8411 lines
329 KiB
Text
8411 lines
329 KiB
Text
# translation of en_GB.po to English (British)
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# Peter J Ross <pjr@insurgent.org>, 2006.
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# PJR <pjr@britishlibrary.net>, 2006.
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# Peter J Ross <wesnoth@pjr.britishlibrary.net>, 2007.
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# Steven Panek <Majora700@gmail.com>, 2011.
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# Wedge009 <wedge009@wedge009.net>, 2015.
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msgid ""
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msgstr ""
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"Project-Id-Version: en_GB\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: 2018-09-12 16:38+1000\n"
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"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
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"Language-Team: English (British) <http://wiki.wesnoth.org/"
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"EnglishGBTranslation>\n"
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"Language: en_GB\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=(n != 1);\n"
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"X-Generator: Poedit 2.1.1\n"
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#. [time]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
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#: data/core/macros/schedules.cfg:109
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msgid "Underground"
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msgstr "Underground"
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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 "berserk"
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#. [berserk]: id=berserk
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
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#: data/core/macros/abilities.cfg:275
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msgid ""
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"Whether used offensively or defensively, this attack presses the engagement "
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"until one of the combatants is slain, or 30 rounds of attacks have occurred."
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msgstr ""
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"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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#. [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 "magical"
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#. [chance_to_hit]: id=magical
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
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#: data/core/macros/abilities.cfg:360
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msgid ""
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"This attack always has a 70% chance to hit regardless of the defensive "
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"ability of the unit being attacked."
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msgstr ""
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"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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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
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#: data/core/macros/abilities.cfg:404
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msgid "first strike"
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msgstr "first strike"
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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
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#: data/core/macros/abilities.cfg:405
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msgid ""
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"This unit always strikes first with this attack, even if they are defending."
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msgstr ""
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"This unit always strikes first with this attack, even if they are defending."
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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 "heals +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
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#: data/core/macros/abilities.cfg:11
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msgid "female^heals +4"
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msgstr "heals +4"
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# TODO: eliminate the use of "our" in the original
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
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msgid ""
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"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
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"\n"
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"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Allows the unit to heal adjacent allied units at the beginning of each "
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"turn.\n"
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"\n"
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"A unit cared for by this healer may heal up to 4 HP per turn, or stop 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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#. [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 "heals +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
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#: data/core/macros/abilities.cfg:29
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msgid "female^heals +8"
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msgstr "heals +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"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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#. [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 "Map and Scenario Editor"
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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 "Editor Brush"
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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 "TODO"
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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 "Terrain Clipboard"
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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 "Paint Tool"
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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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"Paint terrain tiles on the map.\n"
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"\n"
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"The paint tool uses the brushes and the terrain palette."
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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 "Fill Tool"
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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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"Fill continuous regions of terrain with a different one!\n"
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"\n"
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"The fill tool uses the terrain palette."
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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 "Select Tool"
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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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"Selects a set of hex fields. The best tool ever!\n"
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"\n"
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"This tool uses the brushes."
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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 "Paste Tool"
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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 "Paste the terrain in the clipboard"
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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 "Starting Tool"
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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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"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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#. [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 "Label Tool"
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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 "Item Tool"
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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 "Sound Source Tool"
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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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"Places Sound Sources on your maps!\n"
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"\n"
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"This tool has not been implemented yet."
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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 "Village Ownership Tool"
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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 "Unit Tool"
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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 "Named Areas"
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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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"Named Areas are sets of game fields 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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|
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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 "Play List Manager"
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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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"Saves a list of music tracks defining a random play list to the scenario.\n"
|
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"\n"
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"Have a look at the add-on server for easy-to-use additional music tracks."
|
||
|
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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 "Map/Scenario Editor"
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#. [topic]: id=..editor
|
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#: data/core/editor/help.cfg:142
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#, fuzzy
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#| msgid ""
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#| "Wesnoth's Map and Scenario Editor allows users to create and edit the "
|
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#| "maps on which every Wesnoth scenario takes place. It also provides a "
|
||
#| "limited set of features for setting up a basic scenario.\n"
|
||
#| "\n"
|
||
#| "The editor can be launched from the <italic>text='Map Editor'</italic>"
|
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msgid ""
|
||
"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
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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 ""
|
||
"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"
|
||
"\n"
|
||
"The editor can be launched from the <italic>text='Map Editor'</italic>"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:144
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " option at the title screen.\n"
|
||
#| "\n"
|
||
#| "<header>text='What you get'</header>"
|
||
msgid ""
|
||
" option at the title screen.\n"
|
||
"\n"
|
||
"<big>What you get</big>"
|
||
msgstr ""
|
||
" option at the title screen.\n"
|
||
"\n"
|
||
"<header>text='What you get'</header>"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:146
|
||
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 ""
|
||
"\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='Play List Manager'</ref>"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Predefine the scenario's music track play list.\n"
|
||
"\n"
|
||
"• Time Schedule Editor\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\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 with 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"
|
||
|
||
#. [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 ""
|
||
"\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>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:184
|
||
msgid "Editing Modes"
|
||
msgstr "Editing Modes"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Pure Map Mode'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Pure Map Mode</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Pure Map Mode'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "The editor features two separate modes of operation:"
|
||
msgstr "The editor features two separate modes of operation:"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Allows only the composing of the terrain map itself and the definition of "
|
||
"leader starting positions."
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:189
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "How the information is saved depends on the loaded file:\n"
|
||
#| "\n"
|
||
#| "<bold>text='Native'</bold>"
|
||
msgid ""
|
||
"\n"
|
||
"How the information is saved depends on the loaded file:\n"
|
||
"\n"
|
||
"<b>Native</b>"
|
||
msgstr ""
|
||
"\n"
|
||
"How the information is saved depends on the loaded file:\n"
|
||
"\n"
|
||
"<bold>text='Native'</bold>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:192
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "A new map or file containing only the arguments to the map_data "
|
||
#| "attribute.\n"
|
||
#| "\n"
|
||
#| "The produced map can be played in the “User Maps” game type at the create "
|
||
#| "multiplayer game dialog if saved to the default directory.\n"
|
||
#| "\n"
|
||
#| "<bold>text='Embedded'</bold>"
|
||
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 ""
|
||
"\n"
|
||
"A new map or file containing only the arguments to the map_data attribute.\n"
|
||
"\n"
|
||
"The produced map can be played in the “User Maps” game type at the create "
|
||
"multiplayer game dialog if saved to the default directory.\n"
|
||
"\n"
|
||
"<bold>text='Embedded'</bold>"
|
||
|
||
#. [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 ""
|
||
"\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."
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:198
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Scenario Mode'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Scenario Mode</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Scenario Mode'</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 ""
|
||
"\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."
|
||
|
||
#. [topic]: id=editor_toolkit
|
||
#: data/core/editor/help.cfg:211
|
||
msgid "Editor Tools"
|
||
msgstr "Editor Tools"
|
||
|
||
#. [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 ""
|
||
"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='Sound Source Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:234
|
||
msgid "Terrain Editor"
|
||
msgstr "Terrain Editor"
|
||
|
||
#. [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 ""
|
||
"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>."
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Editor Mask Usage"
|
||
msgstr "Editor Mask Usage"
|
||
|
||
#. [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 ""
|
||
"Masks can be applied to a base map for re-use in several scenarios playing "
|
||
"at the same locations."
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:250
|
||
msgid "Time Schedule Editor"
|
||
msgstr "Time Schedule Editor"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:258
|
||
msgid "Editor Palette"
|
||
msgstr "Editor Palette"
|
||
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:266
|
||
msgid "Wesnoth Map Format"
|
||
msgstr "Wesnoth Map Format"
|
||
|
||
#. [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 ""
|
||
"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 set-"
|
||
"ups still need to be manually coded in WML."
|
||
|
||
#. [topic]: id=scenario_format
|
||
#: data/core/editor/help.cfg:280
|
||
msgid "Scenario Format"
|
||
msgstr "Scenario Format"
|
||
|
||
#. [topic]: id=editor_starting_positions_in_general
|
||
#: data/core/editor/help.cfg:288
|
||
msgid "Starting Positions Howto"
|
||
msgstr "Starting Positions How-To"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Encyclopædia"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Geography'</ref>"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Geography"
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr "Arkan-thoria"
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:27
|
||
msgid ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
msgstr ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great Ocean"
|
||
msgstr "Great Ocean"
|
||
|
||
# the the-the
|
||
#. [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 ""
|
||
"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>."
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:38
|
||
msgid "Morogor"
|
||
msgstr "Morogor"
|
||
|
||
#. [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 ""
|
||
"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’."
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:46
|
||
msgid "Green Isle"
|
||
msgstr "Green Isle"
|
||
|
||
#. [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 ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
msgid "Old Continent"
|
||
msgstr "Old Continent"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:53
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Great Continent"
|
||
msgstr "Great Continent"
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:59
|
||
msgid ""
|
||
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
|
||
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"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>."
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
msgid "Irdya"
|
||
msgstr "Irdya"
|
||
|
||
# comma
|
||
#. [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 ""
|
||
"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”."
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Kingdom of Wesnoth"
|
||
|
||
# gray vs grey
|
||
#. [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 ""
|
||
"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='south-west'</ref>, and the "
|
||
"Bitter Swamp to the south-east (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 centre 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."
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:100
|
||
msgid "Elensefar"
|
||
msgstr "Elensefar"
|
||
|
||
# is vs can be
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:113
|
||
msgid "Northlands"
|
||
msgstr "Northlands"
|
||
|
||
# rumyr
|
||
# , capitol?
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:114
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "There is no government of the Northlands. Various groups of orcs, "
|
||
#| "dwarves, barbarian men and even elves populate the region. The northern "
|
||
#| "and eastern borders are not defined, the southern border is the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
|
||
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Glamdrol: An Orcish tribal capital.\n"
|
||
#| " • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
|
||
#| " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga "
|
||
#| "in the southern Heart Mountains. A major trade center.\n"
|
||
#| " • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
#| "crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
#| "abandoned. The forested area northeast of Elensefar, where these villages "
|
||
#| "were located, was named the Annuvin province by men but was known by the "
|
||
#| "elves as Wesmere.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Heart Mountains: A virtually impassable barrier between the river "
|
||
#| "country and the Northern Plains.\n"
|
||
#| " • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
#| "madmen, and mages live there.\n"
|
||
#| " • Swamp of Dread: a very large bog located between the Heart "
|
||
#| "Mountains and the Great River. A notoriously dangerous place.\n"
|
||
#| " • Lake Vrug: A large mountain lake whose river carves the only "
|
||
#| "pathway through the Northern Mountains.\n"
|
||
#| " • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
|
||
#| "elvish name; among humans it is called Longlier.\n"
|
||
#| " • River Listra: The south-running tributary of the Great River into "
|
||
#| "which the Arkan-thoria empties.\n"
|
||
#| " • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
#| "Forest, a gigantic wood whose eastern and northern boundaries are known "
|
||
#| "only to the elves. Their capital, Elensiria, has only seldom been visited "
|
||
#| "by humans.\n"
|
||
#| " • Great River: The origin of this river is somewhere in the east of "
|
||
#| "the northern lands."
|
||
msgid ""
|
||
"There is no government of the Northlands. Various groups of orcs, dwarves, "
|
||
"barbarian men and even elves populate the region. The northern and eastern "
|
||
"borders are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An Orcish tribal capital.\n"
|
||
" • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of Elensefar, where these villages "
|
||
"were located, was named the Annuvin province by men but was known by the "
|
||
"elves as Wesmere.\n"
|
||
"\n"
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Heart Mountains: A virtually impassable barrier between the river "
|
||
"country and the Northern Plains.\n"
|
||
" • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
"madmen, and mages live there.\n"
|
||
" • Swamp of Dread: a very large bog located between the Heart Mountains "
|
||
"and the Great River. A notoriously dangerous place.\n"
|
||
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
|
||
"through the Northern Mountains.\n"
|
||
" • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
|
||
"elvish name; among humans it is called Longlier.\n"
|
||
" • River Listra: The south-running tributary of the Great River into "
|
||
"which the Arkan-thoria empties.\n"
|
||
" • Lintanir Forest: The southernmost portion of the Great Northern "
|
||
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
|
||
"the elves. Their capitol, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • Great River: The origin of this river is somewhere in the east of the "
|
||
"northern lands."
|
||
msgstr ""
|
||
"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 centre.\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 north-east 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 south-"
|
||
"west 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 "
|
||
"to the elves. Their capital, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • Great River: The origin of this river is somewhere in the east of the "
|
||
"northern lands."
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:135
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "South-West Elven Lands"
|
||
|
||
#. [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 ""
|
||
"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 south-east, 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."
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:148
|
||
msgid "Heart Mountains"
|
||
msgstr "Heart Mountains"
|
||
|
||
#. [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 ""
|
||
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
"Plains'</ref>."
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
msgid "Far North"
|
||
msgstr "Far North"
|
||
|
||
#. [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 ""
|
||
"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 rumoured 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"
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Time of Day Schedule"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:96
|
||
msgid "Introduction"
|
||
msgstr "Introduction"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:168
|
||
msgid "Gameplay"
|
||
msgstr "Gameplay"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:391
|
||
msgid "Traits"
|
||
msgstr "Traits"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:119
|
||
msgid "Units"
|
||
msgstr "Units"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:139
|
||
msgid "Abilities"
|
||
msgstr "Abilities"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:148
|
||
msgid "Weapon Specials"
|
||
msgstr "Weapon Specials"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:128
|
||
msgid "Eras"
|
||
msgstr "Eras"
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:71 data/core/help.cfg:406
|
||
msgid "Terrains"
|
||
msgstr "Terrains"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:79 data/core/help.cfg:459
|
||
msgid "Add-ons"
|
||
msgstr "Add-ons"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:85 data/core/help.cfg:526
|
||
msgid "Commands"
|
||
msgstr "Commands"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:97
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy "
|
||
#| "strategy game somewhat unusual among modern strategy games. While other "
|
||
#| "games strive for complexity, <italic>text='Battle for Wesnoth'</italic> "
|
||
#| "strives for simplicity of both rules and gameplay. This does not make the "
|
||
#| "game simple, however — from these simple rules arise a wealth of "
|
||
#| "strategy, making the game easy to learn but a challenge to master.\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."
|
||
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"
|
||
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
|
||
"game somewhat unusual among modern strategy games. While other games strive "
|
||
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
|
||
"simplicity of both rules and gameplay. This does not make the game simple, "
|
||
"however — from these simple rules arise a wealth of strategy, making the "
|
||
"game easy to learn but a challenge to master.\n"
|
||
"\n"
|
||
"The following pages outline all you need to know to play Wesnoth. As you "
|
||
"play, new information is added to the various categories as you come across "
|
||
"new aspects of the game. For more detailed information on special situations "
|
||
"and exceptions, follow the included links."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid "About the Game"
|
||
msgstr "About the Game"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:108
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The game takes place on a hex-based game field, where your units battle "
|
||
#| "against those controlled by the computer, friends who each take turns on "
|
||
#| "the same computer (hotseat play), other players on the same network, or "
|
||
#| "players worldwide in multiplayer mode.\n"
|
||
#| "\n"
|
||
#| "Each of these battles is called a <italic>text='scenario'</italic>, which "
|
||
#| "can be strung together to make <italic>text='campaigns'</italic>. Besides "
|
||
#| "the campaigns that ship with the game, Wesnoth supports user-made "
|
||
#| "content, and the add-on server boasts hundreds of custom maps, campaigns, "
|
||
#| "eras, factions, and resources.\n"
|
||
#| "\n"
|
||
#| "The game also features a human-readable markup called Wesnoth Markup "
|
||
#| "Language (WML) to easily allow users to create their own content, as well "
|
||
#| "as a fully-featured Map and Scenario Editor for designing your own "
|
||
#| "battlefields.\n"
|
||
#| "\n"
|
||
#| "The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
|
||
#| "and has been worked on by a multitude of volunteers ever since."
|
||
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 ""
|
||
"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 (hot seat play), other players on the same network, or players "
|
||
"worldwide in multiplayer mode.\n"
|
||
"\n"
|
||
"Each of these battles is called a <italic>text='scenario'</italic>, which "
|
||
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
|
||
"the campaigns that ship with the game, Wesnoth supports user-made content, "
|
||
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
|
||
"factions, and resources.\n"
|
||
"\n"
|
||
"The game also features a human-readable mark-up called Wesnoth Mark-up "
|
||
"Language (WML) to easily allow users to create their own content, as well as "
|
||
"a fully-featured Map and Scenario Editor for designing your own "
|
||
"battlefields.\n"
|
||
"\n"
|
||
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
|
||
"and has been worked on by a multitude of volunteers ever since."
|
||
|
||
#. [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 ""
|
||
"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 defence values.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:129
|
||
msgid ""
|
||
"A faction is a collection of units and leaders. Factions are assigned to "
|
||
"sides in multiplayer games.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"A faction is a collection of units and leaders. Factions are assigned to "
|
||
"sides in multiplayer games.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"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"
|
||
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:140
|
||
msgid ""
|
||
"Certain units have abilities that either directly affect other units or have "
|
||
"an impact on how the unit interacts with other units. These abilities will "
|
||
"be listed under this section as you encounter them. Each page will provide a "
|
||
"description of what the ability does and which (currently discovered) units "
|
||
"have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"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"
|
||
|
||
#. [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 ""
|
||
"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"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid "Unknown Unit"
|
||
msgstr "Unknown Unit"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:159
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"This unit is unknown for the moment. You must discover it in the game to be "
|
||
"allowed to see its description."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"This unit is unknown for the moment. You must discover it in the game to be "
|
||
"allowed to see its description."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:169
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Wesnoth is comprised of a series of battles, called "
|
||
#| "<italic>text='scenarios'</italic>, that pit your troops against the "
|
||
#| "troops of one or more adversaries. Multiple scenarios that follow on from "
|
||
#| "each other, telling a story, make up <italic>text='campaigns'</italic>. "
|
||
#| "In a campaign, you often need to play more carefully, preserving your "
|
||
#| "best troops for use again in later scenarios.\n"
|
||
#| "\n"
|
||
#| "The interactive <bold>text='Tutorial'</bold> introduces the basics of "
|
||
#| "Wesnoth gameplay in the context of a scenario. Most material covered in "
|
||
#| "the tutorial is explained more in-depth in these pages, so you can always "
|
||
#| "refer back here if you forget something.\n"
|
||
#| "\n"
|
||
#| "After you master the basics, try out a beginner campaign, such as "
|
||
#| "<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
|
||
#| "Guard'</italic>. A full list of installed campaigns can be found via the "
|
||
#| "<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
|
||
#| "quite challenging, you may wish to start on easy before progressing to "
|
||
#| "higher difficulties."
|
||
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 ""
|
||
"Wesnoth is comprised of a series of battles, called "
|
||
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
|
||
"of one or more adversaries. Multiple scenarios that follow on from each "
|
||
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
|
||
"campaign, you often need to play more carefully, preserving your best troops "
|
||
"for use again in later scenarios.\n"
|
||
"\n"
|
||
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
|
||
"Wesnoth game-play in the context of a scenario. Most material covered in the "
|
||
"tutorial is explained more in-depth in these pages, so you can always refer "
|
||
"back here if you forget something.\n"
|
||
"\n"
|
||
"After you master the basics, try out a beginner campaign, such as "
|
||
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
|
||
"Guard'</italic>. A full list of installed campaigns can be found via the "
|
||
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
|
||
"quite challenging, you may wish to start on easy before progressing to "
|
||
"higher difficulties."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:176
|
||
#, fuzzy
|
||
#| msgid "Fundamentals of Gameplay"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Fundamentals of Gameplay</big>\n"
|
||
"\n"
|
||
msgstr "Fundamentals of Gameplay"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:176
|
||
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 ""
|
||
"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."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:188
|
||
msgid "Victory and Defeat"
|
||
msgstr "Victory and Defeat"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "When you win a scenario, the map grays over and the <bold>text='End "
|
||
#| "Turn'</bold> button changes to <bold>text='End Scenario'</bold>. You can "
|
||
#| "now do things like changing your save options or (if you are in a "
|
||
#| "multiplayer game) chatting with other players before pressing that button "
|
||
#| "to advance."
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"When you win a scenario, the map greys over and the <bold>text='End Turn'</"
|
||
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
|
||
"things like changing your save options or (if you are in a multiplayer game) "
|
||
"chatting with other players before pressing that button to advance."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
|
||
#| "the beginning of each scenario. 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."
|
||
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 ""
|
||
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
|
||
"the beginning of each scenario. In most scenarios, you will achieve victory "
|
||
"by killing all enemy leaders ; likewise, the death of your own leader "
|
||
"generally results in defeat. However, some scenarios may have other victory "
|
||
"objectives, such as getting your leader to a designated point, rescuing an "
|
||
"ally, solving a puzzle, or holding out against a siege until a certain "
|
||
"number of turns have elapsed."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:198
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Recruiting and Recalling"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If you right-clicked on a castle hex and selected recruit, the new unit will "
|
||
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
|
||
"You may only recruit as many units as you have free hexes in your castle, "
|
||
"and you cannot spend more gold than you actually have on recruiting."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Each side begins with one leader in their keep. At the start of any "
|
||
#| "battle, and at times during it, you will need to recruit <ref>dst='.."
|
||
#| "units' text='units'</ref> into your army. To recruit, you must have your "
|
||
#| "leader (for instance, Konrad in the <italic>text='Heir to the Throne'</"
|
||
#| "italic> campaign) on the keep hex of a <ref>dst='terrain_castle' "
|
||
#| "text='castle'</ref>. Then you may recruit by either choosing "
|
||
#| "<bold>text='Recruit'</bold> from the menu or right-clicking on a hex and "
|
||
#| "selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, "
|
||
#| "which lists units available for recruitment, along with their gold cost. "
|
||
#| "Click on a unit to see its statistics, then press the "
|
||
#| "<bold>text='Recruit'</bold> button to recruit it."
|
||
msgid ""
|
||
"Each side begins with one leader in their keep. At the start of any battle, "
|
||
"and at times during it, you will need to recruit <ref>dst='..units' "
|
||
"text='units'</ref> into your army. To recruit, you must have your leader "
|
||
"(for instance, Konrad in the <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 ""
|
||
"Each side begins with one leader in their keep. At the start of any battle, "
|
||
"and at times during it, you will need to recruit <ref>dst='..units' "
|
||
"text='units'</ref> into your army. To recruit, you must have your leader "
|
||
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
|
||
"campaign) on the keep hex of a <ref>dst='terrain_castle' text='castle'</"
|
||
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
|
||
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
|
||
"bold>. This brings up the recruit menu, which lists units available for "
|
||
"recruitment, along with their gold cost. Click on a unit to see its "
|
||
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:201
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
|
||
#. [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"
|
||
"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."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:205
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units not only cost gold to Recruit or Recall, they also require money to "
|
||
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
|
||
"more information."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:214
|
||
msgid "Income and Upkeep"
|
||
msgstr "Income and Upkeep"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Income is simple. You have a base income of 2 gold per turn. For every "
|
||
"village you control, you gain one additional gold each turn. (In general "
|
||
"this is configurable but in campaigns it is almost always one gold per "
|
||
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
|
||
"each turn. Your upkeep costs are subtracted from this income, as detailed "
|
||
"below."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [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; <italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
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 ""
|
||
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
|
||
"watch your gold as well, especially in campaigns, where you can carry extra "
|
||
"gold over from one scenario to the next. There are two aspects to this; "
|
||
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:217
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
|
||
"to its level. You can support as many levels worth of units as you have "
|
||
"villages, without paying any upkeep. However, for each level of unit beyond "
|
||
"the number of villages you have, you must pay one gold per turn. For "
|
||
"example, if you have twelve level one units and ten villages, you would have "
|
||
"to pay two gold each turn in upkeep."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:219
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep costs are subtracted from your income, so in the case of twelve "
|
||
"levels of units and ten villages, your resultant Income would be 10 gold per "
|
||
"turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [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 <italic>text='Heir to the Throne'</"
|
||
#| "italic>) will usually have the <italic>text='loyal'</italic> trait. The "
|
||
#| "unit you are playing (such as Konrad) will almost always be a leader."
|
||
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"
|
||
"\n"
|
||
"There are two important exceptions to upkeep: units with the loyal trait and "
|
||
"leaders never incur upkeep. Units you begin the scenario with (such as "
|
||
"Delfador), or units who join you during a scenario (such as the horseman in "
|
||
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
|
||
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
|
||
"playing (such as Konrad) will almost always be a leader."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:230
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Hit-Points and Experience"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:231
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). "
|
||
#| "If the hitpoints of a unit drop below 1, the unit dies. Each unit also "
|
||
#| "has a certain number of <italic>text='experience points'</italic> (XP). A "
|
||
#| "freshly recruited unit starts with no experience points, and gains "
|
||
#| "experience by fighting enemies."
|
||
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 ""
|
||
"Each unit has a certain number of <italic>text='hit-points'</italic> (HP). "
|
||
"If the hit-points of a unit drop below 1, the unit dies. Each unit also has "
|
||
"a certain number of <italic>text='experience points'</italic> (XP). A "
|
||
"freshly recruited unit starts with no experience points, and gains "
|
||
"experience by fighting enemies."
|
||
|
||
#. [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 ""
|
||
"The hit-points and experience points are both indicated in the status pane "
|
||
"using two numbers (the current value and the maximum value the unit can "
|
||
"have)."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
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 ""
|
||
"The hit-points are also indicated by an energy bar next to each unit, which "
|
||
"is green, yellow or red. A unit with at least 1 experience point has a blue "
|
||
"experience bar, which turns white as the unit is about to "
|
||
"<ref>dst='experience_and_advancement' text='advance'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:244
|
||
msgid "Advancement"
|
||
msgstr "Advancement"
|
||
|
||
#. [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"
|
||
"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."
|
||
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [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 <italic>text='After Maximum "
|
||
#| "Level Advancement'</italic> (AMLA) available to it. The AMLA will modify "
|
||
#| "the unit each time the unit reaches the experience goal, but the unit "
|
||
#| "will remain the same level. The typical AMLA effect is for the unit to "
|
||
#| "raise the maximum HP by 3 and full-heal it. The first AMLA will normally "
|
||
#| "be reached with 150 XP gained (120 XP for intelligent units). However, "
|
||
#| "gaining an AMLA becomes progressively harder for each AMLA the unit "
|
||
#| "receives, and so it is usually more useful to try to advance your lower "
|
||
#| "level units."
|
||
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"
|
||
"While most units have three levels, not all do. Occasional units (such as "
|
||
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
|
||
"reached its maximum level, it may have an <italic>text='After Maximum Level "
|
||
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
|
||
"each time the unit reaches the experience goal, but the unit will remain the "
|
||
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
|
||
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
|
||
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
|
||
"progressively harder for each AMLA the unit receives, and so it is usually "
|
||
"more useful to try to advance your lower level units."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:256
|
||
msgid "Movement"
|
||
msgstr "Movement"
|
||
|
||
#. [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 <bold>text='Unit Description'</bold>, and "
|
||
#| "then looking at <bold>text='Terrain Modifiers'</bold>."
|
||
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"
|
||
"Each unit has a certain number of movement points which are used up when "
|
||
"moving into a new hex, depending on the Terrain of that particular hex. For "
|
||
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
|
||
"how many movement points are spent entering a hex depends on the unit type — "
|
||
"in forest, elvish units only spend 1 movement point, most human and orc "
|
||
"units spend 2, while horsemen spend 3. You can learn how many movement "
|
||
"points a unit requires to enter a certain terrain type by right-clicking on "
|
||
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
|
||
"<bold>text='Terrain Modifiers'</bold>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:257
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click "
|
||
#| "on the unit you wish to move to select it, then click on the hex you wish "
|
||
#| "to move it to. When a unit is selected, everywhere it can move this turn "
|
||
#| "will be highlighted, and all other hexes on the map are made dull. "
|
||
#| "Mousing over a highlighted hex shows the defense rating the unit would "
|
||
#| "have if you moved it to that hex. Mousing over a dull hex will also show "
|
||
#| "the number of turns required to reach it, and clicking will cause the "
|
||
#| "unit to move towards it by the fastest route over this and subsequent "
|
||
#| "turns. If you don’t use up all of a unit’s movement when you first move a "
|
||
#| "unit, you may move it again. This is useful when having two units switch "
|
||
#| "places. Attacking with a unit will use up its movement. Ending a move in "
|
||
#| "a village you don’t already own will also use up a unit’s movement, but "
|
||
#| "will still allow it to attack."
|
||
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 ""
|
||
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
|
||
"the unit you wish to move to select it, then click on the hex you wish to "
|
||
"move it to. When a unit is selected, everywhere it can move this turn will "
|
||
"be highlighted, and all other hexes on the map are made dull. Hovering the "
|
||
"mouse cursor over a highlighted hex shows the defence rating the unit would "
|
||
"have if you moved it to that hex. Hovering the mouse cursor 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."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:259
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Another thing to keep in mind while moving is <italic>text='zones of "
|
||
#| "control'</italic>. Each unit — 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."
|
||
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"
|
||
"Another thing to keep in mind while moving is <italic>text='zones of "
|
||
"control'</italic>. Each unit — except for level 0 units — generates a zone "
|
||
"of control in the hexes immediately surrounding it, and any enemy unit "
|
||
"entering those hexes immediately ends its movement. Learning how to use "
|
||
"zones of control to your advantage is an important part of Wesnoth, as only "
|
||
"<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of "
|
||
"control."
|
||
|
||
#. [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"
|
||
"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."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:270
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Shroud and Fog of War"
|
||
|
||
#. [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 "
|
||
#| "<italic>text='shroud'</italic> hides both the terrain and any units at a "
|
||
#| "location. However, once it is cleared, you can always see that location. "
|
||
#| "The <italic>text='fog of war'</italic> only hides units and ownership of "
|
||
#| "villages (other than by you or your allies). The fog of war is cleared "
|
||
#| "temporarily when you have units nearby, but returns when they leave. Both "
|
||
#| "the shroud and the fog of war are cleared by units. Each unit clears "
|
||
#| "locations adjacent to those within one turn’s move (ignoring zones of "
|
||
#| "control and enemy units).\n"
|
||
#| "\n"
|
||
#| "Normally you can undo a unit’s movement, as long as an event with a "
|
||
#| "randomized result has not occurred, such as combat or recruitment (as "
|
||
#| "most units receive random traits when recruited). Exploring hidden "
|
||
#| "terrain by clearing shroud or fog will also prevent undos to a previous "
|
||
#| "state. You may wish to activate <bold>text='Delay Shroud Updates'</bold> "
|
||
#| "in the actions menu. This will prevent units from clearing shroud or fog "
|
||
#| "until the next randomized event or a manual update via <bold>text='Update "
|
||
#| "Shroud Now'</bold> (or the end of your turn) and thereby preserve your "
|
||
#| "ability to undo movement."
|
||
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 ""
|
||
"In some scenarios, parts of the map will be hidden from you. There are two "
|
||
"mechanisms that can be used separately or together. The "
|
||
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
|
||
"location. However, once it is cleared, you can always see that location. The "
|
||
"<italic>text='fog of war'</italic> only hides units and ownership of "
|
||
"villages (other than by you or your allies). The fog of war is cleared "
|
||
"temporarily when you have units nearby, but returns when they leave. Both "
|
||
"the shroud and the fog of war are cleared by units. Each unit clears "
|
||
"locations adjacent to those within one turn’s move (ignoring zones of "
|
||
"control and enemy units).\n"
|
||
"\n"
|
||
"Normally you can undo a unit’s movement, as long as an event with a "
|
||
"randomized result has not occurred, such as combat or recruitment (as most "
|
||
"units receive random traits when recruited). Exploring hidden terrain by "
|
||
"clearing shroud or fog will also prevent undos to a previous state. You may "
|
||
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
|
||
"menu. This will prevent units from clearing shroud or fog until the next "
|
||
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
|
||
"bold> (or the end of your turn) and thereby preserve your ability to undo "
|
||
"movement."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:280
|
||
msgid "Combat"
|
||
msgstr "Combat"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Order and Number of Strikes</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
|
||
#| "between units in adjacent hexes. Click on your unit, and click on the "
|
||
#| "enemy you want to attack: your unit will move towards the enemy unit, and "
|
||
#| "when they are next to each other, combat will begin. The attacker and "
|
||
#| "defender alternate strikes until each has used their allotted number of "
|
||
#| "strikes. The attacker chooses one of its weapons to attack with, and the "
|
||
#| "defender retaliates with one of its attacks of the same type. There are "
|
||
#| "two types of attacks: <italic>text='melee'</italic>, which usually "
|
||
#| "involves weapons such as swords, axes or fangs; and "
|
||
#| "<italic>text='ranged'</italic>, which usually involves weapons such as "
|
||
#| "bows, spears and fireballs."
|
||
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 ""
|
||
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
|
||
"between units in adjacent hexes. Click on your unit, and click on the enemy "
|
||
"you want to attack: your unit will move towards the enemy unit, and when "
|
||
"they are next to each other, combat will begin. The attacker and defender "
|
||
"alternate strikes until each has used their allotted number of strikes. The "
|
||
"attacker chooses one of its weapons to attack with, and the defender "
|
||
"retaliates with one of its attacks of the same type. There are two types of "
|
||
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
|
||
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
|
||
"involves weapons such as bows, spears and fireballs."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:283
|
||
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"
|
||
"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)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:285
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Chance to Hit</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:287
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Every unit has a chance of being hit, based on the "
|
||
#| "<italic>text='terrain'</italic> it is in. This is shown in the status "
|
||
#| "pane, and may also be found by right-clicking a unit, selecting "
|
||
#| "<bold>text='Unit Description'</bold>, and then looking at "
|
||
#| "<bold>text='Terrain Modifiers'</bold>. For instance, many elves have a "
|
||
#| "defense rating of 70% in forest, so a unit attacking them has only a 30% "
|
||
#| "chance of hitting. Conversely, the elf’s chance of hitting the attacker "
|
||
#| "in return depends on what terrain the attacker is in."
|
||
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"
|
||
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
|
||
"italic> it is in. This is shown in the status pane, and may also be found by "
|
||
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
|
||
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
|
||
"elves have a defence 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."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:289
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
|
||
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
|
||
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
|
||
"regardless of terrain, and, when used offensively, marksmen always have at "
|
||
"least a 60% chance to hit, regardless of terrain."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:291
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:293
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Each strike which hits causes a base amount of damage depending on the "
|
||
#| "attack type. For instance, an elvish fighter with a 5×4 attack does 5 "
|
||
#| "base damage. This is usually modified by two things: "
|
||
#| "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
#| "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage "
|
||
#| "is modified by the circumstances, select <bold>text='Damage "
|
||
#| "Calculations'</bold> in the attack selection menu."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
|
||
"modified by the circumstances, select <b>Damage Calculations</b> in the "
|
||
"attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
|
||
"modified by the circumstances, select <bold>text='Damage Calculations'</"
|
||
"bold> in the attack selection menu."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:295
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref> which affect damage dealt in combat. The most common of these is "
|
||
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
|
||
"damage dealt by both attacker and defender when the unit with charge attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:303
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Damage Types and Resistance"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:304
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resistances work very simply: if a unit has 40% resistance against a damage "
|
||
"type, then it will suffer 40% less damage when hit with that damage type. It "
|
||
"is also possible for a unit to be vulnerable against some damage types. If a "
|
||
"unit has −100% resistance against a damage type, it will suffer 100% more "
|
||
"damage when hit by that type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [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: <italic>text='blade, pierce, and impact damage'</"
|
||
#| "italic>. Additionally, there are three further types of damage usually "
|
||
#| "associated with magical attacks: <italic>text='fire, cold, and arcane "
|
||
#| "attacks'</italic>. Different units may have resistances which alter the "
|
||
#| "damage which they take from certain damage types."
|
||
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 ""
|
||
"In Wesnoth, there are three types of damage usually associated with physical "
|
||
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
|
||
"Additionally, there are three further types of damage usually associated "
|
||
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
|
||
"italic>. Different units may have resistances which alter the damage which "
|
||
"they take from certain damage types."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:306
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, skeletons are highly resistant to blade and pierce damage, but "
|
||
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
|
||
"damage."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [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"
|
||
"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."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:316
|
||
msgid "Orbs"
|
||
msgstr "Orbs"
|
||
|
||
#. [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 ""
|
||
"On top of the energy bar shown next to each unit of yours is an orb. For "
|
||
"units you control, this orb is:"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:319
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr " green if it hasn’t moved this turn,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:320
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr " yellow if it has moved, but could still move further or attack, or"
|
||
|
||
#. [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 ""
|
||
" red if it can no longer move or attack, or the user ended the unit’s turn."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:322
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr " blue if the unit is an ally you do not control."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:323
|
||
msgid " Enemy units have no orb on top of their energy bar."
|
||
msgstr " Enemy units have no orb on top of their energy bar."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:330
|
||
msgid "Time of Day"
|
||
msgstr "Time of Day"
|
||
|
||
#. [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"
|
||
#| "• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
#| "damage at night.\n"
|
||
#| "• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
#| "daytime.\n"
|
||
#| "• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
#| "• <bold>text='Liminal'</bold> units get −25% damage during both night and "
|
||
#| "daytime."
|
||
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 ""
|
||
"The time of day affects the damage of certain units as follows:\n"
|
||
"\n"
|
||
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
"damage at night.\n"
|
||
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
"daytime.\n"
|
||
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
"• <bold>text='Liminal'</bold> units get −25% damage during both night and "
|
||
"daytime."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:336
|
||
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"
|
||
"The current time of day can be observed under the mini-map 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"
|
||
|
||
#. [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 "Dawn"
|
||
|
||
#. [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 "Morning"
|
||
|
||
#. [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 "Afternoon"
|
||
|
||
#. [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 "Dusk"
|
||
|
||
#. [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 "First Watch"
|
||
|
||
#. [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 "Second Watch"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:347
|
||
msgid ""
|
||
"Keep in mind that some scenarios take place underground, where it is "
|
||
"perpetually night!\n"
|
||
msgstr ""
|
||
"Keep in mind that some scenarios take place underground, where it is "
|
||
"perpetually night!\n"
|
||
|
||
#. [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 ""
|
||
"Some underground locations are illuminated. They are perpetually "
|
||
"intermediate between day and night.\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:351
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate."
|
||
msgstr ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:358
|
||
msgid "Healing"
|
||
msgstr "Healing"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:359
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor "
|
||
#| "is attacked will heal 2 HP in its next turn."
|
||
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"
|
||
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
|
||
"attacked will heal 2 HP in its next turn."
|
||
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:361
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "• <bold>text='Villages'</bold>: A unit which starts a turn in a village "
|
||
#| "or oasis will heal 8HP. If the unit is poisoned, the poison will be cured "
|
||
#| "instead."
|
||
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"
|
||
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
|
||
"oasis will heal 8HP. If the unit is poisoned, the poison will be cured "
|
||
"instead."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:362
|
||
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='Regeneration'</ref>: Certain units "
|
||
"(such as trolls) will automatically heal 8HP every turn. If the unit is "
|
||
"poisoned, the poison will be cured instead."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:363
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "• <bold>text='Healing units'</bold>: Units with the "
|
||
#| "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each "
|
||
#| "allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</"
|
||
#| "ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent "
|
||
#| "Poison from causing that unit damage."
|
||
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"
|
||
"• <bold>text='Healing units'</bold>: Units with the <ref>dst='ability_heals "
|
||
"+4' text='Heals'</ref> ability will heal each allied adjacent unit, usually "
|
||
"<ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' "
|
||
"text='8HP'</ref> per turn, or prevent Poison from causing that unit damage."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:364
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "• <bold>text='Curing units'</bold>: Units with the "
|
||
#| "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in "
|
||
#| "all allied adjacent units (in preference to healing, if it has that "
|
||
#| "ability as well)."
|
||
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"
|
||
"• <bold>text='Curing units'</bold>: Units with the <ref>dst='ability_cures' "
|
||
"text='cures'</ref> ability will cure Poison in all allied adjacent units (in "
|
||
"preference to healing, if it has that ability as well)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:365
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
|
||
#| "text='advances'</ref>, it will heal fully. This can happen as soon as "
|
||
#| "your unit gains enough experience, whether it is your turn or not."
|
||
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 ""
|
||
"\n"
|
||
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
|
||
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
|
||
"unit gains enough experience, whether it is your turn or not."
|
||
|
||
#. [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"
|
||
"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."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:368
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<b>Advanced</b>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
|
||
#. [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 ""
|
||
"\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."
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:378
|
||
msgid "Wrap Up"
|
||
msgstr "Wrap Up"
|
||
|
||
#. [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 "
|
||
#| "<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good "
|
||
#| "luck!"
|
||
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 ""
|
||
"This concludes the fundamentals of Wesnoth. You might want to read up on "
|
||
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
|
||
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref>, but you now know everything you need to know to play the "
|
||
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:384
|
||
msgid "License"
|
||
msgstr "Licence"
|
||
|
||
#. [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 <italic>text='undead'</italic> "
|
||
#| "and in some cases <italic>text='fearless'</italic>, and woses do not "
|
||
#| "receive any traits. "
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"Most units have two traits. However, goblins have only one trait, undead "
|
||
"units are always assigned the single trait <italic>text='undead'</italic> "
|
||
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
|
||
"any traits. "
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:393
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Traits are modifications that change a unit’s attributes slightly. They "
|
||
#| "are usually randomly assigned to a unit when it is recruited. The traits "
|
||
#| "available to a unit are largely determined by its <italic>text='race'</"
|
||
#| "italic>."
|
||
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 ""
|
||
"Traits are modifications that change a unit’s attributes slightly. They are "
|
||
"usually randomly assigned to a unit when it is recruited. The traits "
|
||
"available to a unit are largely determined by its <italic>text='race'</"
|
||
"italic>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:395
|
||
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"
|
||
"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>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:397
|
||
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"
|
||
"Elves may also receive <ref>dst='traits_dextrous' text='dexterous'</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"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:407
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Terrains come in two types: <italic>text='basic'</italic> and "
|
||
#| "<italic>text='mixed'</italic>."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <i>basic</i> and <i>mixed</i>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <italic>text='basic'</italic> and "
|
||
"<italic>text='mixed'</italic>."
|
||
|
||
#. [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 ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:409
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Basic Terrain Types'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Basic Terrain Types</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</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 ""
|
||
"\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"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a defence 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."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:417
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Mixed Terrain Types'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Mixed Terrain Types</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:419
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Mixed terrain types share the properties of multiple basic terrain types "
|
||
#| "— units generally receive the <italic>text='best defense'</italic> and "
|
||
#| "<italic>text='worst movement'</italic> of the underlying basic types when "
|
||
#| "they move onto a mixed type. For example, this is the case with "
|
||
#| "<italic>text='forested hills'</italic>, <italic>text='sand hills'</"
|
||
#| "italic>, and <italic>text='cave hills'</italic>.\n"
|
||
#| "\n"
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"Mixed terrain types share the properties of multiple basic terrain types — "
|
||
"units generally receive the <italic>text='best defence'</italic> and "
|
||
"<italic>text='worst movement'</italic> of the underlying basic types when "
|
||
"they move on to a mixed type. For example, this is the case with "
|
||
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
|
||
"and <italic>text='cave hills'</italic>.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:423
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "One notable exception is bridge terrains, such as <italic>text='bridges "
|
||
#| "over shallow water'</italic>, <italic>text='fords'</italic>, and "
|
||
#| "<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
|
||
#| "both merfolk and humans — all units moving on a ford enjoy the best "
|
||
#| "defense and best movement out of flat and shallow water, rather than the "
|
||
#| "worse movement of the two. Similarly, bridges over chasms are passable to "
|
||
#| "nonfliers (unsurprisingly).\n"
|
||
#| "\n"
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"One notable exception is bridge terrains, such as <italic>text='bridges over "
|
||
"shallow water'</italic>, <italic>text='fords'</italic>, and "
|
||
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
|
||
"both merfolk and humans — all units moving on a ford enjoy the best defence "
|
||
"and best movement out of flat and shallow water, rather than the worse "
|
||
"movement of the two. Similarly, bridges over chasms are passable to non-"
|
||
"fliers (unsurprisingly).\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Land-based villages generally give the best defence and movement as well. "
|
||
"These villages are mixed terrains, based on the village terrain type, "
|
||
"together with hill, swamp, and cave, respectively.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Finally, water villages are generally inhospitable to land units, and do not "
|
||
"give defence or movement benefits associated with the village terrain type. "
|
||
"Instead, they count only as water tiles.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what basic types a mixed terrain is comprised of by hovering the "
|
||
"mouse cursor over its hex and checking the terrain type icons displayed in "
|
||
"the upper right (under the default theme)."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:437
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "You can see what type of behavior the mixed terrain gives by mousing over "
|
||
#| "its hex and viewing the <italic>text='terrain description'</italic> by "
|
||
#| "either pressing the hotkey, or right clicking and selecting from the "
|
||
#| "context menu."
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what type of behaviour the mixed terrain gives by hovering the "
|
||
"mouse over its hex and viewing the <italic>text='terrain description'</"
|
||
"italic> by either pressing the hotkey, or right-clicking and selecting from "
|
||
"the context menu."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:439
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Defense Caps'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Defense Caps</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defence Caps'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:441
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Some units have <italic>text='defense caps'</italic> for a particular "
|
||
#| "basic terrain type. These units suffer a penalty on mixed terrains with "
|
||
#| "that type — their defense cannot exceed the cap."
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"Some units have <italic>text='defence caps'</italic> for a particular basic "
|
||
"terrain type. These units suffer a penalty on mixed terrains with that type "
|
||
"— their defence cannot exceed the cap."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
|
||
"has a defence rating of 30% on forests, and a defence cap for forests. Thus, "
|
||
"on forested hills, he has a defence rating of 30% rather than 40%, because "
|
||
"the mixed rating cannot exceed the cap."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"If a unit has a defence cap for some terrain, it is always the same as its "
|
||
"defence rating on that terrain (it cannot be larger)."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:447
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Basic Terrain Types'</header>\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Basic Terrain Types</big>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"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"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:470
|
||
msgid "Using Add-ons"
|
||
msgstr "Using Add-ons"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:471
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Campaigns and Scenarios'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Campaigns and Scenarios</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</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 ""
|
||
"The game supports different types of add-on content, which are not all "
|
||
"available in every gameplay mode."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:473
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Single-player campaigns are collections of scenarios that fit together to "
|
||
#| "tell a story. Both stand-alone scenarios—if intended to be played as such—"
|
||
#| "and regular campaigns are available from the <italic>text='Campaigns'</"
|
||
#| "italic> menu at the title screen."
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"Single-player campaigns are collections of scenarios that fit together to "
|
||
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
|
||
"and regular campaigns are available from the <italic>text='Campaigns'</"
|
||
"italic> menu at the title screen."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Campaigns, Scenarios, and Map Packs</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:477
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<italic>text='Multiplayer'</italic> games can be played in fully "
|
||
#| "customized, scripted scenarios or even specially designed campaigns. "
|
||
#| "There are also packs providing sets of individual multiplayer scenarios."
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
|
||
"scripted scenarios or even specially designed campaigns. There are also "
|
||
"packs providing sets of individual multiplayer scenarios."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:479
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Eras and Factions</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:481
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "For gameplay purposes, various races of creatures in the world cooperate "
|
||
#| "with each other in factions. Factions are grouped in balanced sets with a "
|
||
#| "common theme; for example, the main factions of Wesnoth can be found in "
|
||
#| "the included Default Era.\n"
|
||
#| "\n"
|
||
#| "In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
|
||
#| "creating a new game, and players can pick from the available factions for "
|
||
#| "that era when setting up their sides and teams."
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"For gameplay purposes, various races of creatures in the world co-operate "
|
||
"with each other in factions. Factions are grouped in balanced sets with a "
|
||
"common theme; for example, the main factions of Wesnoth can be found in the "
|
||
"included Default Era.\n"
|
||
"\n"
|
||
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
|
||
"creating a new game, and players can pick from the available factions for "
|
||
"that era when setting up their sides and teams."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what eras you have loaded in the <ref>text='eras section' dst='.."
|
||
"eras_section'</ref> of the help."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:487
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Modifications</big>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:489
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Modifications are optional scenario- and era-independent scripts that can "
|
||
#| "alter the default ruleset in various ways. You can choose and configure "
|
||
#| "modifications when creating a new game."
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts that can "
|
||
"alter the default rule-set in various ways. You can choose and configure "
|
||
"modifications when creating a new game."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:491
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Creator Resources</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</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 ""
|
||
"\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."
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:502
|
||
msgid "Installing Add-ons"
|
||
msgstr "Installing Add-ons"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:503
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "User-made add-ons can be obtained and updated through the "
|
||
#| "<italic>text='Add-ons'</italic> option in the main menu. After connecting "
|
||
#| "to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</"
|
||
#| "italic>), you will be presented with a list of add-ons available on the "
|
||
#| "server for downloading.\n"
|
||
#| "\n"
|
||
#| "The installation status for each add-on is shown below each entry. For "
|
||
#| "add-ons that are <italic>text='upgradable'</italic> or "
|
||
#| "<italic>text='outdated'</italic> on the server, their installed and "
|
||
#| "published versions will be shown in the <italic>text='Version'</italic> "
|
||
#| "column.\n"
|
||
#| "\n"
|
||
#| "To search for add-ons by keywords, type any relevant terms in any order "
|
||
#| "in the search box, separated by spaces. You can also sort the add-on list "
|
||
#| "by clicking the column headers. It is also possible to choose to only "
|
||
#| "display add-ons of specific categories by clicking on the "
|
||
#| "<bold>text='Type'</bold> dropdown.\n"
|
||
#| "\n"
|
||
#| "To install an add-on, select it from the list and click the "
|
||
#| "<bold>text='+'</bold> icon, or simply double-click on the add-on’s title. "
|
||
#| "If the window is too small to show them inline, the <bold>text='Addon "
|
||
#| "Details'</bold> button provides you with additional details about the add-"
|
||
#| "on, such as its full description, installation status, and available "
|
||
#| "translations."
|
||
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 ""
|
||
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
|
||
"ons'</italic> option in the main menu. After connecting to the add-ons "
|
||
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
|
||
"presented with a list of add-ons available on the server for downloading.\n"
|
||
"\n"
|
||
"The installation status for each add-on is shown below each entry. For add-"
|
||
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
|
||
"italic> on the server, their installed and published versions will be shown "
|
||
"in the <italic>text='Version'</italic> column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the search box, separated by spaces. You can also sort the add-on list by "
|
||
"clicking the column headers. It is also possible to choose to only display "
|
||
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
|
||
"dropdown.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click the <bold>text='+'</"
|
||
"bold> icon, or simply double-click on the add-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Add-on Details'</bold> button "
|
||
"provides you with additional details about the add-on, such as its full "
|
||
"description, installation status, and available translations."
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:516
|
||
msgid "Removing Add-ons"
|
||
msgstr "Removing Add-ons"
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:517
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-"
|
||
#| "ons server connection dialog. You will be presented with options to "
|
||
#| "remove any number of add-ons you currently have installed.\n"
|
||
#| "\n"
|
||
#| "It is not possible to remove add-ons for which there is publishing "
|
||
#| "information (<italic>text='.pbl'</italic> files) attached, in order to "
|
||
#| "prevent its accidental loss. If necessary, you must manually delete the "
|
||
#| "information files or the add-ons themselves using a file manager provided "
|
||
#| "by your platform."
|
||
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 ""
|
||
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
|
||
"server connection dialog. You will be presented with options to remove any "
|
||
"number of add-ons you currently have installed.\n"
|
||
"\n"
|
||
"It is not possible to remove add-ons for which there is publishing "
|
||
"information (<italic>text='.pbl'</italic> files) attached, in order to "
|
||
"prevent its accidental loss. If necessary, you must manually delete the "
|
||
"information files or the add-ons themselves using a file manager provided by "
|
||
"your platform."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:532
|
||
msgid "General Commands"
|
||
msgstr "General Commands"
|
||
|
||
#. [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 ""
|
||
"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"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:536
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:539
|
||
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"
|
||
"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"
|
||
|
||
# TODO: "bewteen" -> "between" in the original
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:543
|
||
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"
|
||
"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. Is set to the currently "
|
||
"active side by default if no parameter is supplied.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:546
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:549
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:552
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:558
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:561
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:564
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:567
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:576
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Multiplayer Commands"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:579
|
||
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"
|
||
"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"
|
||
|
||
# 2 full stops
|
||
#. [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 <bold>text='Scenario "
|
||
#| "Settings'</bold> dialog (Press the <bold>text='More'</bold> button in the "
|
||
#| "<bold>text='Status Table'</bold> (alt+s by default) to get there.). The "
|
||
#| "host can change control of any side.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Change the controller for side (write here the number of the side) to "
|
||
"username (write here the nickname of the player or observer). You can check "
|
||
"what side belongs to which player in the <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"
|
||
"Change the controller for side (write here the number of the side) to "
|
||
"username (write here the nickname of the player or observer). You can check "
|
||
"what side belongs to which player in the <bold>text='Scenario Settings'</"
|
||
"bold> dialog (Press the <bold>text='More'</bold> button in the "
|
||
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
|
||
"can change control of any side.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:591
|
||
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"
|
||
"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"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:594
|
||
msgid ""
|
||
"\n"
|
||
"Send a private message to a user. When in a game, it is not possible to send "
|
||
"private messages to players who are currently controlling a side in the same "
|
||
"game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"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"
|
||
|
||
#. [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"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:600
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:603
|
||
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"
|
||
"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"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:606
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:614
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Debug Mode Commands"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:623
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:626
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:632
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Show a game-state variable.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:638
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:644
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
|
||
# TODO: eliminate the use of "our" in the original
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:12
|
||
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 ""
|
||
"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."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:30
|
||
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 ""
|
||
"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."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "cures"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
msgid "female^cures"
|
||
msgstr "cures"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:49
|
||
msgid ""
|
||
"A curer can cure a unit of poison, although that unit will receive no "
|
||
"additional healing on the turn it is cured of the poison."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "regenerates"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
msgid "female^regenerates"
|
||
msgstr "regenerates"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:72
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "steadfast"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
msgid "female^steadfast"
|
||
msgstr "steadfast"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:93
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "leadership"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
msgid "female^leadership"
|
||
msgstr "leadership"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:108
|
||
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 ""
|
||
"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."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "skirmisher"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
msgid "female^skirmisher"
|
||
msgstr "skirmisher"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:127
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "illuminates"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
msgid "female^illuminates"
|
||
msgstr "illuminates"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:142
|
||
msgid ""
|
||
"This unit illuminates the surrounding area, making lawful units fight "
|
||
"better, and chaotic units fight worse.\n"
|
||
"\n"
|
||
"Any units adjacent to this unit will fight as if it were dusk when it is "
|
||
"night, and as if it were day when it is dusk."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "teleport"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
msgid "female^teleport"
|
||
msgstr "teleport"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:156
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "ambush"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
msgid "female^ambush"
|
||
msgstr "ambush"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:187
|
||
msgid ""
|
||
"This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in forest, except if they have "
|
||
"units next to it. Any enemy unit that first discovers this unit immediately "
|
||
"loses all its remaining movement."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "nightstalk"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:206
|
||
msgid ""
|
||
"The unit becomes invisible during night.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit at night, except if they have units next to "
|
||
"it. Any enemy unit that first discovers this unit immediately loses all its "
|
||
"remaining movement."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
msgid "concealment"
|
||
msgstr "concealment"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
msgid "female^concealment"
|
||
msgstr "concealment"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:225
|
||
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 ""
|
||
"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."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "submerge"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
msgid "female^submerge"
|
||
msgstr "submerge"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:244
|
||
msgid ""
|
||
"This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in deep water, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr "feeding"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
msgid "female^feeding"
|
||
msgstr "feeding"
|
||
|
||
#. [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 ""
|
||
"This unit gains 1 hit-point added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "backstab"
|
||
msgstr "backstab"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage if there is an enemy "
|
||
"of the target on the opposite side of the target, and that unit is not "
|
||
"incapacitated (turned to stone or otherwise paralyzed)."
|
||
msgstr ""
|
||
"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 (e.g. turned to stone)."
|
||
|
||
#. [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 "plague"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/abilities.cfg:305
|
||
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 ""
|
||
"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."
|
||
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:316
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
"Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
"doesn’t work on Undead or units in villages."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "slows"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:327
|
||
msgid ""
|
||
"This attack slows the target until it ends a turn. Slow halves the damage "
|
||
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
|
||
"that is slowed will feature a snail icon in its sidebar information when it "
|
||
"is selected."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
msgid "petrifies"
|
||
msgstr "petrifies"
|
||
|
||
# TODO: "may not" -> "cannot" in the original
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:337
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified cannot move or attack."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "marksman"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:347
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "swarm"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:372
|
||
msgid ""
|
||
"The number of strikes of this attack decreases when the unit is wounded. The "
|
||
"number of strikes is proportional to the percentage of its of maximum HP the "
|
||
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
|
||
"number of strikes."
|
||
msgstr ""
|
||
"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."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "charge"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:382
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage to the target. It "
|
||
"also causes this unit to take double damage from the target’s counterattack."
|
||
msgstr ""
|
||
"When used offensively, this attack deals double damage to the target. It "
|
||
"also causes this unit to take double damage from the target’s counter-attack."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "drains"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:395
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "poison"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:415
|
||
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 ""
|
||
"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."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Max HP bonus +3, Max XP +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr "Midday"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr "Midnight"
|
||
|
||
#. [time]: id=indoors
|
||
#: data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr "Indoors"
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "Deep Underground"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Second Watch — First Hour"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Second Watch — Second Hour"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Second Watch — Third Hour"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Second Watch — Fourth Hour"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Second Watch — Fifth Hour"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Second Watch — Sixth Hour"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:287
|
||
msgid "Morning — First Hour"
|
||
msgstr "Morning — First Hour"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:299
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Morning — Second Hour"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:311
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Morning — Third Hour"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:320
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Morning — Fourth Hour"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:338
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Afternoon — First Hour"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:347
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Afternoon — Second Hour"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:356
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Afternoon — Third Hour"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:365
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Afternoon — Fourth Hour"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:374
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Afternoon — Fifth Hour"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:385
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Afternoon — Sixth Hour"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:408
|
||
msgid "First Watch — First Hour"
|
||
msgstr "First Watch — First Hour"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:420
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "First Watch — Second Hour"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:432
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "First Watch — Third Hour"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:444
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "First Watch — Fourth Hour"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:498
|
||
msgid "First Dawn"
|
||
msgstr "First Dawn"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
msgid "Second Dawn"
|
||
msgstr "Second Dawn"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
msgid "First Morning"
|
||
msgstr "First Morning"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
msgid "Second Morning"
|
||
msgstr "Second Morning"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
msgid "First Midday"
|
||
msgstr "First Midday"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
msgid "Second Midday"
|
||
msgstr "Second Midday"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
msgid "First Afternoon"
|
||
msgstr "First Afternoon"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
msgid "Second Afternoon"
|
||
msgstr "Second Afternoon"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
msgid "First Dusk"
|
||
msgstr "First Dusk"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
msgid "Second Dusk"
|
||
msgstr "Second Dusk"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:614
|
||
msgid "The Short Dark"
|
||
msgstr "The Short Dark"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:626
|
||
msgid "The Long Dark (1)"
|
||
msgstr "The Long Dark (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:638
|
||
msgid "The Long Dark (2)"
|
||
msgstr "The Long Dark (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:652
|
||
msgid "The Long Dark (3)"
|
||
msgstr "The Long Dark (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:664
|
||
msgid "The Long Dark (4)"
|
||
msgstr "The Long Dark (4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:3
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
|
||
#: 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 ""
|
||
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr " This unit is capable of basic healing."
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr " This unit is capable of rapid healing."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
|
||
#: data/core/macros/special-notes.cfg:32
|
||
msgid ""
|
||
" The leadership of this unit enables adjacent units of the same side to deal "
|
||
"more damage in combat, though this only applies to units of lower level."
|
||
msgstr ""
|
||
" 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."
|
||
|
||
#: 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 ""
|
||
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr " Illumination increases the lighting level in adjacent areas."
|
||
|
||
#: data/core/macros/special-notes.cfg:41
|
||
msgid ""
|
||
" This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
|
||
#: 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 ""
|
||
" In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr " This unit is able to hide at night, leaving no trace of its presence."
|
||
|
||
#: 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 ""
|
||
" 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."
|
||
|
||
#: data/core/macros/special-notes.cfg:53
|
||
msgid ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
msgid ""
|
||
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
" This unit gains 1 hit-point added to its maximum whenever it kills a living "
|
||
"unit."
|
||
|
||
#: 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 ""
|
||
" Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
|
||
#: data/core/macros/special-notes.cfg:62
|
||
msgid ""
|
||
" If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit may backstab, inflicting double damage by creeping "
|
||
"around behind that enemy."
|
||
msgstr ""
|
||
" 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."
|
||
|
||
#: data/core/macros/special-notes.cfg:65
|
||
msgid ""
|
||
" Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
|
||
#: data/core/macros/special-notes.cfg:68
|
||
msgid ""
|
||
" This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
|
||
#: 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 ""
|
||
" This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
"enemies, but only on the attack."
|
||
|
||
#: data/core/macros/special-notes.cfg:77
|
||
msgid ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
|
||
#: 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 ""
|
||
" Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
|
||
#: 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 ""
|
||
" The length of this unit’s weapon allows it to strike first in melee, even "
|
||
"in defence."
|
||
|
||
#: 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 ""
|
||
" The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
|
||
#: 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 ""
|
||
" This unit has a defence cap on certain terrain types — it cannot achieve a "
|
||
"higher defence rating on mixed terrains with such terrain types."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:8
|
||
msgid "loyal"
|
||
msgstr "loyal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "loyal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "Zero upkeep"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"During campaigns, certain units may opt to join the player’s forces of their "
|
||
"own volition. These units are marked with the loyal trait. Although they may "
|
||
"require payment to be recalled, they never incur any upkeep costs. This can "
|
||
"make them invaluable during a long campaign, when gold is in short supply. "
|
||
"This trait is never given to recruited units, so it may be unwise to dismiss "
|
||
"such units or to send them to a foolish death."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
msgid ""
|
||
"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
|
||
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
|
||
"units do not incur this cost."
|
||
msgstr ""
|
||
"<italic>text='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."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "undead"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "undead"
|
||
|
||
#. [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 "Immune to drain, poison, and plague"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Undead units generally have undead as their only trait. Since undead units "
|
||
"are the bodies of the dead, risen to fight again, poison has no effect upon "
|
||
"them. This can make them invaluable in dealing with foes who use poison in "
|
||
"conjunction with their attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "mechanical"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "mechanical"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mechanical units generally have mechanical as their only trait. Since "
|
||
"mechanical units don’t really have life, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
msgid "elemental"
|
||
msgstr "elemental"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
msgid "female^elemental"
|
||
msgstr "elemental"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elemental units generally have elemental as their only trait. Since "
|
||
"elemental units are energy-based beings, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "strong"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "strong"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While useful for any close-combat unit, strong is most effective for units "
|
||
"who have a high number of swings such as the elvish fighter. Strong units "
|
||
"can be very useful when a tiny bit of extra damage is all that is needed to "
|
||
"turn a damaging stroke into a killing blow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hit-point."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "dexterous"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "dexterous"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dextrous is a trait possessed only by elves. The elven people are known for "
|
||
"their uncanny grace, and their great facility with the bow. Some, however, "
|
||
"are gifted with natural talent that exceeds their brethren. These elves "
|
||
"inflict an additional point of damage with each arrow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Dexterous 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."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr ""
|
||
"<italic>text='Dexterous'</italic> units do 1 more damage for every "
|
||
"successful strike in ranged combat."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "quick"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "quick"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Quick is the most noticeable trait, particularly in slower moving units such "
|
||
"as trolls or heavy infantry. Units with the quick trait often have greatly "
|
||
"increased mobility in rough terrain, which can be important to consider when "
|
||
"deploying your forces. Also, quick units aren’t quite as tough as units "
|
||
"without this trait and are subsequently less good at holding contested "
|
||
"positions."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% "
|
||
"fewer hit-points than usual."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
|
||
"of a campaign as they can advance to higher levels more quickly. Later in "
|
||
"campaigns Intelligent is not quite as useful because the <italic>text='After "
|
||
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
|
||
"advancing a level. If you have many ‘maximum level’ units you may wish to "
|
||
"recall units with more desirable traits."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='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."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr "Intelligent units require 20% less experience than usual to advance."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "resilient"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "resilient"
|
||
|
||
#. [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"
|
||
"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 hit-points, good "
|
||
"defence, or high resistances. Resilient units are especially useful for "
|
||
"holding strategic positions against opponents."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hit-points, and "
|
||
"gain 1 more per level."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "healthy"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "healthy"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr "Always rest heals"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Healthy'</italic> units have 1 additional hit-point, and gain "
|
||
"1 more per level. They will also heal 2 hit-points each turn, regardless of "
|
||
"whether they engaged in combat the turn before."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
msgid ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when traveling."
|
||
msgstr ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when travelling."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "fearless"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "fearless"
|
||
|
||
#. [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 "Fights normally during unfavourable times of day/night"
|
||
|
||
#. [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 "Aversion to light and dark holds no sway over these brave individuals."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
msgid "feral"
|
||
msgstr "feral"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
msgid "female^feral"
|
||
msgstr "feral"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:257
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Receives only 50% defence in land-based villages"
|
||
|
||
#. [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 ""
|
||
"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% defence in any land-based village regardless "
|
||
"of base terrain."
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:274
|
||
msgid "weak"
|
||
msgstr "weak"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
msgid "female^weak"
|
||
msgstr "weak"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:276
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hit-points and melee damage."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
msgid "slow"
|
||
msgstr "slow"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
msgid "female^slow"
|
||
msgstr "slow"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
|
||
"a movement penalty but are compensated for it with a slight increase in "
|
||
"endurance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"<italic>text='Slow'</italic> units have 1 fewer movement point but 5% "
|
||
"greater hit-points."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
msgid "dim"
|
||
msgstr "dim"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
msgid "female^dim"
|
||
msgstr "dim"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:315
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dim is a trait all too common in goblins and other lesser species. There are "
|
||
"reasons these species are lesser, and this is one of them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
|
||
#. [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 ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:329
|
||
msgid "aged"
|
||
msgstr "aged"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
msgid "female^aged"
|
||
msgstr "aged"
|
||
|
||
#. [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 ""
|
||
"Units with the <italic>text='aged'</italic> trait have 8 fewer hit-points "
|
||
"and suffer from a 1 point decrease in movement and melee damage."
|
||
|
||
#: data/core/units.cfg:11
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"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."
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:46
|
||
msgid "race^Bat"
|
||
msgstr "Bat"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:47
|
||
msgid "race+female^Bat"
|
||
msgstr "Bat"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:48
|
||
msgid "race^Bats"
|
||
msgstr "Bats"
|
||
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:58
|
||
msgid "race^Drake"
|
||
msgstr "Drake"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:59
|
||
msgid "race+female^Drake"
|
||
msgstr "Drake"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:60
|
||
msgid "race^Drakes"
|
||
msgstr "Drakes"
|
||
|
||
# into
|
||
# its?
|
||
# of moss < mosses
|
||
# nor
|
||
# TODO: "eggs, hatchings and forges" -> "eggs, hatchlings and forges" in the original
|
||
#. [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 ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three metres 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 "
|
||
"fuelling 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 channelling 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 wilful 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 armour- and weapon-smithing, and neither know or need other "
|
||
"science and culture besides this. However, the few implements they do "
|
||
"fashion are almost unrivalled 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."
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:94
|
||
msgid "race^Dwarf"
|
||
msgstr "Dwarf"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:95
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Dwarf"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:96
|
||
msgid "race^Dwarves"
|
||
msgstr "Dwarves"
|
||
|
||
# Great Continent?
|
||
#. [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 ""
|
||
"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 armour. These "
|
||
"accoutrements are unrivalled in quality, possibly only matched by those "
|
||
"produced by drake armourers. 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 practise a form of magic based on the engraving of runes. "
|
||
"Called rune-smiths, they use these carvings to enchant items in order to "
|
||
"augment certain aspects of their natures."
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:114
|
||
msgid "race^Elf"
|
||
msgstr "Elf"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:115
|
||
msgid "race+female^Elf"
|
||
msgstr "Elf"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:116
|
||
msgid "race^Elves"
|
||
msgstr "Elves"
|
||
|
||
#. [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 ""
|
||
"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 south-west, Wesmere in the north-west, 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."
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:135
|
||
msgid "race^Falcon"
|
||
msgstr "Falcon"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:136
|
||
msgid "race+female^Falcon"
|
||
msgstr "Falcon"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:137
|
||
msgid "race^Falcons"
|
||
msgstr "Falcons"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:148
|
||
msgid "race^Goblin"
|
||
msgstr "Goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:149
|
||
msgid "race+female^Goblin"
|
||
msgstr "Goblin"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:150
|
||
msgid "race^Goblins"
|
||
msgstr "Goblins"
|
||
|
||
#. [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 ""
|
||
"\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 labour 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."
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:168
|
||
msgid "race^Gryphon"
|
||
msgstr "Gryphon"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:169
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Gryphon"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:170
|
||
msgid "race^Gryphons"
|
||
msgstr "Gryphons"
|
||
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:189
|
||
msgid "race^Human"
|
||
msgstr "Human"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:190
|
||
msgid "race+female^Human"
|
||
msgstr "Human"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Humans"
|
||
msgstr "Humans"
|
||
|
||
# of
|
||
#. [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 ""
|
||
"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 colour 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."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:207
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Dunefolk Human"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:208
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Dunefolk Human"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:209
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Dunefolk"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:210
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "An offshoot of a forgotten nomadic civilization, the Dunefolk humans 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."
|
||
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 ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk humans 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 centres 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 "
|
||
"neighbouring 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 exploratory nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armoured 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."
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:231
|
||
msgid "race^Saurian"
|
||
msgstr "Saurian"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:232
|
||
msgid "race+female^Saurian"
|
||
msgstr "Saurian"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:233
|
||
msgid "race^Saurians"
|
||
msgstr "Saurians"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:243
|
||
msgid "race^Mechanical"
|
||
msgstr "Mechanical"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:244
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mechanical"
|
||
|
||
#. [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 ""
|
||
"Animated neither by natural life nor by necromancy, the term "
|
||
"<italic>text='mechanical'</italic> describes a created artefact of an "
|
||
"intelligent being. Most mechanical things neither move nor think on their "
|
||
"own, but some do so as a result of magical enchantment."
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Merman"
|
||
msgstr "Merman"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:255
|
||
msgid "race^Mermaid"
|
||
msgstr "Mermaid"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Mermen"
|
||
msgstr "Mermen"
|
||
|
||
#. [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 ""
|
||
"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 dexterous 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."
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:266
|
||
msgid "race^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:267
|
||
msgid "race+female^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:268
|
||
msgid "race^Monsters"
|
||
msgstr "Monsters"
|
||
|
||
#. [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 ""
|
||
"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."
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:276
|
||
msgid "race^Naga"
|
||
msgstr "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:277
|
||
msgid "race^Nagini"
|
||
msgstr "Nagini"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:278
|
||
msgid "race^Nagas"
|
||
msgstr "Nagas"
|
||
|
||
#. [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 ""
|
||
"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 favour swamps and rivers as much as open water."
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:287
|
||
msgid "race^Ogre"
|
||
msgstr "Ogre"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:288
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ogre"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:289
|
||
msgid "race^Ogres"
|
||
msgstr "Ogres"
|
||
|
||
#. [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 ""
|
||
"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 travellers 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 co-operation, domestication, or simply mutual opportunism is "
|
||
"not known."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:298
|
||
msgid "race^Orc"
|
||
msgstr "Orc"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:299
|
||
msgid "race+female^Orc"
|
||
msgstr "Orc"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:300
|
||
msgid "race^Orcs"
|
||
msgstr "Orcs"
|
||
|
||
#. [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 ""
|
||
"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 advisers — 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"
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:321
|
||
msgid "race^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:322
|
||
msgid "race+female^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:323
|
||
msgid "race^Trolls"
|
||
msgstr "Trolls"
|
||
|
||
#. [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 ""
|
||
"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 travelling 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."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:344
|
||
msgid "race^Undead"
|
||
msgstr "Undead"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:345
|
||
msgid "race+female^Undead"
|
||
msgstr "Undead"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:346
|
||
msgid "race+plural^Undead"
|
||
msgstr "Undead"
|
||
|
||
# nor<or
|
||
# it's<its
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:347
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Undead are not really a single race of creatures, although often treated "
|
||
#| "as such. Almost any dead creature can, by a sufficiently skilled "
|
||
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
|
||
#| "most part unnatural but mindless constructs, obeying whoever created them "
|
||
#| "without question nor thought. A greater mystery of necromancy is in how "
|
||
#| "constructs are sustained without continuous effort from the necromancer. "
|
||
#| "An undead creature does not require the constant attention of the "
|
||
#| "necromancer to command and sustain, but can work autonomously according "
|
||
#| "to the commands of its master. Only rarely, perhaps once every few "
|
||
#| "months, does the necromancer need to maintain his creation.\n"
|
||
#| "\n"
|
||
#| "Necromancy is almost solely limited to humans. Even the legends of "
|
||
#| "magically apt races like elves and merfolk tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "While undead lords arrived on the Great Continent in considerable numbers "
|
||
#| "only in the wake of Haldric I, they were not completely unheard of by "
|
||
#| "elves and dwarves before that."
|
||
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 ""
|
||
"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 merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"While undead lords arrived on the Great Continent in considerable numbers "
|
||
"only in the wake of Haldric I, they were not completely unheard of by elves "
|
||
"and dwarves before that."
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:360
|
||
msgid "race^Wolf"
|
||
msgstr "Wolf"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:361
|
||
msgid "race+female^Wolf"
|
||
msgstr "Wolf"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:362
|
||
msgid "race^Wolves"
|
||
msgstr "Wolves"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:372
|
||
msgid "race^Wose"
|
||
msgstr "Wose"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:373
|
||
msgid "race^Woses"
|
||
msgstr "Woses"
|
||
|
||
#. [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 ""
|
||
"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 practise 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 defence 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 defence of the natural world and the forests it calls "
|
||
"home."
|
||
|
||
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
|
||
msgid "+1 max HP"
|
||
msgstr "+1 max HP"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Fundamentals of Gameplay'</header>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Fundamentals of Gameplay'</header>\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Modifications'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Modifications'</header>"
|
||
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text='Creator Resources'</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Cores'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Cores'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Cores enable total conversion of The Battle for Wesnoth. A core can "
|
||
#~ "replace all the content in Wesnoth: when a different core is loaded, the "
|
||
#~ "regular units, terrains and the like do not exist.\n"
|
||
#~ "\n"
|
||
#~ "Cores allow a significantly different game experience: for example, a "
|
||
#~ "World War II campaign, or even a different game altogether, as long as it "
|
||
#~ "can be represented as a hexagonal map with ’units’ in some way."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Cores enable total conversion of The Battle for Wesnoth. A core can "
|
||
#~ "replace all the content in Wesnoth: when a different core is loaded, the "
|
||
#~ "regular units, terrains and the like do not exist.\n"
|
||
#~ "\n"
|
||
#~ "Cores allow a significantly different game experience: for example, a "
|
||
#~ "World War II campaign, or even a different game altogether, as long as it "
|
||
#~ "can be represented as a hexagonal map with ’units’ in some way."
|
||
|
||
#~ msgid ""
|
||
#~ "Falcons are birds of prey, noted for their exceptional speed and agility. "
|
||
#~ "Lighter and with less powerful talons than other raptors, falcons instead "
|
||
#~ "favor the use of their beak to kill their targets. Their keen eye and "
|
||
#~ "capacity for domestication makes them a populous and well-known creature, "
|
||
#~ "used both by nobles in sport, and by nomads or tribes who find them "
|
||
#~ "useful in hunting for food. Falcons occasionally find a role on the field "
|
||
#~ "of war as well, with certain falconers training their birds to "
|
||
#~ "distinguish between friend and foe, making them a useful asset to aid in "
|
||
#~ "an army’s charge."
|
||
#~ msgstr ""
|
||
#~ "Falcons are birds of prey, noted for their exceptional speed and agility. "
|
||
#~ "Lighter and with less powerful talons than other raptors, falcons instead "
|
||
#~ "favour the use of their beak to kill their targets. Their keen eye and "
|
||
#~ "capacity for domestication makes them a populous and well-known creature, "
|
||
#~ "used both by nobles in sport, and by nomads or tribes who find them "
|
||
#~ "useful in hunting for food. Falcons occasionally find a role on the field "
|
||
#~ "of war as well, with certain falconers training their birds to "
|
||
#~ "distinguish between friend and foe, making them a useful asset to aid in "
|
||
#~ "an army’s charge."
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "This race does not have a description yet."
|
||
|
||
#~ msgid ""
|
||
#~ "Saurians are lizard-like creatures. Smaller and more slender than humans, "
|
||
#~ "they rarely stand taller than a ten year old child, though from tip of "
|
||
#~ "snout to end of tail a Saurian can be as long as the average man is tall. "
|
||
#~ "Light and nimble, the warriors prefer to fight as they hunt — slipping "
|
||
#~ "through enemy lines to target the weak and the injured while evading "
|
||
#~ "their attackers.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Society'</header>\n"
|
||
#~ "Saurians are very mysterious creatures due to their tendency to live in "
|
||
#~ "areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
|
||
#~ "Saurians believe all the events in a life can be predicted by the use of "
|
||
#~ "a complex form of astrology.\n"
|
||
#~ "\n"
|
||
#~ "Saurian culture is sharply segregated between the genders. Within each "
|
||
#~ "gender the members compete, and through skill, determination, and "
|
||
#~ "reputation establish a clear pecking order, with a chief at the top. On "
|
||
#~ "those occasions when the two genders interact they do not contest for "
|
||
#~ "dominance; instead, the situation determines the dominant gender. The "
|
||
#~ "chief of the males is alpha within the clan's village or encampment while "
|
||
#~ "the chief of females is dominant anywhere else. This continues down the "
|
||
#~ "rank structure with each male or female being dominant over any member of "
|
||
#~ "the opposite gender with lower rank and submitting to members of the "
|
||
#~ "opposite gender with higher rank.\n"
|
||
#~ "\n"
|
||
#~ "The segregation and alternating gender-dominance of Saurian society is an "
|
||
#~ "outgrowth of their clearly defined gender roles. It is the responsibility "
|
||
#~ "of the female to hunt and find food, skills which ultimately train them "
|
||
#~ "to be warriors: the skirmishers, flankers, and ambushers other races so "
|
||
#~ "fear. Males, meanwhile, are responsible for guarding the clutch — the "
|
||
#~ "eggs left by the females. While this leaves time for the males to develop "
|
||
#~ "and hone the arts of astrology, healing, and magic, it also exposes them "
|
||
#~ "to significant danger, as they are stationary targets for a Saurian "
|
||
#~ "clan's number one enemy — other Saurian clans.\n"
|
||
#~ "\n"
|
||
#~ "New Saurian clans are started when the proper astrological signs are "
|
||
#~ "read. Called a “hatching,” each female indicated by the conjunction "
|
||
#~ "selects a group of individuals with lower rank and leave their source "
|
||
#~ "clan. Frequently all females with a specific trait will be indicated, "
|
||
#~ "causing multiple clans to “hatch” at the same time. Selection is a simple "
|
||
#~ "process: no group leaving can be larger than any other, all the groups "
|
||
#~ "together cannot be larger than the group being left, and higher ranking "
|
||
#~ "allows a female to overrule another female's choice of who they take.\n"
|
||
#~ "\n"
|
||
#~ "Because of their rapid population growth, frequent splits in clans, and "
|
||
#~ "the fact that cannibalism is not taboo, violence is one of the defining "
|
||
#~ "features of Saurian life. This limits the growth of the Saurian culture "
|
||
#~ "to fits and starts, as much of their knowledge is passed by oral "
|
||
#~ "tradition and their possessions must be mobile.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Geography'</header>\n"
|
||
#~ "Saurians can live in many different areas, though swamps are by far their "
|
||
#~ "most common habitat.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Biology'</header>\n"
|
||
#~ "Saurians live spectacularly short lives by comparison to most of the "
|
||
#~ "other races of Wesnoth, reaching full adulthood within three years and "
|
||
#~ "often dying by the time they are 10 to 15 years old. By far, the most "
|
||
#~ "common cause of death is violence. Saurian females produce clutches of "
|
||
#~ "about 20 eggs roughly once a year, which creates constant population "
|
||
#~ "pressure and would stress most carnivores' food supply. Hunters and "
|
||
#~ "scavengers, Saurians have extremely strong jaws and have a very powerful "
|
||
#~ "digestive system with highly acidic fluids, making them capable of eating "
|
||
#~ "and digesting all of their prey including skin, teeth, horns and bones. "
|
||
#~ "Further, they have no aversion to eating carrion and even committing "
|
||
#~ "cannibalism, which are both regular occurrences."
|
||
#~ msgstr ""
|
||
#~ "Saurians are lizard-like creatures. Smaller and more slender than humans, "
|
||
#~ "they rarely stand taller than a ten-year-old child, though from tip of "
|
||
#~ "snout to end of tail a Saurian can be as long as the average man is tall. "
|
||
#~ "Light and nimble, the warriors prefer to fight as they hunt — slipping "
|
||
#~ "through enemy lines to target the weak and the injured while evading "
|
||
#~ "their attackers.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Society'</header>\n"
|
||
#~ "Saurians are very mysterious creatures due to their tendency to live in "
|
||
#~ "areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
|
||
#~ "Saurians believe all the events in a life can be predicted by the use of "
|
||
#~ "a complex form of astrology.\n"
|
||
#~ "\n"
|
||
#~ "Saurian culture is sharply segregated between the genders. Within each "
|
||
#~ "gender the members compete, and through skill, determination, and "
|
||
#~ "reputation establish a clear pecking order, with a chief at the top. On "
|
||
#~ "those occasions when the two genders interact they do not contest for "
|
||
#~ "dominance; instead, the situation determines the dominant gender. The "
|
||
#~ "chief of the males is alpha within the clan's village or encampment while "
|
||
#~ "the chief of females is dominant anywhere else. This continues down the "
|
||
#~ "rank structure with each male or female being dominant over any member of "
|
||
#~ "the opposite gender with lower rank and submitting to members of the "
|
||
#~ "opposite gender with higher rank.\n"
|
||
#~ "\n"
|
||
#~ "The segregation and alternating gender-dominance of Saurian society is an "
|
||
#~ "outgrowth of their clearly-defined gender roles. It is the responsibility "
|
||
#~ "of the female to hunt and find food, skills which ultimately train them "
|
||
#~ "to be warriors: the skirmishers, flankers, and ambushers other races so "
|
||
#~ "fear. Males, meanwhile, are responsible for guarding the clutch — the "
|
||
#~ "eggs left by the females. While this leaves time for the males to develop "
|
||
#~ "and hone the arts of astrology, healing, and magic, it also exposes them "
|
||
#~ "to significant danger, as they are stationary targets for a Saurian "
|
||
#~ "clan's number one enemy — other Saurian clans.\n"
|
||
#~ "\n"
|
||
#~ "New Saurian clans are started when the proper astrological signs are "
|
||
#~ "read. Called a “hatching,” each female indicated by the conjunction "
|
||
#~ "selects a group of individuals with lower rank and leave their source "
|
||
#~ "clan. Frequently all females with a specific trait will be indicated, "
|
||
#~ "causing multiple clans to “hatch” at the same time. Selection is a simple "
|
||
#~ "process: no group leaving can be larger than any other, all the groups "
|
||
#~ "together cannot be larger than the group being left, and higher ranking "
|
||
#~ "allows a female to overrule another female's choice of who they take.\n"
|
||
#~ "\n"
|
||
#~ "Because of their rapid population growth, frequent splits in clans, and "
|
||
#~ "the fact that cannibalism is not taboo, violence is one of the defining "
|
||
#~ "features of Saurian life. This limits the growth of the Saurian culture "
|
||
#~ "to fits and starts, as much of their knowledge is passed by oral "
|
||
#~ "tradition and their possessions must be mobile.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Geography'</header>\n"
|
||
#~ "Saurians can live in many different areas, though swamps are by far their "
|
||
#~ "most common habitat.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Biology'</header>\n"
|
||
#~ "Saurians live spectacularly short lives by comparison to most of the "
|
||
#~ "other races of Wesnoth, reaching full adulthood within three years and "
|
||
#~ "often dying by the time they are 10 to 15 years old. By far, the most "
|
||
#~ "common cause of death is violence. Saurian females produce clutches of "
|
||
#~ "about 20 eggs roughly once a year, which creates constant population "
|
||
#~ "pressure and would stress most carnivores' food supply. Hunters and "
|
||
#~ "scavengers, Saurians have extremely strong jaws and have a very powerful "
|
||
#~ "digestive system with highly acidic fluids, making them capable of eating "
|
||
#~ "and digesting all of their prey including skin, teeth, horns and bones. "
|
||
#~ "Further, they have no aversion to eating carrion and even committing "
|
||
#~ "cannibalism, which are both regular occurrences."
|
||
|
||
#~ msgid "race^Merfolk"
|
||
#~ msgstr "Merfolk"
|
||
|
||
#~ msgid ""
|
||
#~ "Wolves are predatory canines encountered frequently in the wilderness. "
|
||
#~ "Quick, tough, and durable, a solitary wolf suffices to maim or kill "
|
||
#~ "civilians and untrained soldiers with ease, but it is their tendency to "
|
||
#~ "travel in packs and attack in an organized manner that makes them "
|
||
#~ "particularly fearsome to travelers. They tend to stay away from "
|
||
#~ "civilization, though, only occasionally venturing close to prey upon "
|
||
#~ "livestock."
|
||
#~ msgstr ""
|
||
#~ "Wolves are predatory canines encountered frequently in the wilderness. "
|
||
#~ "Quick, tough, and durable, a solitary wolf suffices to maim or kill "
|
||
#~ "civilians and untrained soldiers with ease, but it is their tendency to "
|
||
#~ "travel in packs and attack in an organized manner that makes them "
|
||
#~ "particularly fearsome to travellers. They tend to stay away from "
|
||
#~ "civilization, though, only occasionally venturing close to prey upon "
|
||
#~ "livestock."
|
||
|
||
#~ msgid "Close"
|
||
#~ msgstr "Close"
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "The Battle for Wesnoth Help"
|
||
|
||
#~ msgid "Parse error when parsing help text: "
|
||
#~ msgstr "Parse error when parsing help text: "
|
||
|
||
#~ msgid ""
|
||
#~ "The Dunefolk are a human culture inhabiting the dry deserts in the "
|
||
#~ "southern region of the Great Continent."
|
||
#~ msgstr ""
|
||
#~ "The Dunefolk are a human culture inhabiting the dry deserts in the "
|
||
#~ "southern region of the Great Continent."
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Contributors"
|
||
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Khalifate Human"
|
||
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Khalifate Human"
|
||
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Khalifate"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "nightstalk"
|
||
|
||
#~ msgid "Evil Tool for painting."
|
||
#~ msgstr "Evil Tool for painting."
|
||
|
||
#~ 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 ""
|
||
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~ "unit identical to and on the same side as the unit with the Plague "
|
||
#~ "attack. This doesn’t work on Undead or units in villages."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Quick"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Resilient"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Strong"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Fearless"
|
||
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Feral"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Loyal"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Undead"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mechanical"
|
||
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "Elemental"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Dexterous"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Healthy"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Dim"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Slow"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Weak"
|
||
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Aged"
|
||
|
||
#~ msgid " "
|
||
#~ msgstr " "
|
||
|
||
#~ 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 ""
|
||
#~ "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."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Factions"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Overview"
|
||
|
||
#~ 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"
|
||
#~ "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."
|
||
|
||
#~ 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 ""
|
||
#~ "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."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
|
||
#~ "follow on from each other, telling a story. In a campaign, you often need "
|
||
#~ "to play more carefully, preserving your best troops so that they can be "
|
||
#~ "used again in later scenarios in the campaign."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='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."
|
||
|
||
#~ 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 ""
|
||
#~ "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."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Experience and Advancement"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
|
||
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
|
||
#~ "fight. They also suffer a quarter less damage from poison."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<italic>text='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."
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Help"
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='Units having this special attack'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='Units having this ability'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Leaders:"
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Recruits:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Era:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Factions:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "Factions are only used in multiplayer"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Terrain"
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "Terrain"
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "level"
|
||
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "Advances from: "
|
||
|
||
#~ msgid "Base unit: "
|
||
#~ msgstr "Base unit: "
|
||
|
||
#, fuzzy
|
||
#~| msgid "Base unit: "
|
||
#~ msgid "Base units: "
|
||
#~ msgstr "Base unit: "
|
||
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "Variations: "
|
||
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "Miscellaneous"
|
||
|
||
#~ msgid "Race: "
|
||
#~ msgstr "Race: "
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "Abilities: "
|
||
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "Ability Upgrades: "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "HP: "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "Moves: "
|
||
|
||
#~ msgid "Vision: "
|
||
#~ msgstr "Vision: "
|
||
|
||
#~ msgid "Jamming: "
|
||
#~ msgstr "Jamming: "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "Cost: "
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "Alignment: "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "Required XP: "
|
||
|
||
#~ msgid "unit help^Attacks"
|
||
#~ msgstr "Attacks"
|
||
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "Name"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "Type"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "Strikes"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "Range"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "Special"
|
||
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Resistances"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "Attack Type"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "Resistance"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "Terrain"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "Defence"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "Movement Cost"
|
||
|
||
#~ msgid "Vision Cost"
|
||
#~ msgstr "Vision Cost"
|
||
|
||
#~ msgid "Jamming Cost"
|
||
#~ msgstr "Jamming Cost"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Back"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Forward >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Reference to unknown topic: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "corrupted original file"
|
||
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Caste"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Drake Fighter'</ref>."
|
||
#~ msgstr ""
|
||
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
|
||
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
|
||
#~ "text='Drake Fighter'</ref>."
|
||
|
||
#~ msgid "Aerie"
|
||
#~ msgstr "Eyrie"
|
||
|
||
#~ msgid ""
|
||
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
|
||
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
|
||
#~ "text='breeding pens'</ref>."
|
||
#~ msgstr ""
|
||
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
|
||
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
|
||
#~ "text='breeding pens'</ref>."
|
||
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "Breeding Pen"
|
||
|
||
#~ msgid ""
|
||
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
|
||
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>’s eye."
|
||
#~ msgstr ""
|
||
#~ "The portion of an <ref>dst='aerie' text='eyrie'</ref> where the non-"
|
||
#~ "sentient <ref>dst='breeder' text='Breeders'</ref> live under the "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>’s eye."
|
||
|
||
#~ msgid "Breeding Cycle"
|
||
#~ msgstr "Breeding Cycle"
|
||
|
||
#~ msgid ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
#~ msgstr ""
|
||
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
|
||
#~ "the next."
|
||
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "World Ocean"
|
||
|
||
#~ msgid ""
|
||
#~ "The World Ocean is the name of the open seas that surround the "
|
||
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
|
||
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
|
||
#~ "deadly waterfall."
|
||
#~ msgstr ""
|
||
#~ "The World Ocean is the name of the open seas that surround the "
|
||
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
|
||
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
|
||
#~ "deadly waterfall."
|
||
|
||
#~ msgid "New Continent"
|
||
#~ msgstr "New Continent"
|
||
|
||
#~ msgid ""
|
||
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
|
||
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
|
||
#~ msgstr ""
|
||
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
|
||
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
|
||
|
||
#~ msgid "Abyss"
|
||
#~ msgstr "Abyss"
|
||
|
||
#~ msgid ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
#~ msgstr ""
|
||
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
|
||
#~ "ocean falls off the world-disc."
|
||
|
||
#~ msgid "Spiral Path"
|
||
#~ msgstr "Spiral Path"
|
||
|
||
#~ msgid ""
|
||
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
|
||
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
|
||
#~ "Path'</ref>"
|
||
#~ msgstr ""
|
||
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
|
||
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
|
||
#~ "Path'</ref>"
|
||
|
||
#~ msgid "Straight Path"
|
||
#~ msgstr "Straight Path"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
|
||
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
|
||
#~ "Path'</ref>."
|
||
#~ msgstr ""
|
||
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
|
||
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
|
||
#~ "Path'</ref>."
|
||
|
||
#~ msgid "Dominant"
|
||
#~ msgstr "Dominant"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
|
||
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
|
||
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
|
||
#~ "privileges on others."
|
||
#~ msgstr ""
|
||
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
|
||
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
|
||
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
|
||
#~ "privileges on others."
|
||
|
||
#~ msgid "Vulcaniad"
|
||
#~ msgstr "Vulcaniad"
|
||
|
||
#~ msgid ""
|
||
#~ "The (irregular) period between consecutive eruptions of "
|
||
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
|
||
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
|
||
#~ msgstr ""
|
||
#~ "The (irregular) period between consecutive eruptions of "
|
||
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
|
||
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
|
||
|
||
#~ msgid "Recorder"
|
||
#~ msgstr "Recorder"
|
||
|
||
#~ msgid ""
|
||
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
|
||
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
|
||
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
|
||
#~ "they recruit their members from all of the other castes."
|
||
#~ msgstr ""
|
||
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
|
||
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
|
||
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
|
||
#~ "they recruit their members from all of the other castes."
|
||
|
||
#~ msgid "Laying"
|
||
#~ msgstr "Laying"
|
||
|
||
#~ msgid ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
#~ msgstr ""
|
||
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
|
||
|
||
#~ msgid "Hatching"
|
||
#~ msgstr "Hatching"
|
||
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Hatchling"
|
||
|
||
#~ msgid ""
|
||
#~ "A young drake that has not yet seen another generation hatch. The younger "
|
||
#~ "of the current generation of hatchlings are the most aggressive is the "
|
||
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
|
||
#~ msgstr ""
|
||
#~ "A young drake that has not yet seen another generation hatch. The younger "
|
||
#~ "of the current generation of hatchlings are the most aggressive is the "
|
||
#~ "behaviour of the <ref>dst='flight' text='flight'</ref>."
|
||
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Fledgling"
|
||
|
||
#~ msgid ""
|
||
#~ "A young drake that has seen another generation hatch. If the "
|
||
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
|
||
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
|
||
#~ msgstr ""
|
||
#~ "A young drake that has seen another generation hatch. If the "
|
||
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
|
||
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
|
||
|
||
#~ msgid "Breeder"
|
||
#~ msgstr "Breeder"
|
||
|
||
#~ msgid ""
|
||
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
|
||
#~ "that become breeders have to be handled with extra care. The number of "
|
||
#~ "breeders is also limited by the amounts of non-breeders around, since "
|
||
#~ "breeders can't take care of their food for themselves when laying. Drake "
|
||
#~ "breeders become fertile after the next <ref>dst='hatching' "
|
||
#~ "text='hatching'</ref>."
|
||
#~ msgstr ""
|
||
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
|
||
#~ "that become breeders have to be handled with extra care. The number of "
|
||
#~ "breeders is also limited by the amounts of non-breeders around, since "
|
||
#~ "breeders can't take care of their food for themselves when laying. Drake "
|
||
#~ "breeders become fertile after the next <ref>dst='hatching' "
|
||
#~ "text='hatching'</ref>."
|
||
|
||
#~ msgid "Egg, Drake"
|
||
#~ msgstr "Egg, Drake"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
|
||
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
|
||
#~ "laid and to some extent the ambient temperature."
|
||
#~ msgstr ""
|
||
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
|
||
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
|
||
#~ "laid and to some extent the ambient temperature."
|
||
|
||
#~ msgid "Flight"
|
||
#~ msgstr "Flight"
|
||
|
||
#~ msgid ""
|
||
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
|
||
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
|
||
#~ "text='Dominant'</ref>, who confers mating privileges."
|
||
#~ msgstr ""
|
||
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Eyrie'</ref>, "
|
||
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
|
||
#~ "text='Dominant'</ref>, who confers mating privileges."
|
||
|
||
#~ msgid "Aspirant"
|
||
#~ msgstr "Aspirant"
|
||
|
||
#~ msgid ""
|
||
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
|
||
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
|
||
#~ "secretion of the hormone is caused by hunt and combat actions in which "
|
||
#~ "the drake is involved."
|
||
#~ msgstr ""
|
||
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
|
||
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
|
||
#~ "secretion of the hormone is caused by hunt and combat actions in which "
|
||
#~ "the drake is involved."
|
||
|
||
#~ msgid "Ascendant"
|
||
#~ msgstr "Ascendant"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
#~ msgstr ""
|
||
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
|
||
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Intendant"
|
||
|
||
#~ msgid ""
|
||
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
|
||
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
|
||
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
|
||
#~ "likeliest to be granted mating privileges, especially after a notable "
|
||
#~ "service."
|
||
#~ msgstr ""
|
||
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
|
||
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
|
||
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
|
||
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
|
||
#~ "likeliest to be granted mating privileges, especially after a notable "
|
||
#~ "service."
|
||
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "Swarm"
|
||
|
||
#~ msgid ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
|
||
#~ msgstr ""
|
||
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
|
||
#~ "<ref>dst='aerie' text='eyrie'</ref> to found a new one."
|
||
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "Swarming"
|
||
|
||
#~ msgid ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
#~ msgstr ""
|
||
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
|
||
#~ "<ref>dst='aerie' text='eyrie'</ref> that recurs every "
|
||
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
|
||
#~ "<ref>dst='swarm' text='Swarm'</ref>"
|
||
|
||
#~ msgid "Runners"
|
||
#~ msgstr "Runners"
|
||
|
||
#~ msgid "Drakish term for escaped slaves hunted as game."
|
||
#~ msgstr "Drakish term for escaped slaves hunted as game."
|
||
|
||
#~ msgid "Mount Morogor"
|
||
#~ msgstr "Mount Morogor"
|
||
|
||
#~ msgid ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Volcanic mountain on the central island of the archipelago "
|
||
#~ "<ref>dst='morogor' text='Morogor'</ref>."
|
||
|
||
#~ msgid "Long Count"
|
||
#~ msgstr "Long Count"
|
||
|
||
#~ msgid ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
#~ msgstr ""
|
||
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
|
||
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
|
||
|
||
#~ msgid "Long Pig"
|
||
#~ msgstr "Long Pig"
|
||
|
||
#~ msgid ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
#~ msgstr ""
|
||
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
|
||
#~ "the same meaning."
|
||
|
||
#~ msgid "Ceramics"
|
||
#~ msgstr "Ceramics"
|
||
|
||
#~ msgid ""
|
||
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
|
||
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
|
||
#~ "generate the amount of heat to cure the pieces to full strength."
|
||
#~ msgstr ""
|
||
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
|
||
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
|
||
#~ "generate the amount of heat to cure the pieces to full strength."
|
||
|
||
#~ msgid "Drakish, script"
|
||
#~ msgstr "Drakish, script"
|
||
|
||
#~ msgid ""
|
||
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
|
||
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
|
||
#~ "text='Recorder'</ref> vocation."
|
||
#~ msgstr ""
|
||
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
|
||
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
|
||
#~ "text='Recorder'</ref> vocation."
|
||
|
||
#~ msgid "Drakish, language"
|
||
#~ msgstr "Drakish, language"
|
||
|
||
#~ msgid "The language spoken by the drakes."
|
||
#~ msgstr "The language spoken by the drakes."
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Flat"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
|
||
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
|
||
#~ "is both very easy to move across, but is also difficult to defend oneself "
|
||
#~ "in. Typically, those units that perform best on grassland are either "
|
||
#~ "cavalry, or very agile units which take advantage of the open space.\n"
|
||
#~ "\n"
|
||
#~ "Most units have defense of 30 to 40% on grassland."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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 defence of 30 to 40% on grassland."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Road"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
|
||
#~ "travelers passing over them. As far as gameplay is concerned, roads "
|
||
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
|
||
#~ "travellers passing over them. As far as gameplay is concerned, roads "
|
||
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "Forest"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defense to most units than open ground. "
|
||
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
|
||
#~ "gained by stealth is negated. Elves are an exception to this general rule "
|
||
#~ "for forests. Not only do they possess full movement in forests, but they "
|
||
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
|
||
#~ "to this rule; though they are able to plow through the forests without "
|
||
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
|
||
#~ "them to receive no defensive bonus.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
|
||
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
|
||
#~ "down, forests do offer better defence 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 plough 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% defence in forests, but cavalry are limited to 30%. "
|
||
#~ "Elves, on the other hand, enjoy 60 to 70% defence, even their mounted "
|
||
#~ "units. Dwarves generally receive only 30% defence in forests.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "Hills"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
|
||
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
|
||
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
|
||
#~ "enough familiarity with the terrain that they can pass through it without "
|
||
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
|
||
#~ "that any defensive aid lent by cover is negated.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in hills, whereas cavalry are limited "
|
||
#~ "to 40%. Dwarves enjoy 60% defence in hills.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Mountains"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
|
||
#~ "to climb over obstacles to move. By this nature, they provide a "
|
||
#~ "considerable defensive bonus for most troops, but they also severely "
|
||
#~ "impede any passage through them. Most cavalry simply cannot enter "
|
||
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
|
||
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
|
||
#~ "mountainous terrain, and have a very easy time getting around.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
|
||
#~ "70%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in mountains, whereas Dwarves enjoy "
|
||
#~ "70%."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "Swamp"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
|
||
#~ "slow down nearly everyone, and inhibit their ability to defend "
|
||
#~ "themselves. An exception to this is any race bodily skilled in navigating "
|
||
#~ "water; these receive both full movement and a defensive bonus. Those that "
|
||
#~ "make their living in the wetlands are also adept at using this terrain "
|
||
#~ "for cover.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in swamps. Mermen, naga, and saurians "
|
||
#~ "all generally enjoy 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Shallow Water"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
|
||
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
|
||
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
|
||
#~ "water reaches up almost to their heads, have an extremely hard time of "
|
||
#~ "this. The exception is any race whose bodies naturally lend themselves to "
|
||
#~ "swimming, for which they receive a considerable defensive bonus and full "
|
||
#~ "movement.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
|
||
#~ "naga and mermen enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in shallow water, whereas both "
|
||
#~ "naga and mermen enjoy 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Deep Water"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
|
||
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
|
||
#~ "the domain of units which can either fly, or are exceptionally strong "
|
||
#~ "swimmers.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and naga both receive 50% defense in deep water, with full "
|
||
#~ "movement."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in deep water, with full "
|
||
#~ "movement."
|
||
|
||
#~ msgid "Frozen"
|
||
#~ msgstr "Frozen"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
|
||
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
|
||
#~ "harder time defending themselves. Note that swimming units, even those "
|
||
#~ "who can breathe underwater, cannot swim underneath ice.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 20 to 40% defense in frozen terrain."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in frozen terrain."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "Castle"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~ "Nearly all units receive a considerable bonus to their defense by being "
|
||
#~ "stationed in a castle, and most units receive full movement in a castle. "
|
||
#~ "Stationing units in a castle represents its defensive capability. Without "
|
||
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
|
||
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 60% defense in a castle.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
|
||
#~ "Nearly all units receive a considerable bonus to their defence 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% defence in a castle.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "Sand"
|
||
|
||
#~ msgid ""
|
||
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
|
||
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
|
||
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
|
||
#~ "easier for them to navigate.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in sand."
|
||
#~ msgstr ""
|
||
#~ "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% defence in sand."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Desert"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
|
||
#~ "than small sand pits or beaches, however for gameplay purposes they are "
|
||
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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>."
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "Cave"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
|
||
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
|
||
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
|
||
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
|
||
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
|
||
#~ "their small size can navigate many obstacles that other races cannot. "
|
||
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
|
||
#~ "text='illuminated'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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 defence. "
|
||
#~ "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% defence in caves, whereas dwarves have 50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Rockbound Cave"
|
||
|
||
# grammorz
|
||
#~ msgid ""
|
||
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
|
||
#~ "water and wind, carrying erosive particles that carve the rock. It "
|
||
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
|
||
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
|
||
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
|
||
#~ "who by dint of their small size have the full advantage of navigation in "
|
||
#~ "such topography. Occasionally caves are "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
|
||
#~ "\n"
|
||
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
|
||
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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 the efficiency of "
|
||
#~ "most units, but shoulders defence. Dwarves and trolls, who are the 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% defence in rocky caves, whereas cavalry are "
|
||
#~ "limited to 40%. Dwarves enjoy 60% defence in rockbound caves."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Illuminated Cave"
|
||
|
||
#~ 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 ""
|
||
#~ "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>."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "Mushroom Grove"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
|
||
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
|
||
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
|
||
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
|
||
#~ "completely mired and lack proper freedom of movement in combat. Undead "
|
||
#~ "units have a natural affinity for decay and function quite well in "
|
||
#~ "mushroom forests.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
|
||
#~ "receive only 20%."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in mushroom groves, whereas cavalry "
|
||
#~ "receive only 20%."
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Village"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
|
||
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
|
||
#~ "navigating villages, and most units gain a defensive bonus from being "
|
||
#~ "stationed in a village. Villages allow units the resources to clean and "
|
||
#~ "tend to their wounds, which allows any unit stationed therein to heal "
|
||
#~ "eight hitpoints each turn, or to be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "<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% defence in villages, whereas cavalry receive "
|
||
#~ "only 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Submerged Village"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
|
||
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
|
||
#~ "have a hard time navigating and defending these villages. However, like "
|
||
#~ "any village, the facilites are available to all creatures which allow "
|
||
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
|
||
#~ "eight hitpoints each turn, or be cured of poison.\n"
|
||
#~ "\n"
|
||
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
|
||
#~ "based units usually have a low defense."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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% defence in submerged villages, whereas land "
|
||
#~ "based units usually have a low defence."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "Unwalkable"
|
||
|
||
#~ msgid ""
|
||
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
|
||
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
|
||
#~ "are noted for sheer walls which would take days to traverse. As far as "
|
||
#~ "gameplay is concerned, only units capable of flying can cross this "
|
||
#~ "terrain."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='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."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lava"
|
||
|
||
#~ msgid ""
|
||
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
|
||
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
|
||
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
|
||
#~ "only be crossed by those units capable of flying a considerable distance "
|
||
#~ "above it. The molten magma also produces a substantial glow, illuminating "
|
||
#~ "the area immediately above it. This provides an attack bonus for lawful "
|
||
#~ "units and removes the attack bonus from chaotic units."
|
||
#~ msgstr ""
|
||
#~ "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."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "River Ford"
|
||
|
||
#~ 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 ""
|
||
#~ "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."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Coastal Reef"
|
||
|
||
# Merfolk and nagas
|
||
#~ msgid ""
|
||
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
|
||
#~ "and sand. This provides most land units with a more steady footing and "
|
||
#~ "defensive positions than wading in shallow water normally would and also "
|
||
#~ "grants most water-dwelling races an exceptionally high defense.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and Naga both receive 70% defense on coastal reefs."
|
||
#~ msgstr ""
|
||
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
|
||
#~ "and sand. This provides most land units with a more steady footing and "
|
||
#~ "defensive positions than wading in shallow water normally would and also "
|
||
#~ "grants most water-dwelling races an exceptionally high defence.\n"
|
||
#~ "\n"
|
||
#~ "Merfolk and nagas both receive 70% defence on coastal reefs."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Bridge"
|
||
|
||
#~ 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 ""
|
||
#~ "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."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Impassable"
|
||
|
||
#~ msgid ""
|
||
#~ "Obstacles that not even the most determined traveler may overcome include "
|
||
#~ "solid walls of stone and mountains so tall and steep that they are "
|
||
#~ "constantly wreathed in cloud. Even flying creatures cannot navigate the "
|
||
#~ "jagged peaks at such rarified heights, and not even the fiercest troll "
|
||
#~ "can smash through thick walls of stone."
|
||
#~ msgstr ""
|
||
#~ "Obstacles that not even the most determined traveller may overcome "
|
||
#~ "include solid walls of stone and mountains so tall and steep that they "
|
||
#~ "are constantly wreathed in cloud. Even flying creatures cannot navigate "
|
||
#~ "the jagged peaks at such rarified heights, and not even the fiercest "
|
||
#~ "troll can smash through thick walls of stone."
|
||
|
||
#~ msgid ""
|
||
#~ "Berserk:\n"
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
#~ msgstr ""
|
||
#~ "Berserk:\n"
|
||
#~ "Whether used offensively or defensively, this attack presses the "
|
||
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
|
||
#~ "have occurred."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "firststrike"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|