral</b> units are unaffected by the time of day.\n"
|
||
"• <b>Liminal</b> units get −25% damage during both night and daytime."
|
||
msgstr ""
|
||
"В зависимост кое време на денонощието е, поражението за различните единици "
|
||
"се променя , както следва:\n"
|
||
"Праведните единици нанасят +25% поражение през деня и −25% през нощта\n"
|
||
"Хаотичните единици нанасят +25% поражение през нощта и −25% през деня\n"
|
||
"За неутралните единици няма значение кое време от денонощието е."
|
||
|
||
#. [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"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Актуалното време от денонощието може да се види под миникартата в статус "
|
||
"панела. За обичайния денонощен цикъл, Сутрин и Следобед се приемат за части "
|
||
"от деня, Първата и Втората стража спадат към нощта:\n"
|
||
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#. [topic]: id=time_of_day
|
||
#: 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 "Зора"
|
||
|
||
#. [time]: id=morning
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:341 data/core/macros/schedules.cfg:26
|
||
#: data/test/maps/pathfind_1.cfg:75
|
||
msgid "Morning"
|
||
msgstr "Сутрин"
|
||
|
||
#. [time]: id=afternoon
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:342 data/core/macros/schedules.cfg:44
|
||
#: data/test/maps/pathfind_1.cfg:86
|
||
msgid "Afternoon"
|
||
msgstr "Следобед"
|
||
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#. [topic]: id=time_of_day
|
||
#: 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 "Здрач"
|
||
|
||
#. [time]: id=first_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:344 data/core/macros/schedules.cfg:65
|
||
#: data/test/maps/pathfind_1.cfg:108
|
||
msgid "First Watch"
|
||
msgstr "Първа стража"
|
||
|
||
#. [time]: id=second_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:345 data/core/macros/schedules.cfg:89
|
||
#: data/test/maps/pathfind_1.cfg:119
|
||
msgid "Second Watch"
|
||
msgstr "Втора стража"
|
||
|
||
#. [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 ""
|
||
"Не забравяйте, че някои сценарии се случват под земята, където цари вечна "
|
||
"нощ!"
|
||
|
||
#. [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 "Лекуване"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:359
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <b>Resting</b>: A unit which neither moves, attacks, nor is attacked will "
|
||
"heal 2 HP in its next turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Почивка: Единица, която не се придвижва, не напада и не е нападната ще се "
|
||
"излекува с 2 точки здраве в следващия си ход."
|
||
|
||
#. [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"
|
||
"• <b>Villages</b>: 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"
|
||
"Села: Единица, която в началото на хода се намира в селище, ще се излекува с "
|
||
"8 точки здраве."
|
||
|
||
#. [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. If the unit is "
|
||
"poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"<ref>dst=ability_regenerates text=Възстановяване</ref>: Някои единици "
|
||
"(например тролове) автоматично се лекуват с 8 точки здраве на всеки ход."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:363
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"• <b>Healing units</b>: 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"
|
||
"Единици лечители: Единици, притежаващи умението <ref>dst=ability_heals "
|
||
"text=Лекуване</ref> лекуват всяка съседна съюзническа единица, обикновено с "
|
||
"4 или 8 точки здраве на ход или предотвратяват отравянето на такава единица, "
|
||
"ако тя бъде нападната с Отрова."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:364
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"• <b>Curing units</b>: 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"
|
||
"Единици изцелители: Единици, притежаващи умението <ref>dst=ability_cures "
|
||
"text=Изцеляване</ref> лекуват съседни съюзнически единици, които са отровени "
|
||
"(за предпочитане е пред Лекуването в случай, че единицата притежава и двете "
|
||
"умения)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"• <b>Advancement</b>: 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"
|
||
"Почивката може да се комбинира с други форми на оздравяване, но престоят в "
|
||
"селища, възстановяването, лекуването и изцелението не могат да се комбинират "
|
||
"помежду си: прилага се най-добрият от тези варианти. Освен това, единиците "
|
||
"напълно оздравяват между отделните сценарии."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:368
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<b>Advanced</b>"
|
||
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 "Заключение"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:379
|
||
#, fuzzy
|
||
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 <i>Heir to "
|
||
"the Throne</i> campaign. Have fun, and good luck!"
|
||
msgstr ""
|
||
"Това изчерпва основната информация за Уеснот. Можете също да прочетете "
|
||
"Основна Стратегия или да се запознаете с <ref>dst=traits text=Качества</ref> "
|
||
"и <ref>dst=abilitiestext=Умения</ref> , но вече знаете всичко, което ви е "
|
||
"нужно, за да играете кампанията Наследник на Трона. Забавлявайте се и успех!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:384
|
||
msgid "License"
|
||
msgstr "Лиценз"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:393
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Most units have two traits. However, goblins have only one trait, undead "
|
||
"units are always assigned the single trait <i>undead</i> and in some cases "
|
||
"<i>fearless</i>, and woses do not receive any traits. "
|
||
msgstr ""
|
||
"Повечето единици имат две качества. На Немъртвите единици обаче се приписва "
|
||
"единственото качество \"Немъртви\", а Узите не получават никакви качества. "
|
||
"Качествата променят леко характеристиките на единиците. Обикновено "
|
||
"качествата се приписват на новонабраните единици на случаен принцип."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:393
|
||
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 <i>race</i>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:395
|
||
#, fuzzy
|
||
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"
|
||
"Качествата, които са достъпни за всички не-Немъртви единици са "
|
||
"<ref>dst=traits_intelligent text=Интелигентен</ref>, <ref>dst=traits_quick "
|
||
"text=Бърз</ref>, <ref>dst=traits_resilient text=Издръжлив</ref> и "
|
||
"<ref>dst=traits_strong text=Силен</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:397
|
||
#, fuzzy
|
||
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"
|
||
"Други възможни качества, които могат да получат единиците са "
|
||
"<ref>dst=traits_dextrous text=Сръчен</ref>, <ref>dst=traits_loyal "
|
||
"text=Лоялен</ref> и <ref>dst=traits_undead text=Немъртъв</ref>."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:407
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <i>basic</i> and <i>mixed</i>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:407
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:409
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Basic Terrain Types</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:411
|
||
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:415
|
||
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:417
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Mixed Terrain Types</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:419
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mixed terrain types share the properties of multiple basic terrain types — "
|
||
"units generally receive the <i>best defense</i> and <i>worst movement</i> of "
|
||
"the underlying basic types when they move onto a mixed type. For example, "
|
||
"this is the case with <i>forested hills</i>, <i>sand hills</i>, and <i>cave "
|
||
"hills</i>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:423
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"One notable exception is bridge terrains, such as <i>bridges over shallow "
|
||
"water</i>, <i>fords</i>, and <i>bridges over chasms</i>. 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:427
|
||
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:431
|
||
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:435
|
||
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:437
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what type of behavior the mixed terrain gives by mousing over "
|
||
"its hex and viewing the <i>terrain description</i> by either pressing the "
|
||
"hotkey, or right clicking and selecting from the context menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:439
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Defense Caps</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:441
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some units have <i>defense caps</i> 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:443
|
||
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:445
|
||
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:447
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Basic Terrain Types</big>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:460
|
||
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:470
|
||
msgid "Using Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:471
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text=Damage</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Campaigns and Scenarios</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Поражение</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:471
|
||
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:473
|
||
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 <i>Campaigns</i> menu at the "
|
||
"title screen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Campaigns, Scenarios, and Map Packs</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:477
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<i>Multiplayer</i> 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:479
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Eras and Factions</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ред и брой на ударите'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:481
|
||
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 <i>Multiplayer</i> 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:485
|
||
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:487
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Modifications</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ред и брой на ударите'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:489
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts for "
|
||
"<i>Multiplayer</i> 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:491
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Creator Resources</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Вероятност за попадение'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:493
|
||
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:502
|
||
msgid "Installing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:503
|
||
msgid ""
|
||
"User-made add-ons can be obtained and updated through the <i>Add-ons</i> "
|
||
"option in the main menu. After connecting to the add-ons server (by default "
|
||
"<i>add-ons.wesnoth.org</i>), 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 <i>upgradable</i> or <i>outdated</i> on the server, their "
|
||
"installed and published versions will be shown in the <i>Version</i> "
|
||
"column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the <b>Filter</b> 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 <b>Options</b> "
|
||
"button in the top-right corner.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click <b>OK</b>, or simply "
|
||
"double-click on the add-on’s title. The <b>Description</b> 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:516
|
||
msgid "Removing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:517
|
||
msgid ""
|
||
"To remove add-ons, choose <b>Remove Add-ons</b> 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 (<i>.pbl</i> 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:532
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "Общи команди"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:534 data/core/help.cfg:577 data/core/help.cfg:615
|
||
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:536
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Изчиства съобщенията в чата."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:539
|
||
#, fuzzy
|
||
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"
|
||
"Пусни debug режим (не работи в мрежова игра). Режим debug се изключва при "
|
||
"излизането от играта.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:543
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Set or toggle player on side between human and AI player. The player/client "
|
||
"who controls that side needs to issue this command. If no second parameter "
|
||
"is supplied, toggle between human and AI. If it is ‘on’, set an AI "
|
||
"controller. If it is ‘off’ set a human controller. Defaults to the currently "
|
||
"active side if no parameter is supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Преминаване на играча на страна на компютъра или на човек. Играча или "
|
||
"клиента, който контролира тази страна трябва да даде тази команда. Ако не "
|
||
"бъде зададена страна, 1 се подразбира.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:546
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:549
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:552
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:558
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr "Меню за избор на тема."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:561
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Излез от сценария (без запитване).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:564
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Запази играта (без запитване).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:567
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Запази играта и излез от сценария (без запитване).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:576
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Команди в мрежова игра"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:579
|
||
#, fuzzy
|
||
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"
|
||
"Изхвърля и забранява потребителя в мрежова игра, както и IP адреса, "
|
||
"използван от този потребител.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:582
|
||
#, fuzzy
|
||
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 <b>Scenario Settings</b> dialog "
|
||
"(Press the <b>More</b> button in the <b>Status Table</b> (alt+s by default) "
|
||
"to get there.). The host can change control of any side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Дава контрол на страната (напишете номерът на страната) на потребителя "
|
||
"(напишете тук име на потребител или наблюдател).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:585
|
||
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:588
|
||
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:591
|
||
#, fuzzy
|
||
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"
|
||
"Изхвърляне на потребител в мрежова игра. Те ще могат да се присъединят към "
|
||
"играта отново. Като цяло приятелски начин да премахнеш някой с лоша връзка "
|
||
"или друг проблеми.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:594
|
||
#, fuzzy
|
||
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 ""
|
||
"Праща лично съобщение. Не може да пращате съобщения до играчи, които "
|
||
"контролират някоя страна в игра. Употреба: /whisper [псевдоним] [съобщение]"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:597
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Заглушаване на определен наблюдател. Ако не се предостави потребителско име, "
|
||
"се извеждат заглушените потребителски имена.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:600
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Заглушаване на всички наблюдатели (включено/изключено)\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:603
|
||
#, fuzzy
|
||
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"
|
||
"Изхвърля и забранява потребителя в мрежова игра, както и IP адреса, "
|
||
"използван от този потребител.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:606
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"Заглушаване на определен наблюдател. Ако не се предостави потребителско име, "
|
||
"се извеждат заглушените потребителски имена.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:614
|
||
#, fuzzy
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Общи команди"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:617
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:620
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:623
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:626
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:632
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:638
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:644
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:12
|
||
#, fuzzy
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Лекуване +4:\n"
|
||
"Позволява на единицата да лекува съседни единици в началото на всеки ход.\n"
|
||
"\n"
|
||
"Единица, лекувана от този лечител, може да се излекува с до 4 точки здраве "
|
||
"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
|
||
"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
|
||
"някое селище или изцелител."
|
||
|
||
#. [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 ""
|
||
"Лекуване +8:\n"
|
||
" Тази единица обединява билковите лекарства и магията, за да лекува единици "
|
||
"по-бързо, отколкото е възможно на бойното поле.\n"
|
||
"\n"
|
||
"Единица, лекувана от този лечител, може да се излекува с до 8 точки здраве "
|
||
"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
|
||
"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
|
||
"някое селище или изцелител."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "изцеление"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
#, fuzzy
|
||
msgid "female^cures"
|
||
msgstr "безстрашна"
|
||
|
||
#. [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 ""
|
||
"Изцеление:\n"
|
||
"Изцелителят може да лекува отрова, въпреки че засегнатата единицата няма да "
|
||
"получи допълнително лечение в хода, в който е излекувана от отровата."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "възстановяване"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
#, fuzzy
|
||
msgid "female^regenerates"
|
||
msgstr "възстановяване"
|
||
|
||
#. [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 ""
|
||
"Възстановяване:\n"
|
||
"Единицата ще се излекува сама с 8 точки здраве на ход. Ако е отровена, ще "
|
||
"отстрани отровата, вместо да се лекува."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "непоклатимост"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
#, fuzzy
|
||
msgid "female^steadfast"
|
||
msgstr "непоклатимост"
|
||
|
||
#. [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 ""
|
||
"Непоклатимост:\n"
|
||
"Съпротивителните свойства на единицата се удвояват, до максимум 50%, когато "
|
||
"единицата се защитава. Уязвимите й страни не се влияят."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "водачество"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
#, fuzzy
|
||
msgid "female^leadership"
|
||
msgstr "водачество"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
msgid ""
|
||
"This unit can lead your own units that are next to it, making them fight "
|
||
"better.\n"
|
||
"\n"
|
||
"Adjacent own units of lower level will do more damage in battle. When a unit "
|
||
"adjacent to, of a lower level than, and on the same side as a unit with "
|
||
"Leadership engages in combat, its attacks do 25% more damage times the "
|
||
"difference in their levels."
|
||
msgstr ""
|
||
"Водачество:\n"
|
||
"Тази единица може да предвожда съседни съюзнически единици, като подобрява "
|
||
"бойните им умения.\n"
|
||
"\n"
|
||
"Съседна съюзническа единица от по-ниско ниво ще нанесе повече поражения в "
|
||
"битката. Когато единица, съседна на единица с Водачество влезе в битка, "
|
||
"атаката й става по-разрушителна с 25% за всяко едно ниво разлика между тях."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "бързоходство"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
#, fuzzy
|
||
msgid "female^skirmisher"
|
||
msgstr "бързоходство"
|
||
|
||
#. [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 ""
|
||
"Бързоходство:\n"
|
||
"Тази единица може да се придвижва бързо край враговете, игнорирайки техните "
|
||
"Зони на Контрол."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "озаряване"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
#, fuzzy
|
||
msgid "female^illuminates"
|
||
msgstr "озаряване"
|
||
|
||
#. [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 ""
|
||
"Озаряване:\n"
|
||
"Тази единица озарява околността, поради което праведните единици се бият по-"
|
||
"добре, а хаотичните - по-лошо.\n"
|
||
"\n"
|
||
"Всяка единица съседна на озаряващата ще се бие все едно е здрач когато е "
|
||
"нощ, и все едно е ден когато всъщност е здрач."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "прехвърляне"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
#, fuzzy
|
||
msgid "female^teleport"
|
||
msgstr "интелигентна"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:156
|
||
#, fuzzy
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Прехвърляне:\n"
|
||
"Тази единица може да се прехвърля между всеки две приятелски селища, с "
|
||
"помощтта на само едно свое движение."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "засада"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
#, fuzzy
|
||
msgid "female^ambush"
|
||
msgstr "лоялна"
|
||
|
||
#. [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 ""
|
||
"Засада:\n"
|
||
"Тази единица може да се крие в гора, и да остане незабележима за враговете "
|
||
"си.\n"
|
||
"\n"
|
||
"Противникът не вижда тази единица, когато е в гората, освен ако противникови "
|
||
"единици не попаднат близо до нея. Вражеската единица, на която се случи "
|
||
"първа да се натъкне на единица в засада, веднага изгубва способността си да "
|
||
"се придвижва."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "нощна засада"
|
||
|
||
#. [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 ""
|
||
"Нощна засада:\n"
|
||
"Единицата става невидима през нощта.\n"
|
||
"\n"
|
||
"Противникът не вижда тази единица, когато е в гората, освен ако противникови "
|
||
"единици не попаднат близо до нея. Вражеската единица, на която се случи "
|
||
"първа да се натъкне на единица в засада, веднага изгубва способността си да "
|
||
"се придвижва."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
#, fuzzy
|
||
msgid "concealment"
|
||
msgstr "Движение"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
#, fuzzy
|
||
msgid "female^concealment"
|
||
msgstr "Движение"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:225
|
||
#, fuzzy
|
||
msgid ""
|
||
"This unit can hide in villages (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it.\n"
|
||
"\n"
|
||
"Enemy units 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 ""
|
||
"Потапяне:\n"
|
||
"Единицата може да се крие в дълбока вода, и да остава незабелязана за "
|
||
"враговете.\n"
|
||
"\n"
|
||
"Противникът не вижда тази единица, когато е потопена във водата, освен ако "
|
||
"противникови единици не попаднат близо до нея. Вражеската единица, на която "
|
||
"се случи първа да се натъкне на потопена единица, веднага изгубва "
|
||
"способността си да се придвижва."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "потапяне"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
#, fuzzy
|
||
msgid "female^submerge"
|
||
msgstr "силна"
|
||
|
||
#. [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 ""
|
||
"Потапяне:\n"
|
||
"Единицата може да се крие в дълбока вода, и да остава незабелязана за "
|
||
"враговете.\n"
|
||
"\n"
|
||
"Противникът не вижда тази единица, когато е потопена във водата, освен ако "
|
||
"противникови единици не попаднат близо до нея. Вражеската единица, на която "
|
||
"се случи първа да се натъкне на потопена единица, веднага изгубва "
|
||
"способността си да се придвижва."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr ""
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
#, fuzzy
|
||
msgid "female^feeding"
|
||
msgstr "безстрашна"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:263
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr ""
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "backstab"
|
||
msgstr "удар в гръб"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:286
|
||
#, fuzzy
|
||
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 ""
|
||
"Удар в гръб:\n"
|
||
"Тази атака нанася двойни поражения ако от другата страна на единицата-цел "
|
||
"има противник, който не е обездвижен (например вкаменен)."
|
||
|
||
#. [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 "чума"
|
||
|
||
#. [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 ""
|
||
"Чума:\n"
|
||
"Когато единица е убита от Чумна атака, тя се заменя с Ходещ труп, включващ "
|
||
"се на страната на противника, използвал нападението с Чума. (Това не важи "
|
||
"при Немъртви и единици в селища.)"
|
||
|
||
#. [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 ""
|
||
"Чума:\n"
|
||
"Когато единица е убита от Чумна атака, тя се заменя с Ходещ труп, включващ "
|
||
"се на страната на противника, използвал нападението с Чума. (Това не важи "
|
||
"при Немъртви и единици в селища.)"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "забавяне"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:327
|
||
#, fuzzy
|
||
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 ""
|
||
"Забавяне:\n"
|
||
"Тази атака забавя целта до края на хода. Забавянето намалява наполовина "
|
||
"пораженията, причинени от атаките на целта, и цената за движение на забавена "
|
||
"единица се удвоява."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
#, fuzzy
|
||
msgid "petrifies"
|
||
msgstr "Успешни попадения"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:337
|
||
#, fuzzy
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Вкаменяване:\n"
|
||
"Тази атака вкаменява целта. Единици, които са вкаменени не могат да се "
|
||
"движат или да атакуват."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "майстор стрелец"
|
||
|
||
#. [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 ""
|
||
"Майстор стрелец:\n"
|
||
"Когато се използва в нападение тази атака винаги има поне 60% шанс да уцели."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "масирана атака"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:372
|
||
#, fuzzy
|
||
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 ""
|
||
"Масирана атака:\n"
|
||
"Броят удари на тази атака намалява, ако единицата е ранена. Ударите са "
|
||
"пропорционални на точките здраве, с които единицата разполага. Например "
|
||
"единица с 3/4 от максимума точки здраве ще нанася само 3/4 от ударите, които "
|
||
"и се полагат."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "щурм"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:382
|
||
#, fuzzy
|
||
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 ""
|
||
"Щурм:\n"
|
||
"Тази атака нанася двойно поражение на целта, но също така е причина "
|
||
"единицата да понася двойни поражения от контраатаката на целта."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "Източване"
|
||
|
||
#. [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 ""
|
||
"Източване:\n"
|
||
"Тази единица източва здраве от живите единици, като се лекува с половината "
|
||
"от нанесеното поражение (закръглено надолу)."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "отрова"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:415
|
||
#, fuzzy
|
||
msgid ""
|
||
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
|
||
"a unit."
|
||
msgstr ""
|
||
"Отрова:\n"
|
||
"Тази атака трови живите единици. Отровените единици губят по 8 точки здраве "
|
||
"на всеки ход, докато се излекуват, или им остане 1 точка здраве. "
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
#, fuzzy
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr " Максимален бонус здраве +"
|
||
|
||
#. [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 ""
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "Дълбоко подземие"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Втора стража"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Втора стража"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Втора стража"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Втора стража"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Втора стража"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Втора стража"
|
||
|
||
#. [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 "Първа стража"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dawn"
|
||
msgstr "Втора стража"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "First Morning"
|
||
msgstr "Сутрин"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "Second Morning"
|
||
msgstr "Сутрин"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Midday"
|
||
msgstr "Първа стража"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Midday"
|
||
msgstr "Втора стража"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "First Afternoon"
|
||
msgstr "Следобед"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "Second Afternoon"
|
||
msgstr "Следобед"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "First Dusk"
|
||
msgstr "бързак"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dusk"
|
||
msgstr "Втора стража"
|
||
|
||
#. [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
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr "Специални"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
"Духовете са необичайно устойчиви на поражения и се движат доста бавно над "
|
||
"открити водни пространства."
|
||
|
||
#: 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 ""
|
||
"Мистичната атака на тази единица нанася огромни поражения на магическите, а "
|
||
"и на някои нормални същества."
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
#, fuzzy
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr ""
|
||
"Тази единица може да лекува съседните си единици, и да изцелява отравяне."
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
#, fuzzy
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr ""
|
||
"Тази единица може да лекува съседните си единици, и да изцелява отравяне."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
"Тази единица може да лекува съседните си единици, и да изцелява отравяне."
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
#, fuzzy
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
"Тази единица има основни лечителски умения, но при отравяне може само да "
|
||
"забави действието на отрова, не и да я премахне."
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
"Тази единица се самовъзстановява, което и позволява да се лекува все едно "
|
||
"винаги се намира в селище."
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
"Непоклатимостта на тази единица намалява понесените поражения от някои "
|
||
"атаки, но само когато се защитава."
|
||
|
||
#: data/core/macros/special-notes.cfg:32
|
||
#, fuzzy
|
||
msgid ""
|
||
" The leadership of this unit enables adjacent units of the same side to deal "
|
||
"more damage in combat, though this only applies to units of lower level."
|
||
msgstr ""
|
||
"Водаческите умения на тази единица позволяват на съседните единици да се "
|
||
"бият по-добре, но това важи само за единиците от по-ниско ниво."
|
||
|
||
#: 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 ""
|
||
"Бързоходството на единицата и позволява да пренебрегва Зоните на Контрол на "
|
||
"враговете си и така да се придвижва необезпокоявана около и през тях."
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr "Озаряването засилва светлината на областите в непосредствена близост."
|
||
|
||
#: data/core/macros/special-notes.cfg:41
|
||
#, fuzzy
|
||
msgid ""
|
||
" This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
"Прехвърляне:\n"
|
||
"Тази единица може да се прехвърля между всеки две приятелски селища, с "
|
||
"помощтта на само едно свое движение."
|
||
|
||
#: 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 ""
|
||
"В горите умението на тази единица да се притаява я прави невидима за "
|
||
"враговете, освен ако не застанат точно до нея или тя не ги атакува."
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr "През нощта тази единица е в състояние да се скрие безследно."
|
||
|
||
#: 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 ""
|
||
|
||
#: data/core/macros/special-notes.cfg:53
|
||
msgid ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
"Тази единица може да се движи незабележимо в дълбоки води, без да й е нужен "
|
||
"въздух от повърхността."
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
msgid ""
|
||
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
|
||
#: 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 ""
|
||
"Когато атакува с бурна ярост, тази единица продължава атаката докато или тя, "
|
||
"или врагът падне мъртъв."
|
||
|
||
#: data/core/macros/special-notes.cfg:62
|
||
#, fuzzy
|
||
msgid ""
|
||
" If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit may backstab, inflicting double damage by creeping "
|
||
"around behind that enemy."
|
||
msgstr ""
|
||
"Ако съюзник отвлече вниманието на врага, тази единица може да го нападне в "
|
||
"гръб, като се промъкне зад него и му нанесе двойно поражение."
|
||
|
||
#: data/core/macros/special-notes.cfg:65
|
||
#, fuzzy
|
||
msgid ""
|
||
" Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr "Неприятелите, поразени от чума, ще се надигнат като немъртви."
|
||
|
||
#: 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 ""
|
||
"Тази единици забавя враговете, намалява на половина скоростта им на "
|
||
"придвижване и пораженията от атаките им до края на хода."
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
"Способността да вкаменява живите прави тази единица изключително опасна."
|
||
|
||
#: 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 ""
|
||
"Тази единица е майстор стрелец и вероятността да улучи врага е голяма, но "
|
||
"само в атака."
|
||
|
||
#: data/core/macros/special-notes.cfg:77
|
||
#, fuzzy
|
||
msgid ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
"Атаките от разстояние на тази единица са магически и винаги имат висока "
|
||
"вероятност да поразят врага."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
"Масираната атака от такава единица е по-малко смъртоносна, когато единицата "
|
||
"е ранена."
|
||
|
||
#: 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 ""
|
||
"При щурм се удвояват както нанесените, така и претърпени поражения, но това "
|
||
"не важи при защита."
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
"По време на битка, тази единица може да източи жизнени сили от враговете си, "
|
||
"за да възстанови собственото си здраве."
|
||
|
||
#: 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 ""
|
||
"Заради дължината на своето оръжие, тази единица винаги нанася първия удар "
|
||
"дори, когато се защитава в близък бой."
|
||
|
||
#: 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 ""
|
||
"Жертвите, отровени от тази единица ще търпят поражения, докато не се "
|
||
"излекуват в град или от единица изцелител."
|
||
|
||
#: 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 "лоялен"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "лоялна"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "Нулева издръжка"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
#, fuzzy
|
||
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"
|
||
"По време на кампания някои единици могат да изберат да се присъединят към "
|
||
"вашите сили по собствено желание. Такива единици получават качество Лоялен. "
|
||
"Въпреки че за привикването на такива единици може да се дължи плащане, за "
|
||
"тях никога не се правят разходи за издръжка. Ето защо са изключително ценни "
|
||
"при продължителни кампании, когато златото е по-оскъдно. Това качество "
|
||
"никога не се приписва на новонабрани единици, затова не е разумно да се "
|
||
"освобождават Лоялни единици или глупаво да се жертва животът им."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
#, fuzzy
|
||
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 ""
|
||
"Лоялните единици не се нуждаят от издръжка. За повечето единици се дължи "
|
||
"издръжка в края на всеки ход равна на нивото им. Това не важи за лоялните "
|
||
"единици."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "немъртъв"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "немъртва"
|
||
|
||
#. [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 "Имунитет срещу отрова, източване и чума"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
#, fuzzy
|
||
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"
|
||
"Немъртвите единици обикновено имат само това единствено качество \"Немъртъв"
|
||
"\". Тъй като Немъртвите единици са всъщност трупове, въздигнати, за да се "
|
||
"включат в боя, те не се влияят от отрова. Това ги прави неоценими в "
|
||
"случаите, когато противникът напада с отрова."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"Немъртвите единици имат имунитет срещу отровата, не могат да бъдат поразени "
|
||
"от чума, нито може да се изцежда здравето им."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "механичен"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "механична"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
#, fuzzy
|
||
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"
|
||
"Като цяло единственото качество на механичните единици е \"Механичен\". Тъй "
|
||
"като те всъщност не са живи, отрова, чума и източване на здраве не им влияят."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Механичните единици имат имунитет срещу отровата, не могат да бъдат поразени "
|
||
"от чума, нито може да се изцежда здравето им."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
#, fuzzy
|
||
msgid "elemental"
|
||
msgstr "Движение"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
#, fuzzy
|
||
msgid "female^elemental"
|
||
msgstr "лоялна"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
#, fuzzy
|
||
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"
|
||
"Като цяло единственото качество на механичните единици е \"Механичен\". Тъй "
|
||
"като те всъщност не са живи, отрова, чума и източване на здраве не им влияят."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Механичните единици имат имунитет срещу отровата, не могат да бъдат поразени "
|
||
"от чума, нито може да се изцежда здравето им."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "силен"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "силна"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
#, fuzzy
|
||
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"
|
||
"Въпреки, че качеството Силен е полезно за всяка единица в близък бой, то има "
|
||
"най-голям ефект при единици с най-голям размах на действие, като например "
|
||
"бойците Елфи. Силните единици са особено полезни, когато е необходимо "
|
||
"поражението да се подсили съвсем малко, за да се превърне поразяващият удар "
|
||
"в смъртоносен."
|
||
|
||
#. [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 additional hitpoint."
|
||
msgstr ""
|
||
"Силните единици нанасят една точка повече поражение за всяко сполучливо "
|
||
"попадение в близък бой и имате 1 допълнителна точка здраве."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "сръчен"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "сръчна"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
#, fuzzy
|
||
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"
|
||
"Сръчен е качество, което притежават само Елфите. Те са известни с "
|
||
"необичайната си грация и голямото майсторство при боравене с лък. Сред тях "
|
||
"се срещат някои, чиято естествена дарба, ги отличава дори сред събратята им. "
|
||
"Такива елфи нанасят допълнителна точка поражение за всяка своя стрела."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr ""
|
||
"В бой от разстояние Сръчните единици нанасят 1 допълнителна точка поражение "
|
||
"за всяко точно попадение."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "бърз"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "бърза"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
#, fuzzy
|
||
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"
|
||
"Бързината е най-забележимото качество, особено за бавно подвижни единици "
|
||
"като тролове и тежко въоръжена пехота. Бързите единици често са много по-"
|
||
"подвижни на по-трудните терени, което може да е от особено значение, когато "
|
||
"разгръщате силите си. Още повече, че Бързите единици не са издръжливи, "
|
||
"колкото единиците без това качество и съответно не са толкова полезни при "
|
||
"задържането на оспорвана позиция."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"Бързите единици имат 1 допълнителна точка движение, но 5% по-малко точки "
|
||
"здраве от обичайното."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "интелигентен"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "интелигентна"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
#, fuzzy
|
||
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"
|
||
"Интелигентните единици са особено полезни в началото на кампаниите, защото "
|
||
"могат да повишават нивата си по-бързо. По-късно в кампанията Интелигентните "
|
||
"не са толкова полезни, понеже Повишението Над Максималното Ниво (ПНМН), не е "
|
||
"толкова важно, колкото повишаването на ниво. Ако разполагате с много "
|
||
"единици, достигнали максималното си ниво, имате възможност да привикате "
|
||
"единици с по-ценни качества."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"На Интелигентните единици е необходим 20% по малко опит от обичайното, за да "
|
||
"повишат нивото си."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "издръжлив"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "издръжлива"
|
||
|
||
#. [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"
|
||
"Издръжливите единици са полезни във всички етапи на кампанията, а това "
|
||
"качество е полезно за всички единици. Издръжливостта има най-голям ефект, "
|
||
"когато се припише на единица комбинираща нисък брой точки здраве, добра "
|
||
"защита и висока съпротивителна способност. Издръжливите единици са особено "
|
||
"полезни за задържане на стратегически позиции срещу противниците."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr ""
|
||
"Издръжливите единици имат 4 точки здраве + 1 точка здраве на ниво повече от "
|
||
"обичайното."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "здрав"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "здрава"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
"Като цяло джуджетата са известни със своята жизненост, но сред тях има "
|
||
"такива, които са по-яки от останалите и са в състояние да си почиват дори "
|
||
"докато пътуват."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "безстрашен"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "безстрашна"
|
||
|
||
#. [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 "Бие се нормално през неблагоприятните периоди от деня/нощта"
|
||
|
||
#. [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 ""
|
||
"Тези смелчаци не изпитват ненавист, нито към светлината, нито към мрака и те "
|
||
"не им влияят."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
#, fuzzy
|
||
msgid "feral"
|
||
msgstr "Пещерна стена"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
#, fuzzy
|
||
msgid "female^feral"
|
||
msgstr "немъртва"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:257
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:258
|
||
msgid ""
|
||
"Dwellings of sentient beings are not easily used for cover by feral "
|
||
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
|
||
"units receive a maximum of 50% defense in any land-based village regardless "
|
||
"of base terrain."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:274
|
||
msgid "weak"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
#, fuzzy
|
||
msgid "female^weak"
|
||
msgstr "немъртва"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:276
|
||
#, fuzzy
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"Немъртвите единици имат имунитет срещу отровата, не могат да бъдат поразени "
|
||
"от чума, нито може да се изцежда здравето им."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
#, fuzzy
|
||
msgid "slow"
|
||
msgstr "забавяне"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
#, fuzzy
|
||
msgid "female^slow"
|
||
msgstr "лоялна"
|
||
|
||
#. [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 ""
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"Бързите единици имат 1 допълнителна точка движение, но 5% по-малко точки "
|
||
"здраве от обичайното."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
#, fuzzy
|
||
msgid "dim"
|
||
msgstr "Среден"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
#, fuzzy
|
||
msgid "female^dim"
|
||
msgstr "безстрашна"
|
||
|
||
#. [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 ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:329
|
||
#, fuzzy
|
||
msgid "aged"
|
||
msgstr "далечен бой"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
#, fuzzy
|
||
msgid "female^aged"
|
||
msgstr "безстрашна"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:331
|
||
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 ""
|
||
|
||
#: data/core/units.cfg:11
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a \"true orc\", a few "
|
||
"who are born slightly smaller and weaker, and the rest, often a full half of "
|
||
"any litter, are much weaker and destined to be goblins. Almost as newborns "
|
||
"the class system of orcish society is visible, with the weak put in their "
|
||
"place by their stronger siblings. The stronger ones will routinely grab most "
|
||
"of the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:46
|
||
msgid "race^Bat"
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:47
|
||
#, fuzzy
|
||
msgid "race+female^Bat"
|
||
msgstr "здрава"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:48
|
||
msgid "race^Bats"
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:49
|
||
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 ""
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:58
|
||
msgid "race^Drake"
|
||
msgstr ""
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:59
|
||
#, fuzzy
|
||
msgid "race+female^Drake"
|
||
msgstr "немъртва"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:60
|
||
msgid "race^Drakes"
|
||
msgstr ""
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:61
|
||
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 hatch from eggs and usually live naturally between 20 to 30 years. "
|
||
"Death in battle is the most preferred way for a drake to leave this world. "
|
||
"Unlike the elder members of other races, drakes naturally grow more "
|
||
"aggressive and reckless towards the ends of their natural lives, perhaps to "
|
||
"help ensure their place in the heroic legends of their kind.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Drakes originated from an archipelago of volcanic islands called "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
"subsidence of many of their home islands has caused colonies of drakes to "
|
||
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
"Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
"protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
"warmth, their internal fire is more than capable of sustaining them even in "
|
||
"a relatively cold climate, a feature which has allowed them to populate even "
|
||
"some of the mountains of the far north of the Great Continent."
|
||
msgstr ""
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:94
|
||
msgid "race^Dwarf"
|
||
msgstr ""
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:95
|
||
#, fuzzy
|
||
msgid "race+female^Dwarf"
|
||
msgstr "немъртва"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:96
|
||
msgid "race^Dwarves"
|
||
msgstr "Джуджета"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
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 ""
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:114
|
||
msgid "race^Elf"
|
||
msgstr ""
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:115
|
||
#, fuzzy
|
||
msgid "race+female^Elf"
|
||
msgstr "лоялна"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:116
|
||
msgid "race^Elves"
|
||
msgstr ""
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
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 ""
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:135
|
||
#, fuzzy
|
||
msgid "race^Falcon"
|
||
msgstr "Разни"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:136
|
||
#, fuzzy
|
||
msgid "race+female^Falcon"
|
||
msgstr "немъртва"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:137
|
||
#, fuzzy
|
||
#| msgid "race^Goblins"
|
||
msgid "race^Falcons"
|
||
msgstr "Гоблини"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:148
|
||
msgid "race^Goblin"
|
||
msgstr ""
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:149
|
||
#, fuzzy
|
||
msgid "race+female^Goblin"
|
||
msgstr "лоялна"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:150
|
||
msgid "race^Goblins"
|
||
msgstr "Гоблини"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:151
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Goblins are puny and quite frail, rarely growing past the size and stature "
|
||
"of a human child.\n"
|
||
"\n"
|
||
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
|
||
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
|
||
"in part because they are so very numerous, and also because their brother "
|
||
"orcs are well aware how dependent they are on the goblins. They perform the "
|
||
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
|
||
"that require the brute strength of true orcs. Those the orcs revel in as "
|
||
"proof of their prowess."
|
||
msgstr ""
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:168
|
||
msgid "race^Gryphon"
|
||
msgstr ""
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:169
|
||
#, fuzzy
|
||
msgid "race+female^Gryphon"
|
||
msgstr "силна"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:170
|
||
msgid "race^Gryphons"
|
||
msgstr ""
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:171
|
||
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:189
|
||
msgid "race^Human"
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:190
|
||
#, fuzzy
|
||
msgid "race+female^Human"
|
||
msgstr "немъртва"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Humans"
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:192
|
||
msgid ""
|
||
"The race of men is an extremely diverse one. Although they originally came "
|
||
"from the Old Continent, men have spread all over the world and split into "
|
||
"many different cultures and races. Although they are not imbued with magic "
|
||
"like other creatures, humans can learn to wield it and are able to learn "
|
||
"more types than most others. They have no extra special abilities or "
|
||
"aptitudes except their versatility and drive. While often at odds with other "
|
||
"races, they can occasionally form alliances with the less aggressive races "
|
||
"such as elves and dwarves. The less scrupulous among them do not shrink back "
|
||
"from hiring orcish mercenaries, either. They have no natural enemies, "
|
||
"although the majority of men, like most people of all races, have an "
|
||
"instinctive dislike of the undead. Men are shorter than the elves, but "
|
||
"taller still than dwarves. Their skin color can vary, from almost white to "
|
||
"dark brown.\n"
|
||
"\n"
|
||
"<header>text='Subjects of the Crown'</header>\n"
|
||
"Many different groups of men exist, but the majority of them on the Great "
|
||
"Continent live under the rule of the Crown of Wesnoth. The humans first "
|
||
"appeared on the Great Continent from a land far across the ocean to the "
|
||
"West, the Green Isle, and soon established their capital at the inland city "
|
||
"of Weldyn. Over the following centuries they have built up a number cities "
|
||
"across the continent. The soldiers from the Crown of Wesnoth protect the "
|
||
"country, forming the most organized military force in the known world. Its "
|
||
"warriors come from the main provinces, where all men are conscripted at an "
|
||
"early age.\n"
|
||
"\n"
|
||
"<header>text='The Clansmen'</header>\n"
|
||
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
|
||
"geography consisting of more open plains and rolling hills than the western, "
|
||
"more civilized provinces. They are home to the Horse Clans, who are allied "
|
||
"with the Crown of Wesnoth but operate independently and maintain their own "
|
||
"identity. Some consider them to be a tributary state, which sends food and "
|
||
"soldiers to Crown in exchange for protection. Others say they are on equal "
|
||
"footing with the western half of Wesnoth. In any case, the eastern provinces "
|
||
"do not have a conscript army the way Western Wesnoth does. Training for "
|
||
"fighting is part of the way of life of the Clans; the parents teach the "
|
||
"children to ride horses, fight and shoot a bow from an early age. In "
|
||
"general, the Clan warriors are less organized than the civilized fighters, "
|
||
"and the strengths and weaknesses of these groups complement each other."
|
||
msgstr ""
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:207
|
||
#, fuzzy
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "немъртва"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:208
|
||
#, fuzzy
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "немъртва"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:209
|
||
#, fuzzy
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Немъртъв"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:210
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
|
||
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
|
||
"this far corner of the Great Continent is unknown. Their legends tell of "
|
||
"many long and perilous travels through far-flung lands, but the true origin "
|
||
"of their people is a topic of endless and heated debate among even the most "
|
||
"erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:231
|
||
msgid "race^Saurian"
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:232
|
||
msgid "race+female^Saurian"
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:233
|
||
msgid "race^Saurians"
|
||
msgstr ""
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:243
|
||
msgid "race^Mechanical"
|
||
msgstr "Механични"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:244
|
||
#, fuzzy
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Механични"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:245
|
||
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 ""
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:254
|
||
#, fuzzy
|
||
msgid "race^Merman"
|
||
msgstr "Разни"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:255
|
||
msgid "race^Mermaid"
|
||
msgstr ""
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Mermen"
|
||
msgstr "Океаниди"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:258
|
||
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 ""
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:266
|
||
msgid "race^Monster"
|
||
msgstr ""
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:267
|
||
#, fuzzy
|
||
msgid "race+female^Monster"
|
||
msgstr "здрава"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:268
|
||
msgid "race^Monsters"
|
||
msgstr "Чудовища"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:269
|
||
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 ""
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:276
|
||
msgid "race^Naga"
|
||
msgstr ""
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:277
|
||
#, fuzzy
|
||
#| msgid "race^Nagas"
|
||
msgid "race^Nagini"
|
||
msgstr "Змиеподобни"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:278
|
||
msgid "race^Nagas"
|
||
msgstr "Змиеподобни"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:279
|
||
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 ""
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:287
|
||
msgid "race^Ogre"
|
||
msgstr ""
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:288
|
||
#, fuzzy
|
||
msgid "race+female^Ogre"
|
||
msgstr "безстрашна"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:289
|
||
msgid "race^Ogres"
|
||
msgstr "Огрета "
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:290
|
||
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 ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:298
|
||
msgid "race^Orc"
|
||
msgstr ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:299
|
||
msgid "race+female^Orc"
|
||
msgstr ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:300
|
||
msgid "race^Orcs"
|
||
msgstr ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:301
|
||
msgid ""
|
||
"In appearance, orcs resemble humans but with some bestial features. They are "
|
||
"taller, sturdier and stronger than humans. They are warlike, savage, and "
|
||
"cruel by nature. Their blood is darker and thicker than that of humans, and "
|
||
"they have little care for personal hygiene or their personal appearance. "
|
||
"Although Orcs are violent even among themselves, they are pack-oriented; an "
|
||
"orc never travels alone or lives in groups smaller than half a dozen.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Almost every orc is a member of a tribe or a clan. Relations between "
|
||
"neighboring tribes are usually violent, except in cases of a mutual enemy "
|
||
"threatens their existence or prospects of great plunder override mutual "
|
||
"animosity. Occasionally, a single strong chieftain may emerge to lead "
|
||
"multiple tribes from time to time, usually through intimidation of "
|
||
"followers. An orc tribe in times of peace tends to focus almost solely on "
|
||
"strengthening itself in preparation for the next armed conflict. Orcs are "
|
||
"known to possess a crude system of writing — usually in blood — although "
|
||
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
|
||
"\n"
|
||
"Orc societies are based on little else but strength; might makes right, and "
|
||
"a leader leads and survives only as long as no one manages to wrest the "
|
||
"title from him. A constant struggle for power simmers among potential tribal "
|
||
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
|
||
"his absolute authority before being killed for his position — although "
|
||
"history knows some notable exceptions. Orcs hold no particular honor code "
|
||
"and while indisputable raw strength is usually the preferred method of "
|
||
"displaying power, assassination, poisoning and backstabbing are completely "
|
||
"viable means to further one’s own goals.\n"
|
||
"\n"
|
||
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
|
||
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
|
||
"hunters as a result of their physical stature and brutality. Due to their "
|
||
"large numbers they are capable of hunting an area virtually clean of "
|
||
"anything larger than rodents in relatively short period of time. Due to this "
|
||
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
|
||
"lifestyle, never settling in one region for too long. The larger tribes may "
|
||
"establish themselves firmly in an area for years or even decades and build "
|
||
"large encampments almost resembling cities, but even these are easily "
|
||
"dismantled and abandoned if there is a need to relocate the horde.\n"
|
||
"\n"
|
||
"The oldest known orcs have been around 50 to 60 years of age, but very few "
|
||
"individuals ever live to see over two or three decades before meeting their "
|
||
"end either in war or by the hand of one of their kin. The oldest orcs are "
|
||
"often shamans, which are perhaps the only ones most of their kind sees as "
|
||
"being trustworthy and neutral. The origins of this custom are unknown, as "
|
||
"the shamans do not directly contribute much to orcish societies but only act "
|
||
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
|
||
"many ways the opposite of most other orcs: they are often physically "
|
||
"withered and frail in comparison and lack skill in battle.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:312
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:321
|
||
msgid "race^Troll"
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:322
|
||
#, fuzzy
|
||
msgid "race+female^Troll"
|
||
msgstr "лоялна"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:323
|
||
msgid "race^Trolls"
|
||
msgstr "Тролове "
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:324
|
||
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 ""
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:344
|
||
msgid "race^Undead"
|
||
msgstr "Немъртви"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:345
|
||
#, fuzzy
|
||
msgid "race+female^Undead"
|
||
msgstr "немъртва"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:346
|
||
#, fuzzy
|
||
msgid "race+plural^Undead"
|
||
msgstr "Немъртъв"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:347
|
||
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 ""
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:360
|
||
msgid "race^Wolf"
|
||
msgstr ""
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:361
|
||
#, fuzzy
|
||
msgid "race+female^Wolf"
|
||
msgstr "лоялна"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:362
|
||
msgid "race^Wolves"
|
||
msgstr ""
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:372
|
||
msgid "race^Wose"
|
||
msgstr ""
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:373
|
||
msgid "race^Woses"
|
||
msgstr "Узи"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:374
|
||
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:31 data/lua/feeding.lua:44
|
||
msgid "+1 max HP"
|
||
msgstr ""
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Fundamentals of Gameplay'</header>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Вероятност за попадение'</header>"
|
||
|
||
#~ msgid "Close"
|
||
#~ msgstr "Затвори"
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "Помощ на Битката за Уеснот"
|
||
|
||
#~ msgid "Parse error when parsing help text: "
|
||
#~ msgstr "Грешка при показването на помощният текст: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "немъртва"
|
||
|
||
#, fuzzy
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Механични"
|
||
|
||
#, fuzzy
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "нощна засада"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Чума:\n"
|
||
#~ "Когато единица е убита от Чумна атака, тя се заменя с идентична единица, "
|
||
#~ "включваща се на страната на противника, използвал нападението с Чума. "
|
||
#~ "(Това не важи при Немъртви и единици в селища.)"
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Интелигентен"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Бърз"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Издръжлив"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Силен"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Безстрашен"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Пещерна стена"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Лоялен"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Немъртъв"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Механични"
|
||
|
||
#, fuzzy
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Движение"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Сръчен"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Здрав"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Среден"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Забавен"
|
||
|
||
#, fuzzy
|
||
#~| msgid "trait^Undead"
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Немъртъв"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Неизбежно по време на битка, бойните ви единици ще поемат поражения. "
|
||
#~ "Когато единица получи<ref>dst=experience_and_advancement "
|
||
#~ "text='повишение'</ref>, в резултат тя се лекува напълно. Това се случва в "
|
||
#~ "края на битката, независимо дали вие сте на ход или не. Уеснот предлага "
|
||
#~ "още няколко начина да излекувате единиците си, като всички те се случват "
|
||
#~ "в началото на вашия ход, точно преди да започнете да действате."
|
||
|
||
#, fuzzy
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Фракция"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Общ преглед"
|
||
|
||
#, fuzzy
|
||
#~ 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"
|
||
#~ "Най-добре е да започнете с опция <italic>text='Обучение'</italic> от "
|
||
#~ "главното меню. Това ще ви преведе през диалогов тип обучение, за да се "
|
||
#~ "запознаете с основните правила на Уеснот. След като го преминете, "
|
||
#~ "препоръчително е първата кампания, която играете да бъде Наследникът на "
|
||
#~ "Трона - изберете <italic>text=Кампания</italic>, после "
|
||
#~ "<italic>text='Наследникът на трона'</italic>. Тъй като Битката за Уеснот "
|
||
#~ "може да бъде доста трудна, по-добре запо'нете на <italic>text=Лесно</"
|
||
#~ "italic> ниво."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Тази секция съдържа основното, което е нужно да знаете, за да играете "
|
||
#~ "Битката за Уеснот. Тя обхваща начина на игра и основните механизми на "
|
||
#~ "играта.В хода на играта, докато се натъквате на различни нейни аспекти, "
|
||
#~ "ще получавате допълнителна информация За повече информация относно "
|
||
#~ "изключения и специфични ситуации, моля вижте посочените препратки."
|
||
|
||
#, fuzzy
|
||
#~ 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"
|
||
#~ "Кампанията се състои от няколко последователни сценария, които разказват "
|
||
#~ "някаква история. В кампанията често се налага да играете по-предпазливо и "
|
||
#~ "да запазвате най-добрите си единици, за да бъдат използвани по-късно в "
|
||
#~ "следващи сценарии на кампанията."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Играта представлява серия от битки, наречени сценарии. Всеки сценарий "
|
||
#~ "изправя армия ви срещу армиите на един или повече противника. Можете да "
|
||
#~ "играете срещу компютъра, или с приятели, които правят ходовете си "
|
||
#~ "последователно на един и същ компютър (игра тип \"горещ стол\"). Ако "
|
||
#~ "компютърът ви е включен в мрежа, можете да играете срещу други хора, "
|
||
#~ "чиито компютри са в същата мрежа. Ако компютърът ви има Интернет връзка, "
|
||
#~ "можете да играете с други хора онлайн."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Опит и Повишение"
|
||
|
||
#, fuzzy
|
||
#~ 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"
|
||
#~ "Здравите единици имат 2 точки здрави повече от обичайното и след всеки "
|
||
#~ "ход, в който не се бият, почивката ги лекува с 2 допълнителни точки "
|
||
#~ "здраве."
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Помощ"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Вероятност за попадение'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Вероятност за попадение'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Водач: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Наборници: "
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Ера:"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Фракция"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Terrain"
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "Терен"
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "ниво"
|
||
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "Повишения от:"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "Фракция"
|
||
|
||
#, fuzzy
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "Разни"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Race: "
|
||
#~ msgstr "Раса"
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "Умения: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "Умения: "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "Здраве: "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "Ходове: "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "Цена: "
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "Уклон: "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "Необходим опит: "
|
||
|
||
#~ msgid "unit help^Attacks"
|
||
#~ msgstr "Атаки"
|
||
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "Име"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "Тип"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "Успешни попадения"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "Обхват"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "Специални"
|
||
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Съпротивителни сили"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "Тип атака"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "Устойчивост"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "Терен"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "Защита"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "Стойност на придвижването"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Назад"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Напред >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Препратка към непозната тема: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "повреден оригинален файл"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Замък"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Лекуване"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Лекуване"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Интелигентен"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "масирана атака"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "масирана атака"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Тревистите терени представляват големи равнини, които може да са "
|
||
#~ "обработваеми ниви, пасища или необработени площи. Тъй като тревистите "
|
||
#~ "терени са равни без препятствия, те се прекосяват лесно, но е трудно да "
|
||
#~ "се защитавате на такъв терен. Логично, единиците, които се представят най-"
|
||
#~ "добре на този терен са или кавалерия, или бързо подвижни единици, които "
|
||
#~ "се възползват от липсата на препятствия по терена\n"
|
||
#~ "\n"
|
||
#~ "Нивото на защита на повечето единици на тревист терен е 30 до 40%."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Път"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Пътищата са утъпкани, непавирани пътеки, получени като резултат от "
|
||
#~ "преминаването на множество пътници по тях. За целите на играта, Пътищата "
|
||
#~ "са идентични на <ref>dst=terrain_grassland text='Тревист терен'</ref>."
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "Гора"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Гора това е всеки район, в който шубраците са достатъчно гъсти, за да "
|
||
#~ "затрудняват прехода. Макар че забавят почти всички единици, горите "
|
||
#~ "предлагат по-добра възможност за защита, отколкото откритите райони. "
|
||
#~ "Кавалерията обаче толкова се затруднява да си проправя път през тях, че "
|
||
#~ "всяко предимство спечелено заради укритието, бива неутрализирано. Елфите "
|
||
#~ "са изключение от общото правило за горите. Не само, че напълно запазват "
|
||
#~ "подвижността си в гората, но печелят и значителен бонус към нивото си на "
|
||
#~ "защита. Друго изключение са Джуджетата. Те също се придвижват през гората "
|
||
#~ "почти без да забавят скоростта си, но не печелят бонус към нивото на "
|
||
#~ "защита, защото теренът им е напълно непознат.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат ниво на защита в гората 50%. За кавалерията обаче "
|
||
#~ "то е ограничено до 40%, докато Елфите се радват на ниво 60% или 70%, "
|
||
#~ "валидно дори за ездачите сред тях. Като цяло джуджетата имат едва 30% "
|
||
#~ "ниво на защита на горист терен.\n"
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "Хълмове"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "За Хълмове се приема всеки относително пресечен терен с достатъчно падини "
|
||
#~ "и възвишения да осигурят някакво прикритие. За повечето войски "
|
||
#~ "придвижването през хълмове е трудно. Джуджетата, Троловете и Орките "
|
||
#~ "познават този терен достатъчно добре, за да могат да се движат по него "
|
||
#~ "без да се забавят. Придвижването на кавалерията е доста затруднено и "
|
||
#~ "затова предимството от защитата, която прикритията осигуряват бива "
|
||
#~ "неутрализирано.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат около 50% ниво на защита на хълмист терен, но за "
|
||
#~ "кавалерията нивото е ограничено до 40%. Джуджетата се радват на 60% ниво "
|
||
#~ "на защита сред Хълмовете."
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Планини"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Планините са достатъчно стръмни, за да се налага на единиците често да се "
|
||
#~ "катерят, за да преодоляват препятствията по пътя си. Поради своя характер "
|
||
#~ "планините осигуряват значителен бонус към защитата на почти всички видове "
|
||
#~ "войски, но в същото време изключително затрудняват придвижването. В "
|
||
#~ "повечето случаи кавалерията просто не може да навлезе на планински терен. "
|
||
#~ "Все пак, елфската кавалерия е изключение от това правило. Изключение са и "
|
||
#~ "гоблините, яздещи вълци. Джуджетата и Троловете от своя страна "
|
||
#~ "произхождат от планините и нямат никакъв проблем с придвижването през "
|
||
#~ "тях.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат около 60% ниво на защита в планините, но Джуджетата "
|
||
#~ "се радват на 70% ниво на защита на планински терен."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "Блато"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Блатото представлява всеки тип мочурлив терен. Блатата забавят почти "
|
||
#~ "всички и пречат на способността им да се защитават. Изключение са раси, "
|
||
#~ "чиито тела са пригодени за придвижване във вода. Те получава бонус, както "
|
||
#~ "към бързината на придвижване, така и към защитното си ниво. Онези, които "
|
||
#~ "изкарват прехраната си на влажни терени, също са в състояние да си "
|
||
#~ "намерят прикритие на блатист терен.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат ниво на защита около 30% в блатата. Океанидите, "
|
||
#~ "Змиеподобните и Саурианите обикновено се радват на 60% ниво на защита."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Плитки води"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Плитки води са всички водни басейни, където водата достига до около "
|
||
#~ "кръста на човешки ръст. Това е достатъчно да забави всеки тип единици и "
|
||
#~ "ги оставя крайно уязвими за нападения. Теренът е особено труден за "
|
||
#~ "Джуджетата, понеже те едва подават глава над водата. Изключение тук са "
|
||
#~ "раси, чиито тела са естествено пригодени за плуване, поради което те "
|
||
#~ "получават чувствителен бонус към нивото на защита и пълна скорост на "
|
||
#~ "придвижване.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици, попаднали в плитки води имат 20 до 30% ниво на защита, "
|
||
#~ "докато Океанидите и Змиеподобните се радват на 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Дълбоки води"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Дълбоки води са всички водни басейни, където водата е достатъчно дълбока "
|
||
#~ "да покрие нормален човешки ръст. Повечето единици не могат да навлизат в "
|
||
#~ "Дълбоките води: тези територии са достъпни за единици, които могат да "
|
||
#~ "летят и в редки случаи за силни плувци.\n"
|
||
#~ "\n"
|
||
#~ "Океанидите и Змиеподобните получават 50% ниво на защита в дълбоките води "
|
||
#~ "и пълна скорост на придвижване."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Снежен терен е всяка равнинна област, която е замръзнала или постоянно "
|
||
#~ "(като тундра), или временно (например покрити със сняг тревисти терени). "
|
||
#~ "Снегът забавя повечето единици и им пречи да се защитават.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат ниво на защита на снежен терен 20 до 40%."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "Замък"
|
||
|
||
#, 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 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 ""
|
||
#~ "Замък това е всяко постоянно укрепление. Почти всички единици "
|
||
#~ "чувствително повишават нивото си на защита при престой в замък и всички "
|
||
#~ "получават пълна скорост на придвижване. Единиците, разположени в Замък, "
|
||
#~ "представляват неговите защитни сили. Ако не сте разположили по една "
|
||
#~ "единица на всяко поле от стената на Замъка, врагът може да се промъкне "
|
||
#~ "необезпокояван и след като веднъж е навлязъл в Замъка, той получава "
|
||
#~ "същото ниво на защита като всички останали.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат около 60% ниво на защита на територията на Замък.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "Песъчлив терен"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Песъчливият терен е нестабилен, поради което е труден за прекосяване за "
|
||
#~ "повечето единици, а и ги прави крайно уязвими за нападение. В пълен "
|
||
#~ "контраст, широките ходила на гущероподобните раси им позволяват много по-"
|
||
#~ "лесно да се придвижват на песъчливи терени.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат ниво на защита на песъчлив терен 20 до 40%."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Пустиня"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Съставът на пустинния терен до някъде се различава от този на малките "
|
||
#~ "песъчливи участъци или плажовете, но за целите на играта, всички те са "
|
||
#~ "идентични. Виж <ref>dst=terrain_sand text='Песъчлив терен'</ref>."
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "Пещера"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Пещерата това е подземна кухина, достатъчно обемна, за да позволи "
|
||
#~ "придвижването на единиците. За повечето единици пещерите са напълно "
|
||
#~ "непознат терен, поради което преминаването през тях ги забавя и "
|
||
#~ "едновременно им пречи да се защитават. Джуджетата и Троловете, които "
|
||
#~ "живеят в пещери, се придвижват относително лесно през такъв терен, "
|
||
#~ "особено джуджетата, които поради малкия си ръст преминават през множество "
|
||
#~ "препятствия, непреодолими за други раси. В някои случаи пещерите са "
|
||
#~ "<ref>dst=terrain_illuminated_cave text=Осветени</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Нивото на защита на повечето единици в пещера е 20 до 40%, но за "
|
||
#~ "Джуджетата, то е 50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Скалиста пещера"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Скалистите пещери са се получили като резултат от действието на вятъра и "
|
||
#~ "водата, които са ерозирали и издълбали камъка. Те представляват нащърбени "
|
||
#~ "подземни кухини, които намаляват ефективността на повечето единици, но "
|
||
#~ "подпомагат защитата. Джуджетата и Троловете, които живеят в пещери, се "
|
||
#~ "придвижват относително лесно през такъв терен. Заради дребният си ръст "
|
||
#~ "джуджетата имат пълно предимство при придвижване през такъв терен. В "
|
||
#~ "някои случаи пещерите са <ref>dst=terrain_illuminated_cave text=Осветени</"
|
||
#~ "ref>.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат ниво на защита в скалистите пещери 50%. За "
|
||
#~ "кавалерията нивото е ограничено до 40%, а Джуджетата се радват на 60% "
|
||
#~ "ниво на защита в скалисти пещери."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Осветена пещера"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "В редки случаи участъци от подземния свят са осветени от лъчи, идващи от "
|
||
#~ "повърхността и сияещи сред мрачната тъма. Такъв участък осигурява бонус "
|
||
#~ "при нападения от страна на праведни единици и премахва бонуса за "
|
||
#~ "нападение на хаотичните единици. Във всяко друго отношение, тези участъци "
|
||
#~ "са идентични на нормалните пещерни терени."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "Гъбен масив"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Гъбените масиви са огромни подземни гори от гигантски гъби, които "
|
||
#~ "избуяват сред мрака и влагата. Повечето единици се затрудняват да "
|
||
#~ "прекосяват покритите с по-дребни гъби подове на пещерите, но пък големите "
|
||
#~ "стълбове им осигуряват чудесна защита. Ездачите от своя страна затъват "
|
||
#~ "напълно сред гъбите и нямата никаква свобода на движение в битка. "
|
||
#~ "Немъртвите единици са естествено предразположени към разложението и "
|
||
#~ "функционират доста добре сред гъбените масиви\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат ниво на защита сред гъбените масиви 50 до 60%, "
|
||
#~ "докато за кавалерията това ниво е само 20%."
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Селище"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Селищата представляват група сгради, човешки или други. Почти всички "
|
||
#~ "единици, включително кавалерията, се придвижват съвсем лесно през "
|
||
#~ "селищата, а повечето единици получават и бонус към нивото си на защита "
|
||
#~ "докато се намират в някое селище. Селищата предлагат на единиците нужните "
|
||
#~ "средства, за да се погрижат за хигиената и раните си, поради което докато "
|
||
#~ "са разположени в селище всички единици оздравяват с 8 точки здраве на ход "
|
||
#~ "или при нужда, могат да се изцелят от отравяне.\n"
|
||
#~ "\n"
|
||
#~ "Повечето единици имат 50 до 60% ниво на защита на територията на "
|
||
#~ "селищата, но за кавалерията, то е ограничено до 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Подводно селище"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Подводните селища са домове на Водните народи и Змиеподобните. "
|
||
#~ "Съществата, които живеят във вода се чувстват като у дома си на такъв "
|
||
#~ "терен, но за сухоземните създания е трудно да се придвижват и защитават в "
|
||
#~ "такива селища. Въпреки това и тези селища предлагат същите удобства и "
|
||
#~ "възможности на единиците да се погрижат за раните си. Всяка единици, "
|
||
#~ "намираща се в селище може да се излекува с 8 точки здраве на ход или де "
|
||
#~ "се изцели от отравяне.\n"
|
||
#~ "\n"
|
||
#~ "Водните народи и Змиеподобните имат 60% ниво на защита в подводните "
|
||
#~ "селища, а нивото на защита на сухоземните единици обикновено е ниско."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Бездната е дълбока пукнатина в земята, която води към неизвестни дълбини. "
|
||
#~ "Бездните са забележителни с отвесните си стени, които може да отнеме дни "
|
||
#~ "да се обходят. За целите на играта само единици, които могат да летят са "
|
||
#~ "в състояние да пресекат този терен."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Лава"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Не е трудно да се разбере какви опасности крие опитът да се ходи по лава. "
|
||
#~ "Този терен може да се пресече само от единици, които са в състояние да "
|
||
#~ "прелитат големи разстояния. Стопената магма често излъчва сияние, което "
|
||
#~ "осветява областта непосредствено над нея. Това осигурява бонус атака за "
|
||
#~ "праведните единици, и лишава хаотичните единици от техния бонус атака."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Брод"
|
||
|
||
#~ 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 ""
|
||
#~ "Понякога на определени места реките са съвсем плитки и преминаването им "
|
||
#~ "по никакъв начин не затруднява сухопътните единици, а единиците "
|
||
#~ "естествено приспособени към плуване дори получават пълна подвижност на "
|
||
#~ "такова място в река. За целите на играта, речният брод се приема за "
|
||
#~ "идентичен на тревистия терен или на плитките води, като се предпочита "
|
||
#~ "онзи от двата терена, който осигурява по-големи бонуси придвижване и "
|
||
#~ "защита, за преминаващите единици."
|
||
|
||
#, fuzzy
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Замък"
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Мост"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "Онези, които умеят да построят мост, се спасяват от непостоянството на "
|
||
#~ "водните препятствия, чиито бродове ту се появяват, ту изчезват с "
|
||
#~ "повишаването и спадането на водното равнище. Да не говорим, че мостовете "
|
||
#~ "осигуряват на единиците лукса да запазят краката си сухи, а това не е "
|
||
#~ "шега работа по време на студените месеци от годината.\n"
|
||
#~ "\n"
|
||
#~ "Наличието на мост над воден басейн дава най-добър вариант за придвижване "
|
||
#~ "едновременно на сухоземните и водни единици. За целите на играта Мостът "
|
||
#~ "се приравнява или на тревист терен, или на типа води, които текат под "
|
||
#~ "него в зависимост кое от двете осигурява по-добър бонус движение и защита "
|
||
#~ "за единиците попаднали на поле Мост. Все пак имайте предвид, че на едно и "
|
||
#~ "също поле Мост не можете да разположите едновременно и сухоземна, и водна "
|
||
#~ "единица."
|
||
|
||
#, fuzzy
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Непроходими планини"
|
||
|
||
#~ 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 ""
|
||
#~ "Бурна ярост:\n"
|
||
#~ "Независимо дали този тип атака се използва в нападение или защита, тя "
|
||
#~ "продължава докато един от бойците бъде убит или докато изтекат 30 хода от "
|
||
#~ "началото на схватката."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Магическа:\n"
|
||
#~ "Тази атака винаги има 70% шанс да уцели."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "бързак"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Бързак:\n"
|
||
#~ "Тази единица винаги удря първа, дори и да е в защита."
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Вероятност за попадение'</header>"
|