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[Wesnoth-cvs-commits] wesnoth/po wesnoth/af.po wesnoth/bg.po wesnoth/...
From: |
Susanna Bjrverud |
Subject: |
[Wesnoth-cvs-commits] wesnoth/po wesnoth/af.po wesnoth/bg.po wesnoth/... |
Date: |
Mon, 18 Apr 2005 12:16:41 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: Susanna Björverud <address@hidden> 05/04/18 16:16:38
Modified files:
po/wesnoth : af.po bg.po ca.po cs.po da.po de.po el_GR.po
en_GB.po es.po et.po eu.po fi.po fr.po hu.po
it.po ja.po la.po nl.po no.po pl.po pt_BR.po
ru.po sk.po sl.po sv.po tr.po wesnoth.pot
zh_CN.po
po/wesnoth-editor: ca.po
po/wesnoth-ei : af.po bg.po ca.po cs.po da.po de.po el_GR.po
en_GB.po es.po et.po eu.po fi.po fr.po hu.po
it.po ja.po la.po nl.po no.po pl.po pt_BR.po
ru.po sk.po sl.po sv.po tr.po wesnoth-ei.pot
zh_CN.po
po/wesnoth-httt: af.po bg.po ca.po cs.po da.po de.po el_GR.po
en_GB.po es.po et.po eu.po fi.po fr.po hu.po
it.po ja.po la.po nl.po no.po pl.po pt_BR.po
ru.po sk.po sl.po sv.po tr.po wesnoth-httt.pot
zh_CN.po
po/wesnoth-lib : ca.po
po/wesnoth-sotbe: af.po bg.po ca.po cs.po da.po de.po el_GR.po
en_GB.po es.po et.po eu.po fi.po fr.po hu.po
it.po ja.po la.po nl.po no.po pl.po pt_BR.po
ru.po sk.po sl.po sv.po tr.po
wesnoth-sotbe.pot zh_CN.po
po/wesnoth-tdh : af.po bg.po ca.po cs.po da.po de.po el_GR.po
en_GB.po es.po et.po eu.po fi.po fr.po hu.po
it.po ja.po la.po nl.po no.po pl.po pt_BR.po
ru.po sk.po sl.po sv.po tr.po wesnoth-tdh.pot
zh_CN.po
Log message:
Update-po
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/af.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/bg.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/ca.po.diff?tr1=1.70&tr2=1.71&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/cs.po.diff?tr1=1.45&tr2=1.46&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/da.po.diff?tr1=1.47&tr2=1.48&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/de.po.diff?tr1=1.97&tr2=1.98&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/el_GR.po.diff?tr1=1.44&tr2=1.45&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/en_GB.po.diff?tr1=1.26&tr2=1.27&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/es.po.diff?tr1=1.73&tr2=1.74&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/et.po.diff?tr1=1.18&tr2=1.19&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/eu.po.diff?tr1=1.60&tr2=1.61&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/fi.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/fr.po.diff?tr1=1.89&tr2=1.90&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/hu.po.diff?tr1=1.58&tr2=1.59&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/it.po.diff?tr1=1.53&tr2=1.54&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/ja.po.diff?tr1=1.18&tr2=1.19&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/la.po.diff?tr1=1.33&tr2=1.34&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/nl.po.diff?tr1=1.55&tr2=1.56&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/no.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/pl.po.diff?tr1=1.52&tr2=1.53&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/pt_BR.po.diff?tr1=1.47&tr2=1.48&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/ru.po.diff?tr1=1.59&tr2=1.60&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/sk.po.diff?tr1=1.50&tr2=1.51&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/sl.po.diff?tr1=1.49&tr2=1.50&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/sv.po.diff?tr1=1.88&tr2=1.89&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/tr.po.diff?tr1=1.5&tr2=1.6&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/wesnoth.pot.diff?tr1=1.42&tr2=1.43&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/zh_CN.po.diff?tr1=1.9&tr2=1.10&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-editor/ca.po.diff?tr1=1.25&tr2=1.26&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/af.po.diff?tr1=1.5&tr2=1.6&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/bg.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/ca.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/cs.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/da.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/de.po.diff?tr1=1.47&tr2=1.48&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/el_GR.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/en_GB.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/es.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/et.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/eu.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/fi.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/fr.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/hu.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/it.po.diff?tr1=1.39&tr2=1.40&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/ja.po.diff?tr1=1.8&tr2=1.9&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/la.po.diff?tr1=1.19&tr2=1.20&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/nl.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/no.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/pl.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/pt_BR.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/ru.po.diff?tr1=1.42&tr2=1.43&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/sk.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/sl.po.diff?tr1=1.36&tr2=1.37&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/sv.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/tr.po.diff?tr1=1.3&tr2=1.4&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/wesnoth-ei.pot.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/zh_CN.po.diff?tr1=1.5&tr2=1.6&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/af.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/bg.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/ca.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/cs.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/da.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/de.po.diff?tr1=1.53&tr2=1.54&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/el_GR.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/en_GB.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/es.po.diff?tr1=1.36&tr2=1.37&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/et.po.diff?tr1=1.15&tr2=1.16&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/eu.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/fi.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/fr.po.diff?tr1=1.46&tr2=1.47&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/hu.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/it.po.diff?tr1=1.44&tr2=1.45&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/ja.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/la.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/nl.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/no.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/pl.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/pt_BR.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/ru.po.diff?tr1=1.41&tr2=1.42&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/sk.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/sl.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/sv.po.diff?tr1=1.58&tr2=1.59&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/tr.po.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/wesnoth-httt.pot.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/zh_CN.po.diff?tr1=1.13&tr2=1.14&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-lib/ca.po.diff?tr1=1.27&tr2=1.28&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/af.po.diff?tr1=1.8&tr2=1.9&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/bg.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/ca.po.diff?tr1=1.37&tr2=1.38&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/cs.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/da.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/de.po.diff?tr1=1.41&tr2=1.42&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/el_GR.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/en_GB.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/es.po.diff?tr1=1.36&tr2=1.37&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/et.po.diff?tr1=1.16&tr2=1.17&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/eu.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/fi.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/fr.po.diff?tr1=1.38&tr2=1.39&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/hu.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/it.po.diff?tr1=1.38&tr2=1.39&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/ja.po.diff?tr1=1.9&tr2=1.10&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/la.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/nl.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/no.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/pl.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/pt_BR.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/ru.po.diff?tr1=1.40&tr2=1.41&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/sk.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/sl.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/sv.po.diff?tr1=1.41&tr2=1.42&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/tr.po.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/zh_CN.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/af.po.diff?tr1=1.10&tr2=1.11&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/bg.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/ca.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/cs.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/da.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/de.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/el_GR.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/en_GB.po.diff?tr1=1.18&tr2=1.19&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/es.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/et.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/eu.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/fi.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/fr.po.diff?tr1=1.26&tr2=1.27&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/hu.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/it.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/ja.po.diff?tr1=1.11&tr2=1.12&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/la.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/nl.po.diff?tr1=1.27&tr2=1.28&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/no.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/pl.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/pt_BR.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/ru.po.diff?tr1=1.33&tr2=1.34&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/sk.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/sl.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/sv.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/tr.po.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/zh_CN.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
Patches:
Index: wesnoth/po/wesnoth-editor/ca.po
diff -u wesnoth/po/wesnoth-editor/ca.po:1.25
wesnoth/po/wesnoth-editor/ca.po:1.26
--- wesnoth/po/wesnoth-editor/ca.po:1.25 Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth-editor/ca.po Mon Apr 18 16:16:34 2005
@@ -195,4 +195,3 @@
#: src/widgets/file_chooser.cpp:131
msgid "Deletion of the file failed."
msgstr "No ha estat possible esborrar el fitxer."
-
Index: wesnoth/po/wesnoth-ei/af.po
diff -u wesnoth/po/wesnoth-ei/af.po:1.5 wesnoth/po/wesnoth-ei/af.po:1.6
--- wesnoth/po/wesnoth-ei/af.po:1.5 Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/af.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-21 10:20+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/bg.po
diff -u wesnoth/po/wesnoth-ei/bg.po:1.23 wesnoth/po/wesnoth-ei/bg.po:1.24
--- wesnoth/po/wesnoth-ei/bg.po:1.23 Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/bg.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-12-05 00:49+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/ca.po
diff -u wesnoth/po/wesnoth-ei/ca.po:1.34 wesnoth/po/wesnoth-ei/ca.po:1.35
--- wesnoth/po/wesnoth-ei/ca.po:1.34 Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/ca.po Mon Apr 18 16:16:34 2005
@@ -10,7 +10,7 @@
msgstr ""
"Project-Id-Version: ca_ei\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-04-10 18:13+0200\n"
"Last-Translator: Grup de traducció de LinUV <Açò falta>\n"
"Language-Team: Català <address@hidden>\n"
@@ -25,25 +25,25 @@
msgstr "La Invasió de l'Est"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(més fà cil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Soldat"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(més fà cil)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "EspadatxÃ"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(més difÃcil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Guarda reial"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(més difÃcil)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/cs.po
diff -u wesnoth/po/wesnoth-ei/cs.po:1.30 wesnoth/po/wesnoth-ei/cs.po:1.31
--- wesnoth/po/wesnoth-ei/cs.po:1.30 Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/cs.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-09-28 19:50+0200\n"
"Last-Translator: David NeÄas <address@hidden>\n"
"Language-Team: Czech\n"
@@ -23,11 +23,11 @@
msgstr "Invaze z východu"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -35,11 +35,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/da.po
diff -u wesnoth/po/wesnoth-ei/da.po:1.30 wesnoth/po/wesnoth-ei/da.po:1.31
--- wesnoth/po/wesnoth-ei/da.po:1.30 Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/da.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-ei\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-09-12 21:42+0200\n"
"Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -30,11 +30,11 @@
msgstr "Invasionen fra Ãst"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -42,11 +42,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/de.po
diff -u wesnoth/po/wesnoth-ei/de.po:1.47 wesnoth/po/wesnoth-ei/de.po:1.48
--- wesnoth/po/wesnoth-ei/de.po:1.47 Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/de.po Mon Apr 18 16:16:34 2005
@@ -15,7 +15,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-04-11 20:59+0100\n"
"Last-Translator: Nils Kneuper <address@hidden>\n"
"Language-Team: Nils Kneuper <crazy-ivanovic AT gmx DOT net>\n"
@@ -30,25 +30,25 @@
msgstr "Invasion der Finsternis"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(leicht)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Speerträger"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(leicht)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Schwertkämpfer"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(schwierig)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Leibgardist"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(schwierig)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/el_GR.po
diff -u wesnoth/po/wesnoth-ei/el_GR.po:1.30 wesnoth/po/wesnoth-ei/el_GR.po:1.31
--- wesnoth/po/wesnoth-ei/el_GR.po:1.30 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/el_GR.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-10-03 14:34+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -22,11 +22,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -34,11 +34,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/en_GB.po
diff -u wesnoth/po/wesnoth-ei/en_GB.po:1.22 wesnoth/po/wesnoth-ei/en_GB.po:1.23
--- wesnoth/po/wesnoth-ei/en_GB.po:1.22 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/en_GB.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-22 16:41+0200\n"
"Last-Translator: ott <address@hidden>\n"
"Language-Team: none\n"
@@ -16,25 +16,25 @@
msgstr "The Eastern Invasion"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(easiest)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Spearman"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(easiest)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Swordsman"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(hardest)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Royal Guard"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(hardest)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/es.po
diff -u wesnoth/po/wesnoth-ei/es.po:1.35 wesnoth/po/wesnoth-ei/es.po:1.36
--- wesnoth/po/wesnoth-ei/es.po:1.35 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/es.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-29 14:04+0200\n"
"Last-Translator: David MartÃnez Moreno <address@hidden>\n"
"Language-Team: David MartÃnez Moreno <address@hidden>\n"
@@ -22,25 +22,25 @@
msgstr "La invasión del este"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(fácil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Lancero"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(fácil)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "EspadachÃn"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(difÃcil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Guardia real"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(difÃcil)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/et.po
diff -u wesnoth/po/wesnoth-ei/et.po:1.14 wesnoth/po/wesnoth-ei/et.po:1.15
--- wesnoth/po/wesnoth-ei/et.po:1.14 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/et.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-24 16:25+0300\n"
"Last-Translator: Mart Tõnso <address@hidden>\n"
"Language-Team: none\n"
@@ -16,25 +16,25 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(lihtsaim)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Odamees"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(lihtsaim)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Mõõgamees"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(raskeim)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Kuninglik Valvur"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(raskeim)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/eu.po
diff -u wesnoth/po/wesnoth-ei/eu.po:1.30 wesnoth/po/wesnoth-ei/eu.po:1.31
--- wesnoth/po/wesnoth-ei/eu.po:1.30 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/eu.po Mon Apr 18 16:16:34 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-09-02 21:57+0200\n"
"Last-Translator: Alfredo Beaumont Sainz <address@hidden>\n"
"Language-Team: Basque\n"
@@ -22,11 +22,11 @@
msgstr "Ekialdeko Inbasioa"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -34,11 +34,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/fi.po
diff -u wesnoth/po/wesnoth-ei/fi.po:1.30 wesnoth/po/wesnoth-ei/fi.po:1.31
--- wesnoth/po/wesnoth-ei/fi.po:1.30 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/fi.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: Pasi Kallinen <address@hidden>\n"
"Language-Team: none\n"
@@ -21,11 +21,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -33,11 +33,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/fr.po
diff -u wesnoth/po/wesnoth-ei/fr.po:1.48 wesnoth/po/wesnoth-ei/fr.po:1.49
--- wesnoth/po/wesnoth-ei/fr.po:1.48 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/fr.po Mon Apr 18 16:16:34 2005
@@ -10,7 +10,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.7.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-04-12 23:55+0100\n"
"Last-Translator: Guillaume MASSART <address@hidden>\n"
"Language-Team: Language fr\n"
@@ -23,25 +23,25 @@
msgstr "L'invasion orientale"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(facile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Lancier"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(facile)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Ãpéiste"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(difficile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Garde royal"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(difficile)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/hu.po
diff -u wesnoth/po/wesnoth-ei/hu.po:1.34 wesnoth/po/wesnoth-ei/hu.po:1.35
--- wesnoth/po/wesnoth-ei/hu.po:1.34 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/hu.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-ei\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-04-11 13:59+0200\n"
"Last-Translator: Con Salamander (Kovács Dániel) <address@hidden>\n"
"Language-Team: Hungarian <address@hidden>\n"
@@ -22,25 +22,25 @@
msgstr "Betörés keleten"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(legkönnyebb)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Dárdás"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(legkönnyebb)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Páncélos"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(legnehezebb)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Udvari testÅr"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(legnehezebb)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/it.po
diff -u wesnoth/po/wesnoth-ei/it.po:1.39 wesnoth/po/wesnoth-ei/it.po:1.40
--- wesnoth/po/wesnoth-ei/it.po:1.39 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/it.po Mon Apr 18 16:16:34 2005
@@ -4,7 +4,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-25 15:01+0100\n"
"Last-Translator: Americo Iacovizzi <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -18,25 +18,25 @@
msgstr "L'Invasione dell'Est"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(Facile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Lanciere"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(Facile)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Spadaccino"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(Difficile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Guardia Reale"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(Difficile)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/ja.po
diff -u wesnoth/po/wesnoth-ei/ja.po:1.8 wesnoth/po/wesnoth-ei/ja.po:1.9
--- wesnoth/po/wesnoth-ei/ja.po:1.8 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/ja.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-12 18:37+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -16,11 +16,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -28,11 +28,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/la.po
diff -u wesnoth/po/wesnoth-ei/la.po:1.19 wesnoth/po/wesnoth-ei/la.po:1.20
--- wesnoth/po/wesnoth-ei/la.po:1.19 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/la.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-01-11 22:45+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/nl.po
diff -u wesnoth/po/wesnoth-ei/nl.po:1.35 wesnoth/po/wesnoth-ei/nl.po:1.36
--- wesnoth/po/wesnoth-ei/nl.po:1.35 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/nl.po Mon Apr 18 16:16:34 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-22 14:52+0200\n"
"Last-Translator: Onne <address@hidden>\n"
"Language-Team: Dutch <address@hidden>\n"
@@ -20,25 +20,25 @@
msgstr "De Oosterse Invasie"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(gemakkelijk)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Speeman"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(gemakkelijk)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Zwaardvechter"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(moeilijk)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Koninklijke Wacht"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(moeilijk)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/no.po
diff -u wesnoth/po/wesnoth-ei/no.po:1.31 wesnoth/po/wesnoth-ei/no.po:1.32
--- wesnoth/po/wesnoth-ei/no.po:1.31 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/no.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-10-15 23:00+0100\n"
"Last-Translator: Erik <address@hidden>\n"
"Language-Team: none\n"
@@ -21,11 +21,11 @@
msgstr "Den østlige invasjon"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -33,11 +33,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/pl.po
diff -u wesnoth/po/wesnoth-ei/pl.po:1.30 wesnoth/po/wesnoth-ei/pl.po:1.31
--- wesnoth/po/wesnoth-ei/pl.po:1.30 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/pl.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -17,11 +17,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -29,11 +29,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/pt_BR.po
diff -u wesnoth/po/wesnoth-ei/pt_BR.po:1.31 wesnoth/po/wesnoth-ei/pt_BR.po:1.32
--- wesnoth/po/wesnoth-ei/pt_BR.po:1.31 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/pt_BR.po Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2004-09-11 21:11+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -21,11 +21,11 @@
msgstr "A Invasão Oriental"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -33,11 +33,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/ru.po
diff -u wesnoth/po/wesnoth-ei/ru.po:1.42 wesnoth/po/wesnoth-ei/ru.po:1.43
--- wesnoth/po/wesnoth-ei/ru.po:1.42 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/ru.po Mon Apr 18 16:16:35 2005
@@ -14,7 +14,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-04-05 15:52+0300\n"
"Last-Translator: Alexandr Menovchicov <address@hidden>\n"
"Language-Team: Russian <address@hidden>\n"
@@ -31,25 +31,25 @@
msgstr "ÐÑоÑжение Ñ ÐоÑÑока"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(легÑе)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "ÐопейÑик"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(легÑе)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "ÐеÑник"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(ÑÑжелее)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "ÐоÑолевÑÐºÐ°Ñ ÐÑ
Ñана"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(ÑÑжелее)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/sk.po
diff -u wesnoth/po/wesnoth-ei/sk.po:1.34 wesnoth/po/wesnoth-ei/sk.po:1.35
--- wesnoth/po/wesnoth-ei/sk.po:1.34 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/sk.po Mon Apr 18 16:16:35 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-01-17 21:39+0100\n"
"Last-Translator: Viliam Búr <address@hidden>\n"
"Language-Team: none\n"
@@ -21,25 +21,25 @@
msgstr "Invázia z východu"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(ľahká)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "KopijnÃk"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(ľahká)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "BojovnÃk"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(ťažká)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Kráľovský gardista"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(ťažká)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/sl.po
diff -u wesnoth/po/wesnoth-ei/sl.po:1.36 wesnoth/po/wesnoth-ei/sl.po:1.37
--- wesnoth/po/wesnoth-ei/sl.po:1.36 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/sl.po Mon Apr 18 16:16:35 2005
@@ -4,7 +4,7 @@
msgstr ""
"Project-Id-Version: ei-sl\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-02-21 21:07+0100\n"
"Last-Translator: lynx\n"
"Language-Team: <address@hidden>\n"
@@ -20,25 +20,25 @@
msgstr "Invazija z Vzhoda"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(najnižja zahtevnost)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "SuliÄar"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(najnižja zahtevnost)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "MeÄevalec"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(najvišja zahtevnost)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Kraljevi stražar"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(najvišja zahtevnost)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/sv.po
diff -u wesnoth/po/wesnoth-ei/sv.po:1.48 wesnoth/po/wesnoth-ei/sv.po:1.49
--- wesnoth/po/wesnoth-ei/sv.po:1.48 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/sv.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.12-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-23 15:08+0100\n"
"Last-Translator: tephlon\n"
"Language-Team: Swedish\n"
@@ -17,25 +17,25 @@
msgstr "Invasionen i Ãst"
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(lättast)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
msgid "Spearman"
msgstr "Spjutbärare"
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(lättast)"
+
#: data/campaigns/Eastern_Invasion.cfg:11
msgid "Swordsman"
msgstr "Svärdssoldat"
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(svårast)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
msgid "Royal Guard"
msgstr "Livgardist"
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(svårast)"
+
#: data/campaigns/Eastern_Invasion.cfg:13
msgid ""
"Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/tr.po
diff -u wesnoth/po/wesnoth-ei/tr.po:1.3 wesnoth/po/wesnoth-ei/tr.po:1.4
--- wesnoth/po/wesnoth-ei/tr.po:1.3 Sun Apr 17 06:35:29 2005
+++ wesnoth/po/wesnoth-ei/tr.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-29 09:38+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -16,11 +16,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -28,11 +28,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/wesnoth-ei.pot
diff -u wesnoth/po/wesnoth-ei/wesnoth-ei.pot:1.31
wesnoth/po/wesnoth-ei/wesnoth-ei.pot:1.32
--- wesnoth/po/wesnoth-ei/wesnoth-ei.pot:1.31 Sun Apr 17 06:35:29 2005
+++ wesnoth/po/wesnoth-ei/wesnoth-ei.pot Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <address@hidden>\n"
"Language-Team: LANGUAGE <address@hidden>\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/zh_CN.po
diff -u wesnoth/po/wesnoth-ei/zh_CN.po:1.5 wesnoth/po/wesnoth-ei/zh_CN.po:1.6
--- wesnoth/po/wesnoth-ei/zh_CN.po:1.5 Sun Apr 17 06:35:29 2005
+++ wesnoth/po/wesnoth-ei/zh_CN.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
"PO-Revision-Date: 2005-03-21 10:20+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-httt/af.po
diff -u wesnoth/po/wesnoth-httt/af.po:1.6 wesnoth/po/wesnoth-httt/af.po:1.7
--- wesnoth/po/wesnoth-httt/af.po:1.6 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/af.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-21 10:19+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/bg.po
diff -u wesnoth/po/wesnoth-httt/bg.po:1.24 wesnoth/po/wesnoth-httt/bg.po:1.25
--- wesnoth/po/wesnoth-httt/bg.po:1.24 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/bg.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-12-05 00:48+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/ca.po
diff -u wesnoth/po/wesnoth-httt/ca.po:1.32 wesnoth/po/wesnoth-httt/ca.po:1.33
--- wesnoth/po/wesnoth-httt/ca.po:1.32 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/ca.po Mon Apr 18 16:16:35 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: ca\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-16 22:03+0200\n"
"Last-Translator: Jordà Polo <address@hidden>\n"
"Language-Team: Català <address@hidden>\n"
@@ -22,25 +22,25 @@
msgstr "Hereu al Tron"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Lluitador"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(més fà cil)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Lluitador"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Heroi"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(més difÃcil)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Campió"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(més difÃcil)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/cs.po
diff -u wesnoth/po/wesnoth-httt/cs.po:1.29 wesnoth/po/wesnoth-httt/cs.po:1.30
--- wesnoth/po/wesnoth-httt/cs.po:1.29 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/cs.po Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-30 12:32+0200\n"
"Last-Translator: David NeÄas <address@hidden>\n"
"Language-Team: Czech\n"
@@ -23,11 +23,11 @@
msgstr "DÄdic trůnu"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -35,11 +35,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/da.po
diff -u wesnoth/po/wesnoth-httt/da.po:1.29 wesnoth/po/wesnoth-httt/da.po:1.30
--- wesnoth/po/wesnoth-httt/da.po:1.29 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/da.po Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-httt\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-12 22:23+0200\n"
"Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -30,11 +30,11 @@
msgstr "Tronarving"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -42,11 +42,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/de.po
diff -u wesnoth/po/wesnoth-httt/de.po:1.53 wesnoth/po/wesnoth-httt/de.po:1.54
--- wesnoth/po/wesnoth-httt/de.po:1.53 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/de.po Mon Apr 18 16:16:35 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-11 21:00+0100\n"
"Last-Translator: Nils Kneuper <address@hidden>\n"
"Language-Team: none\n"
@@ -22,25 +22,25 @@
msgstr "Der Thronerbe"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Kämpfer"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(leicht)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Kämpfer"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Held"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(schwierig)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Meister"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(schwierig)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/el_GR.po
diff -u wesnoth/po/wesnoth-httt/el_GR.po:1.29
wesnoth/po/wesnoth-httt/el_GR.po:1.30
--- wesnoth/po/wesnoth-httt/el_GR.po:1.29 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/el_GR.po Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-10-03 14:33+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -22,11 +22,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -34,11 +34,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/en_GB.po
diff -u wesnoth/po/wesnoth-httt/en_GB.po:1.20
wesnoth/po/wesnoth-httt/en_GB.po:1.21
--- wesnoth/po/wesnoth-httt/en_GB.po:1.20 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/en_GB.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 11:06+0200\n"
"Last-Translator: ott <address@hidden>\n"
"Language-Team: none\n"
@@ -16,25 +16,25 @@
msgstr "Heir to the Throne"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Fighter"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(easiest)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Fighter"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Hero"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(hardest)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Champion"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(hardest)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/es.po
diff -u wesnoth/po/wesnoth-httt/es.po:1.36 wesnoth/po/wesnoth-httt/es.po:1.37
--- wesnoth/po/wesnoth-httt/es.po:1.36 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/es.po Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 13:48+0200\n"
"Last-Translator: David MartÃnez Moreno <address@hidden>\n"
"Language-Team: David MartÃnez Moreno <address@hidden>\n"
@@ -22,25 +22,25 @@
msgstr "Heredero al trono"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Luchador"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(fácil)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Luchador"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Héroe"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(difÃcil)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Campeón"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(difÃcil)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/et.po
diff -u wesnoth/po/wesnoth-httt/et.po:1.15 wesnoth/po/wesnoth-httt/et.po:1.16
--- wesnoth/po/wesnoth-httt/et.po:1.15 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/et.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-24 16:36+0300\n"
"Last-Translator: Mart Tõnso <address@hidden>\n"
"Language-Team: none\n"
@@ -16,25 +16,25 @@
msgstr "Troonipärija"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Sõdalane"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(lihtsaim)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Sõdalane"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Kangelane"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(raskeim)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "TÅ¡empion"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(raskeim)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/eu.po
diff -u wesnoth/po/wesnoth-httt/eu.po:1.30 wesnoth/po/wesnoth-httt/eu.po:1.31
--- wesnoth/po/wesnoth-httt/eu.po:1.30 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/eu.po Mon Apr 18 16:16:35 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-02-20 23:49+0100\n"
"Last-Translator: Alfredo Beaumont Sainz <address@hidden>\n"
"Language-Team: Basque\n"
@@ -22,25 +22,25 @@
msgstr "Tronurako Oinordeko"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Borrokalaria"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(errezena)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Borrokalaria"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Heroia"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(zailena)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Txapelduna"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(zailena)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/fi.po
diff -u wesnoth/po/wesnoth-httt/fi.po:1.29 wesnoth/po/wesnoth-httt/fi.po:1.30
--- wesnoth/po/wesnoth-httt/fi.po:1.29 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/fi.po Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: Pasi Kallinen <address@hidden>\n"
"Language-Team: none\n"
@@ -21,11 +21,11 @@
msgstr "Valtaistuimen perillinen"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -33,11 +33,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/fr.po
diff -u wesnoth/po/wesnoth-httt/fr.po:1.46 wesnoth/po/wesnoth-httt/fr.po:1.47
--- wesnoth/po/wesnoth-httt/fr.po:1.46 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/fr.po Mon Apr 18 16:16:35 2005
@@ -31,7 +31,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-11 12:49+0100\n"
"Last-Translator: Guillaume MASSART <address@hidden>\n"
"Language-Team: Language fr\n"
@@ -45,25 +45,25 @@
msgstr "L'héritier du trône"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Guerrier"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(facile)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Guerrier"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Héros"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(difficile)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Champion"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(difficile)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/hu.po
diff -u wesnoth/po/wesnoth-httt/hu.po:1.35 wesnoth/po/wesnoth-httt/hu.po:1.36
--- wesnoth/po/wesnoth-httt/hu.po:1.35 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/hu.po Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-01 20:32+0200\n"
"Last-Translator: Széll Tamás <address@hidden>\n"
"Language-Team: none <address@hidden>\n"
@@ -21,25 +21,25 @@
msgstr "A trónörökös"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Harcos"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(legkönnyebb)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Harcos"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "HÅs"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(legnehezebb)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Bajnok"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(legnehezebb)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/it.po
diff -u wesnoth/po/wesnoth-httt/it.po:1.44 wesnoth/po/wesnoth-httt/it.po:1.45
--- wesnoth/po/wesnoth-httt/it.po:1.44 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/it.po Mon Apr 18 16:16:35 2005
@@ -4,7 +4,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-15 19:19+0100\n"
"Last-Translator: americo iacovizzi <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -18,25 +18,25 @@
msgstr "L'Erede al Trono"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Combattente"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(Facile)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Combattente"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Eroe"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(Difficile)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Campione"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(Difficile)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/ja.po
diff -u wesnoth/po/wesnoth-httt/ja.po:1.14 wesnoth/po/wesnoth-httt/ja.po:1.15
--- wesnoth/po/wesnoth-httt/ja.po:1.14 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/ja.po Mon Apr 18 16:16:36 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: 0.9.0+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-16 00:56+0900\n"
"Last-Translator: naoki iimura <address@hidden>\n"
"Language-Team: Japanese Translation Team\n"
@@ -22,25 +22,25 @@
msgstr "çä½ç¶æ¿è
"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "æ¦å£«"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(æãã)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "æ¦å£«"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "ãã¼ãã¼"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(é£ãã)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "ãã£ã³ããªã³"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(é£ãã)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/la.po
diff -u wesnoth/po/wesnoth-httt/la.po:1.28 wesnoth/po/wesnoth-httt/la.po:1.29
--- wesnoth/po/wesnoth-httt/la.po:1.28 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/la.po Mon Apr 18 16:16:36 2005
@@ -5,7 +5,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.9-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-01 16:35+0200\n"
"Last-Translator: Mark Polo <address@hidden>\n"
"Language-Team: Latin\n"
@@ -18,25 +18,25 @@
msgstr "Heres Throni"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Pugnator"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(facillimus)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Pugnator"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Heros"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(dificillimus)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Propugnator"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(dificillimus)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/nl.po
diff -u wesnoth/po/wesnoth-httt/nl.po:1.35 wesnoth/po/wesnoth-httt/nl.po:1.36
--- wesnoth/po/wesnoth-httt/nl.po:1.35 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/nl.po Mon Apr 18 16:16:36 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 16:11+0300\n"
"Last-Translator: Onne <address@hidden>\n"
"Language-Team: Dutch <address@hidden>\n"
@@ -20,25 +20,25 @@
msgstr "De Kroonprins"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Vechter"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(gemakkelijk)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Vechter"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Held"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(moeilijk)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Kampioen"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(moeilijk)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/no.po
diff -u wesnoth/po/wesnoth-httt/no.po:1.29 wesnoth/po/wesnoth-httt/no.po:1.30
--- wesnoth/po/wesnoth-httt/no.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/no.po Mon Apr 18 16:16:36 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-18 20:18+0100\n"
"Last-Translator: Erik <address@hidden>\n"
"Language-Team: none\n"
@@ -20,11 +20,11 @@
msgstr "Tronarvingen"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -32,11 +32,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/pl.po
diff -u wesnoth/po/wesnoth-httt/pl.po:1.30 wesnoth/po/wesnoth-httt/pl.po:1.31
--- wesnoth/po/wesnoth-httt/pl.po:1.30 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/pl.po Mon Apr 18 16:16:36 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-01-22 17:34+0100\n"
"Last-Translator: PaweÅ Stradomski <address@hidden>\n"
"Language-Team: none\n"
@@ -19,25 +19,25 @@
msgstr "Dziedzic tronu."
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Wojownik"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(najprostszy)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Wojownik"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Bohater"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(najtrudniejszy)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Mistrz"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(najtrudniejszy)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/pt_BR.po
diff -u wesnoth/po/wesnoth-httt/pt_BR.po:1.32
wesnoth/po/wesnoth-httt/pt_BR.po:1.33
--- wesnoth/po/wesnoth-httt/pt_BR.po:1.32 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/pt_BR.po Mon Apr 18 16:16:37 2005
@@ -15,7 +15,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-10-09 18:28+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -35,11 +35,11 @@
msgstr "O Herdeiro do Trono"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -47,11 +47,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/ru.po
diff -u wesnoth/po/wesnoth-httt/ru.po:1.41 wesnoth/po/wesnoth-httt/ru.po:1.42
--- wesnoth/po/wesnoth-httt/ru.po:1.41 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/ru.po Mon Apr 18 16:16:37 2005
@@ -14,7 +14,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-05 15:21+0300\n"
"Last-Translator: Alexandr Menovchicov <address@hidden>\n"
"Language-Team: none <address@hidden>\n"
@@ -31,25 +31,25 @@
msgstr "ÐаÑледник ÐÑеÑÑола"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "ÐоеÑ"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(легÑе)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "ÐоеÑ"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "ÐеÑой"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(Ñложнее)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Чемпион"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(Ñложнее)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/sk.po
diff -u wesnoth/po/wesnoth-httt/sk.po:1.32 wesnoth/po/wesnoth-httt/sk.po:1.33
--- wesnoth/po/wesnoth-httt/sk.po:1.32 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/sk.po Mon Apr 18 16:16:37 2005
@@ -6,7 +6,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-01-17 21:54+0100\n"
"Last-Translator: Viliam Búr <address@hidden>\n"
"Language-Team: none\n"
@@ -20,25 +20,25 @@
msgstr "DediÄ trónu"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Vojak"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(ľahká)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Vojak"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Hrdina"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(ťažká)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Šampión"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(ťažká)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/sl.po
diff -u wesnoth/po/wesnoth-httt/sl.po:1.30 wesnoth/po/wesnoth-httt/sl.po:1.31
--- wesnoth/po/wesnoth-httt/sl.po:1.30 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/sl.po Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.6-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: lynx\n"
"Language-Team: none\n"
@@ -17,25 +17,25 @@
msgstr "Prestolonaslednik"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Bojevnik"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(najnižja zahtevnost)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Bojevnik"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Junak"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(najvišja zahtevnost)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Prvak"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(najvišja zahtevnost)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/sv.po
diff -u wesnoth/po/wesnoth-httt/sv.po:1.58 wesnoth/po/wesnoth-httt/sv.po:1.59
--- wesnoth/po/wesnoth-httt/sv.po:1.58 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/sv.po Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-01 18:00+0200\n"
"Last-Translator: tephlon\n"
"Language-Team: Swedish\n"
@@ -17,25 +17,25 @@
msgstr "Tronarvingen"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Krigare"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(lättast)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Krigare"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "Hjälte"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(svårast)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "Förkämpe"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(svårast)"
+
#: data/campaigns/Heir_To_The_Throne.cfg:13
msgid ""
"Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/tr.po
diff -u wesnoth/po/wesnoth-httt/tr.po:1.4 wesnoth/po/wesnoth-httt/tr.po:1.5
--- wesnoth/po/wesnoth-httt/tr.po:1.4 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/tr.po Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 09:35+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -16,11 +16,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -28,11 +28,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/wesnoth-httt.pot
diff -u wesnoth/po/wesnoth-httt/wesnoth-httt.pot:1.29
wesnoth/po/wesnoth-httt/wesnoth-httt.pot:1.30
--- wesnoth/po/wesnoth-httt/wesnoth-httt.pot:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/wesnoth-httt.pot Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <address@hidden>\n"
"Language-Team: LANGUAGE <address@hidden>\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/zh_CN.po
diff -u wesnoth/po/wesnoth-httt/zh_CN.po:1.13
wesnoth/po/wesnoth-httt/zh_CN.po:1.14
--- wesnoth/po/wesnoth-httt/zh_CN.po:1.13 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/zh_CN.po Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-httt\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-13 12:34+0800\n"
"Last-Translator: Lim Choon Kiat <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -22,25 +22,25 @@
msgstr "继ä½è
"
#: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "æ¦å£«"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
msgid "(easiest)"
msgstr "(å级)"
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "æ¦å£«"
+
#: data/campaigns/Heir_To_The_Throne.cfg:11
msgid "Hero"
msgstr "è±é"
#: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(æé«çº§)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
msgid "Champion"
msgstr "å¯æè
"
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(æé«çº§)"
+
# I have translated Wesnoth into two chinese characters counting from the last
four characters.
# Wesnoth = mid(TranslatedString, 9,2)
# As there are no direct Chinese word for it, I go for the sound.
Index: wesnoth/po/wesnoth-lib/ca.po
diff -u wesnoth/po/wesnoth-lib/ca.po:1.27 wesnoth/po/wesnoth-lib/ca.po:1.28
--- wesnoth/po/wesnoth-lib/ca.po:1.27 Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth-lib/ca.po Mon Apr 18 16:16:37 2005
@@ -487,4 +487,3 @@
#: src/show_dialog.cpp:883
msgid "KB"
msgstr "kB"
-
Index: wesnoth/po/wesnoth-sotbe/af.po
diff -u wesnoth/po/wesnoth-sotbe/af.po:1.8 wesnoth/po/wesnoth-sotbe/af.po:1.9
--- wesnoth/po/wesnoth-sotbe/af.po:1.8 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/af.po Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-15 17:30+0200\n"
"Last-Translator: ott <address@hidden>\n"
"Language-Team: none\n"
@@ -16,25 +16,25 @@
msgstr "Seun van die Swart-Oog (hoofstuk I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Troep"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(maklikste)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Troep"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Kryger"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Meesterkryger"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(moelikste)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Meesterkryger"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Swart Vlag"
@@ -149,8 +149,9 @@
"Dit is 'n wyse besluit. Mag jy die geluk aan jou kant hê, Seun van
Swart-Oog."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Ons plan verloop goed. Ons omsingel hulle op die land terwyl ons "
@@ -193,9 +194,10 @@
"agter ons. Ons moet nou gaan."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Maar waar is die res van die raad? Ons het nie so vêr gereis net om weg te "
"hardloop nie!"
@@ -511,7 +513,8 @@
"het 'n massiewe weermag opgebou wat oppad is."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Wat moet ons doen, leier?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/bg.po
diff -u wesnoth/po/wesnoth-sotbe/bg.po:1.24 wesnoth/po/wesnoth-sotbe/bg.po:1.25
--- wesnoth/po/wesnoth-sotbe/bg.po:1.24 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/bg.po Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-12-05 00:49+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -142,7 +142,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -177,8 +177,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -439,7 +439,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/ca.po
diff -u wesnoth/po/wesnoth-sotbe/ca.po:1.37 wesnoth/po/wesnoth-sotbe/ca.po:1.38
--- wesnoth/po/wesnoth-sotbe/ca.po:1.37 Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth-sotbe/ca.po Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: ca\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-18 17:00+0200\n"
"Last-Translator: Jordà Polo <address@hidden>\n"
"Language-Team: Català <address@hidden>\n"
@@ -21,25 +21,25 @@
msgstr "Fill de Ull Negre (capÃtol I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Recluta"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(més fà cil)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Recluta"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Guerrer"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Senyor de la guerra"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(més difÃcil)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Senyor de la guerra"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "La Bandera Negra"
@@ -142,7 +142,8 @@
msgstr "Jo? Et demostraré que no soc un covard!"
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:168
-msgid "It is not time for quarreling! I'm to contain them, go find
reinforcements."
+msgid ""
+"It is not time for quarreling! I'm to contain them, go find reinforcements."
msgstr "No és hora de barallar-se! Jo els contendré, aneu a cercar
reforços."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:172
@@ -150,8 +151,9 @@
msgstr "Ãs una sà via elecció. Bona sort, fill de l'Ull Negre."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! El nostre pla està anant bé, envoltem-los per terra mentre els
nostres "
@@ -192,10 +194,12 @@
"nostre, hem de partir."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
-msgstr "Però, on és la resta del consell? No hem fet un viatge tan llarg per
fugir!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
+msgstr ""
+"Però, on és la resta del consell? No hem fet un viatge tan llarg per fugir!"
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
msgid ""
@@ -266,7 +270,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:222
msgid "Prestim's walls are rock hard, they'll break clean off on them."
-msgstr "Les murades de Prestim són dures com la pedra, es faran pols contra
elles."
+msgstr ""
+"Les murades de Prestim són dures com la pedra, es faran pols contra elles."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:227
msgid ""
@@ -276,8 +281,8 @@
msgstr ""
"No estic tan segur. Cada fortalesa té les seves debilitats. Les murades de "
"Prestim es van construir sobre tres torres. Si alguna es destruïda, una "
-"bretxa podria permetre que els humans entressin a Prestim... no fa falta "
-"que digui que això seria la fi de tots nosaltres."
+"bretxa podria permetre que els humans entressin a Prestim... no fa falta que "
+"digui que això seria la fi de tots nosaltres."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:232
msgid ""
@@ -344,8 +349,10 @@
msgstr "Ara són massa nombrosos, retirada!!"
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:417
-msgid "The Great Horde at last! I was beginning to think they would never
come."
-msgstr "Per fi ha arribat la Gran Horda! Començava a pensar que no vindrien
mai."
+msgid ""
+"The Great Horde at last! I was beginning to think they would never come."
+msgstr ""
+"Per fi ha arribat la Gran Horda! Començava a pensar que no vindrien mai."
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:422
msgid ""
@@ -436,7 +443,8 @@
"al mapa antes de que el sol estigui a dalt."
#: data/scenarios/Son_Of_The_Black_Eye/Desert_Of_Death.cfg:152
-msgid "Stay alert! This oasis is known to be a den of outlaws and desert
pillagers."
+msgid ""
+"Stay alert! This oasis is known to be a den of outlaws and desert pillagers."
msgstr "Alerta! Se sap que aquest oasi és un cau de lladres i "
#: data/scenarios/Son_Of_The_Black_Eye/Desert_Of_Death.cfg:177
@@ -467,7 +475,8 @@
"dia. Matem-los a tots i retornem aquesta terra a la nostra gent!"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:115
-msgid "We are attacked by these humans! Hurry up, we must defend our fathers'
land!"
+msgid ""
+"We are attacked by these humans! Hurry up, we must defend our fathers' land!"
msgstr ""
"Ens ataquen els humans! Afanyem-nos, hem de defensar la terra dels nostres "
"pares!"
@@ -495,7 +504,8 @@
"Només hem vençut l'avantguarda i ara venen massivament."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Que haurÃem de fer, cap?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
@@ -687,7 +697,8 @@
msgstr "De veritat? I que beuràs amb ella? Licor de menta?"
#: data/scenarios/Son_Of_The_Black_Eye/Shan_Taum_The_Smug.cfg:144
-msgid "Exasperated, Kapou'e launched an attack on his fellow orc Shan Taum the
Smug."
+msgid ""
+"Exasperated, Kapou'e launched an attack on his fellow orc Shan Taum the Smug."
msgstr ""
"Impacient, Kapou'e va llançar un atac sobre el seu company orc Shan Taum el "
"Contrabandista."
@@ -906,7 +917,8 @@
msgstr "..."
#: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:183
-msgid "Then, Kapou'e launched his desperate attack to stop the siege of Barag
Gor."
+msgid ""
+"Then, Kapou'e launched his desperate attack to stop the siege of Barag Gor."
msgstr ""
"Llavors, Kapou'e llançà el seu atac desesperat per aturar el setge de Barag
"
"Gor."
@@ -999,7 +1011,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:370
msgid "Aha! Surprise! You thought you could cross elvish lands safely!"
-msgstr "Aha! Sorpresa! Pensaves que podrieu creuar les terres dels elfs sense
perill!"
+msgstr ""
+"Aha! Sorpresa! Pensaves que podrieu creuar les terres dels elfs sense perill!"
#: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:391
msgid "We've made it! Our journey is still long. Hurry up, my people!"
@@ -1010,8 +1023,10 @@
msgstr "Estan destruint el nostre castell! Veniu a rescatar-me elfs!"
#: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:423
-msgid "At your service, Etheliel. Let push these evil creatures back to their
quag!"
-msgstr "Al teu servei, Etheliel. Empenyerem aquestes criatures malignes al
seu cau."
+msgid ""
+"At your service, Etheliel. Let push these evil creatures back to their quag!"
+msgstr ""
+"Al teu servei, Etheliel. Empenyerem aquestes criatures malignes al seu cau."
#: data/scenarios/Son_Of_The_Black_Eye/To_The_Harbour_Of_Tirigaz.cfg:7
msgid "To the harbour of Tirigaz"
@@ -1118,7 +1133,8 @@
msgstr "Que fan aquests orcs aquÃ? Haurien d'estar massa cansats per viure."
#: data/scenarios/Son_Of_The_Black_Eye/Towards_Mountains_of_Haag.cfg:134
-msgid "I've never pushed so far, we are crossing the border of the Black Eye
lands."
+msgid ""
+"I've never pushed so far, we are crossing the border of the Black Eye lands."
msgstr ""
"Mai no he arribat tan enfora, estem creuant la frontera de les terres de "
"l'Ull Negre."
@@ -1330,4 +1346,3 @@
#: data/scenarios/Son_Of_The_Black_Eye/utils.cfg:192
msgid "Pirate Galleon"
msgstr "Gal·leó Pirata"
-
Index: wesnoth/po/wesnoth-sotbe/cs.po
diff -u wesnoth/po/wesnoth-sotbe/cs.po:1.29 wesnoth/po/wesnoth-sotbe/cs.po:1.30
--- wesnoth/po/wesnoth-sotbe/cs.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/cs.po Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-13 12:28+0200\n"
"Last-Translator: David NeÄas <address@hidden>\n"
"Language-Team: Czech\n"
@@ -23,11 +23,11 @@
msgstr "Syn Äerného oka (kapitola I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -35,11 +35,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -151,8 +151,9 @@
msgstr "Moudrá volba, Äerné oko. Lovu zdar."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Náš plán se daÅÃ. Zbývá obklÃÄit je ze bÅehu, když už na
nÄ ÃºtoÄà z "
@@ -193,9 +194,10 @@
"dalÅ¡Ã a dalÅ¡Ã posily. MusÃme pryÄ."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Ale kde jsou pÅedstavitelé Velikého snÄmu? NeÅ¡li jsme pÅece tak dlouhou
"
"cestu nadarmo?!"
@@ -517,7 +519,8 @@
"byl jen pÅedvoj mnohem vÄtÅ¡Ã armády. A ta teÄ mÃÅà sem."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "A co bude dál, veliteli?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/da.po
diff -u wesnoth/po/wesnoth-sotbe/da.po:1.30 wesnoth/po/wesnoth-sotbe/da.po:1.31
--- wesnoth/po/wesnoth-sotbe/da.po:1.30 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/da.po Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-sotbe\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-12 21:47+0200\n"
"Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -30,11 +30,11 @@
msgstr "Søn af det Sorte Ãje (kapitel I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -42,11 +42,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -162,8 +162,9 @@
msgstr "Det er et visdomsfyldt valg. Held og lykke, søn af det Sorte Ãje."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Vores plan går godt, lad os omringe dem mens vores allierede angriber "
@@ -205,9 +206,10 @@
"vi må væk."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Men hvor er resten af rådet? Vi har ikke foretaget så lang en rejse for at "
"flygte!"
@@ -526,7 +528,8 @@
"nok overvundet en fortrop, men de vil komme i massivt antal."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Hvad skal vi gøre, chef?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/de.po
diff -u wesnoth/po/wesnoth-sotbe/de.po:1.41 wesnoth/po/wesnoth-sotbe/de.po:1.42
--- wesnoth/po/wesnoth-sotbe/de.po:1.41 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/de.po Mon Apr 18 16:16:37 2005
@@ -15,7 +15,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-17 11:39+0100\n"
"Last-Translator: Nils Kneuper <address@hidden>\n"
"Language-Team: none\n"
@@ -30,25 +30,25 @@
msgstr "Schwarzauges Sohn (Kapitel I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grunzer"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(einfach)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grunzer"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Krieger"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Kriegsherr"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(schwierig)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Kriegsherr"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Schwarze Flagge"
@@ -164,8 +164,9 @@
msgstr "Eine weise Entscheidung. Ich wünsche euch Glück, Kapou'e."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Alles läuft nach Plan. Wir schneiden ihnen den Fluchtweg ab, während "
@@ -210,9 +211,10 @@
"sich zu einem weiteren Angriff. Wir müssen fliehen."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Aber wo ist der Rest des Rates? Wir sind nicht so weit gereist, um jetzt "
"schon wieder zu fliehen."
@@ -529,7 +531,8 @@
"Scharen wiederkommen."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Was sollen wir tun, Häuptling?"
# edited by Ivanovic
Index: wesnoth/po/wesnoth-sotbe/el_GR.po
diff -u wesnoth/po/wesnoth-sotbe/el_GR.po:1.29
wesnoth/po/wesnoth-sotbe/el_GR.po:1.30
--- wesnoth/po/wesnoth-sotbe/el_GR.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/el_GR.po Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-10-03 14:34+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -22,11 +22,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -34,11 +34,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -149,7 +149,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -184,8 +184,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -446,7 +446,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/en_GB.po
diff -u wesnoth/po/wesnoth-sotbe/en_GB.po:1.20
wesnoth/po/wesnoth-sotbe/en_GB.po:1.21
--- wesnoth/po/wesnoth-sotbe/en_GB.po:1.20 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/en_GB.po Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-18 00:54+0200\n"
"Last-Translator: ott <address@hidden>\n"
"Language-Team: en_GB\n"
@@ -16,25 +16,25 @@
msgstr "Son of the Black Eye (chapter I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grunt"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(easiest)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grunt"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Warrior"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Warlord"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(hardest)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Warlord"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Black Flag"
@@ -147,8 +147,9 @@
msgstr "This is a wise choice. Good luck, son of the Black Eye."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Our plan is going well, let us surround them on land while our allies "
@@ -189,9 +190,10 @@
"must leave."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"But where is the rest of the council? We haven't made such a long journey "
"to flee!"
@@ -496,7 +498,8 @@
"army. We have just defeated a vanguard, they will soon overwhelm us."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "What should we do, chief?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/es.po
diff -u wesnoth/po/wesnoth-sotbe/es.po:1.36 wesnoth/po/wesnoth-sotbe/es.po:1.37
--- wesnoth/po/wesnoth-sotbe/es.po:1.36 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/es.po Mon Apr 18 16:16:37 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-21 01:40+0100\n"
"Last-Translator: David MartÃnez Moreno <address@hidden>\n"
"Language-Team: David MartÃnez Moreno <address@hidden>\n"
@@ -21,25 +21,25 @@
msgstr "El hijo de Ojonegro (capÃtulo I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Campesino"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(fácil)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Campesino"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Guerrero"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Señor de la guerra"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(difÃcil)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Señor de la guerra"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "La bandera negra"
@@ -152,8 +152,9 @@
msgstr "Es una sabia decisión. Buena suerte, hijo de Ojonegro."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"¡Jaja! Nuestro plan está funcionando, ¡rodeémoslos en tierra mientras "
@@ -195,9 +196,10 @@
"asà que debemos irnos."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"¿Pero dónde está el resto del consejo? ¡No hemos hecho un viaje tan largo
"
"sólo para salir huyendo!"
@@ -516,7 +518,8 @@
"gran ejército. Esto no es más que una vanguardia, hay muchos más en
camino."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "¿Qué hacemos, jefe?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/et.po
diff -u wesnoth/po/wesnoth-sotbe/et.po:1.16 wesnoth/po/wesnoth-sotbe/et.po:1.17
--- wesnoth/po/wesnoth-sotbe/et.po:1.16 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/et.po Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-24 16:40+0300\n"
"Last-Translator: Mart Tõnso <address@hidden>\n"
"Language-Team: none\n"
@@ -16,25 +16,25 @@
msgstr "Mustsilma poeg (esimene peatükk)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Mäekollide lihtsõdur"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(lihtsaim)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Mäekollide lihtsõdur"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Sõdalane"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Sõjapealik"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(raskeim)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Sõjapealik"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Must lipp"
@@ -147,7 +147,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -182,8 +182,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -469,7 +469,8 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Pealik, mida me tegema peaks?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/eu.po
diff -u wesnoth/po/wesnoth-sotbe/eu.po:1.29 wesnoth/po/wesnoth-sotbe/eu.po:1.30
--- wesnoth/po/wesnoth-sotbe/eu.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/eu.po Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-02 21:57+0200\n"
"Last-Translator: Alfredo Beaumont Sainz <address@hidden>\n"
"Language-Team: Basque\n"
@@ -22,11 +22,11 @@
msgstr "Begi Beltzaren semea (I. kapitulua)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -34,11 +34,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -149,7 +149,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -184,8 +184,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -446,7 +446,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/fi.po
diff -u wesnoth/po/wesnoth-sotbe/fi.po:1.29 wesnoth/po/wesnoth-sotbe/fi.po:1.30
--- wesnoth/po/wesnoth-sotbe/fi.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/fi.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: Pasi Kallinen <address@hidden>\n"
"Language-Team: none\n"
@@ -21,11 +21,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -33,11 +33,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -148,7 +148,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -183,8 +183,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -445,7 +445,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/fr.po
diff -u wesnoth/po/wesnoth-sotbe/fr.po:1.38 wesnoth/po/wesnoth-sotbe/fr.po:1.39
--- wesnoth/po/wesnoth-sotbe/fr.po:1.38 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/fr.po Mon Apr 18 16:16:38 2005
@@ -11,7 +11,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.7.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-11 11:55+0100\n"
"Last-Translator: Guillaume MASSART <address@hidden>\n"
"Language-Team: Language fr\n"
@@ -25,25 +25,25 @@
msgstr "Le Fils De l'Åil Noir (chapitre I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grognard"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(facile)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grognard"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Guerrier"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Seigneur de guerre"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(difficile)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Seigneur de guerre"
+
# #-#-#-#-# wesnoth-sotbe.po (wesnoth-sotbe) #-#-#-#-#
# Note aux relecteurs :
# * Grüü est un troll -> ne s'exprime pas très bien
@@ -166,8 +166,9 @@
msgstr "Ce choix est sage. Bonne chance, fils de l'Åil Noir."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha ! Notre plan se déroule à la perfection, encerclons-les sur terre "
@@ -210,9 +211,10 @@
"se regroupent sur nos arrières, nous devons partir. "
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Mais où est le reste du conseil ? Nous n'avons pas fait un si long voyage "
"pour fuir !"
@@ -535,7 +537,8 @@
"massivement."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Que f'sons nous, chef ?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/hu.po
diff -u wesnoth/po/wesnoth-sotbe/hu.po:1.31 wesnoth/po/wesnoth-sotbe/hu.po:1.32
--- wesnoth/po/wesnoth-sotbe/hu.po:1.31 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/hu.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-sotbe\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-11 14:02+0200\n"
"Last-Translator: Széll Tamás <address@hidden>\n"
"Language-Team: Hungarian <address@hidden>\n"
@@ -22,25 +22,25 @@
msgstr "A Sötét Szem fia (I. rész) (angol)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Közkatona"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(legkönnyebb)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Közkatona"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Harcos"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Hadúr"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(legnehezebb)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Hadúr"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "A fekete lobogó"
@@ -150,8 +150,9 @@
msgstr "Ez egy bölcs döntés. Sok szerencsét, Sötét Szem fia."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Jól halad a tervünk, kerÃtsük be Åket a szárazföldön, amÃg a "
@@ -189,9 +190,10 @@
"nyomunkban, tovább kell állnunk."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"De hol van a tanács többi tagja? Még nem tettünk meg akkora utat hogy "
"visszafordulhatnánk!"
@@ -478,7 +480,8 @@
"elÅhad volt, tömegek jönnek még."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Mit tegyünk, fÅnök?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/it.po
diff -u wesnoth/po/wesnoth-sotbe/it.po:1.38 wesnoth/po/wesnoth-sotbe/it.po:1.39
--- wesnoth/po/wesnoth-sotbe/it.po:1.38 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/it.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-14 00:49+0100\n"
"Last-Translator: americo iacovizzi <address@hidden>\n"
"Language-Team: none\n"
@@ -15,25 +15,25 @@
msgstr "Il Figlio di Black Eye (capitolo I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Recluta"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(Facile)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Recluta"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Guerriero"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Signore della Guerra"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(Difficile)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Signore della Guerra"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Bandiera Nera"
@@ -147,8 +147,9 @@
msgstr "Questa è una saggia scelta. Buona fortuna figlio di Black Eye."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Il nostro piano funziona, circondiamoli via terra mentre i nostri "
@@ -191,9 +192,10 @@
"dietro di noi, dobbiamo andare via."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Ma dov'è il resto del concilio? Non abbiamo viaggiato così a lungo per "
"fuggire!"
@@ -509,7 +511,8 @@
"esercito. Abbiamo sconfitto solo un'avanguardia, arriveranno più numerosi."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Cosa dobbiamo fare, capo?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/ja.po
diff -u wesnoth/po/wesnoth-sotbe/ja.po:1.9 wesnoth/po/wesnoth-sotbe/ja.po:1.10
--- wesnoth/po/wesnoth-sotbe/ja.po:1.9 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/ja.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-12 18:37+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -16,11 +16,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -28,11 +28,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -143,7 +143,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -178,8 +178,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -440,7 +440,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/la.po
diff -u wesnoth/po/wesnoth-sotbe/la.po:1.20 wesnoth/po/wesnoth-sotbe/la.po:1.21
--- wesnoth/po/wesnoth-sotbe/la.po:1.20 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/la.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-01-11 22:45+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -142,7 +142,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -177,8 +177,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -439,7 +439,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/nl.po
diff -u wesnoth/po/wesnoth-sotbe/nl.po:1.34 wesnoth/po/wesnoth-sotbe/nl.po:1.35
--- wesnoth/po/wesnoth-sotbe/nl.po:1.34 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/nl.po Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-22 14:52+0200\n"
"Last-Translator: Onne <address@hidden>\n"
"Language-Team: Dutch <address@hidden>\n"
@@ -20,25 +20,25 @@
msgstr "Zoon van het Zwarte Oog (hoofdstuk I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grunt"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(gemakkelijk)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grunt"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Strijder"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Krijgsheer"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(moeilijk)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Krijgsheer"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "De Zwarte Vlag"
@@ -152,8 +152,9 @@
msgstr "Dit is een wijze keuze. Veel geluk, Zoon van het Zwarte Oog."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Hahaha! Ons plan loopt gesmeerd, we omsingelen hen op het land en onze "
@@ -195,9 +196,10 @@
"achterhoede, we moeten snel weg!"
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Maar waar is de rest van de raad? We hebben deze lange reis niet gemaakt om "
"te vluchten!"
@@ -513,7 +515,8 @@
"samenbrengen. We hebben slechts de voorhoede verslagen, ze komen in massas!"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Wat moeten we doen, baas?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/no.po
diff -u wesnoth/po/wesnoth-sotbe/no.po:1.29 wesnoth/po/wesnoth-sotbe/no.po:1.30
--- wesnoth/po/wesnoth-sotbe/no.po:1.29 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/no.po Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-18 20:19+0100\n"
"Last-Translator: Erik <address@hidden>\n"
"Language-Team: none\n"
@@ -20,11 +20,11 @@
msgstr "Sorte Ãyes sønn (kapittel I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -32,11 +32,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -150,8 +150,9 @@
msgstr "Et godt valg. Lykke til, du Sortøyes sønn."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Planen vår virker, vi omringer dem på land mens våre allierte
angriper "
@@ -192,9 +193,10 @@
"vi må stikke."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Men hvor er resten av rådet? Vi kan ikke ha kommet så langt for å flykte!"
@@ -500,7 +502,8 @@
"diger hær. Vi har bare slått en fortropp, de kommer i masser."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Hva mener du vi bør gjøre?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/pl.po
diff -u wesnoth/po/wesnoth-sotbe/pl.po:1.31 wesnoth/po/wesnoth-sotbe/pl.po:1.32
--- wesnoth/po/wesnoth-sotbe/pl.po:1.31 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/pl.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-16 16:34+0100\n"
"Last-Translator: Karol 'grzywacz' Nowak <address@hidden>\n"
"Language-Team: none\n"
@@ -17,25 +17,25 @@
msgstr "Syn Czarnego Oka (rozdziaÅ I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "RÄbacz"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(najÅatwiejszy)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "RÄbacz"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Wojownik"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Pan wojny"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(najtrudniejszy)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Pan wojny"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Czarna ChorÄ
giew"
@@ -147,8 +147,9 @@
msgstr "To mÄ
dry wybór. Powodzenia, synu Czarnego Oka."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Wszystko idzie zgodnie z planem, otoczmy ich na lÄ
dzie, a nasi "
@@ -189,9 +190,10 @@
"tyÅach, musimy siÄ wycofaÄ."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Ale gdzie jest reszta rady? Nie po to przebyliÅmy tak dÅugÄ
drogÄ, by
teraz "
"uciekaÄ!"
@@ -507,7 +509,8 @@
"tylko straż przedniÄ
, nadchodzÄ
w wielkich iloÅciach."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Co powinno byÄ zrobione, szefie?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/pt_BR.po
diff -u wesnoth/po/wesnoth-sotbe/pt_BR.po:1.31
wesnoth/po/wesnoth-sotbe/pt_BR.po:1.32
--- wesnoth/po/wesnoth-sotbe/pt_BR.po:1.31 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/pt_BR.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-11-01 17:30+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -21,11 +21,11 @@
msgstr "Filho do Olho Negro (primeiro capÃtulo)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -33,11 +33,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -151,8 +151,9 @@
msgstr "à uma escolha sábia. Boa sorte, filho do Olho Negro."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Nosso plano anda bem, vamos cercá-los por terra enquanto nossos "
@@ -194,9 +195,10 @@
"de nós. Temos de sair."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Mas onde está o resto do conselho? Nós não fizemos uma viagem tão longa
para "
"fugir!"
@@ -517,7 +519,8 @@
"gigantesco. Nós apenas derrotamos sua vanguarda, eles vão vir em massa."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "O que devemos fazer, chefe?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/ru.po
diff -u wesnoth/po/wesnoth-sotbe/ru.po:1.40 wesnoth/po/wesnoth-sotbe/ru.po:1.41
--- wesnoth/po/wesnoth-sotbe/ru.po:1.40 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/ru.po Mon Apr 18 16:16:38 2005
@@ -14,7 +14,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-24 11:55+0300\n"
"Last-Translator: Alexandr Menovchicov <address@hidden>\n"
"Language-Team: none\n"
@@ -29,25 +29,25 @@
msgstr "СÑн ЧеÑноглазого (ÑаÑÑÑ I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "ÐовобÑанеÑ"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(легÑе)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "ÐовобÑанеÑ"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Ðоин"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "ÐаÑÑÐµÑ Ð²Ð¾Ð¹Ð½Ñ"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(Ñложнее)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "ÐаÑÑÐµÑ Ð²Ð¾Ð¹Ð½Ñ"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "ЧÑÑнÑй Флаг"
@@ -159,8 +159,9 @@
msgstr "ÐÑо мÑдÑÑй вÑбоÑ. УдаÑи Ñебе, ÑÑн
ЧеÑноглазого."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"ХаÑ
а! ÐÑÑ Ð¸Ð´ÐµÑ Ð¿Ð¾ планÑ, ÑепеÑÑ Ð½Ð°Ð´Ð¾
окÑÑжиÑÑ Ð¸Ñ
на ÑÑÑе, пока наÑи ÑоÑзники "
@@ -201,9 +202,10 @@
"Ð¼Ñ Ð´Ð¾Ð»Ð¶Ð½Ñ Ð¾ÑÑÑÑпаÑÑ."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr "Ðо где оÑÑалÑнÑе из СовеÑа? ÐÑ Ð½Ðµ можем
вÑÑ Ð²ÑÐµÐ¼Ñ Ð±ÐµÐ¶Ð°ÑÑ!"
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -512,7 +514,8 @@
"поÑажение авангаÑдÑ, но оÑновнÑе ÑилÑ
ÑкоÑо подойдÑÑ."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "ЧÑо же нам делаÑÑ, ÑеÑ?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/sk.po
diff -u wesnoth/po/wesnoth-sotbe/sk.po:1.31 wesnoth/po/wesnoth-sotbe/sk.po:1.32
--- wesnoth/po/wesnoth-sotbe/sk.po:1.31 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/sk.po Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-01-17 21:56+0100\n"
"Last-Translator: Viliam Búr <address@hidden>\n"
"Language-Team: none\n"
@@ -21,25 +21,25 @@
msgstr "Syn Äierneho Oka (kapitola I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Chrocht"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(ľahká)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Chrocht"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "BojovnÃk"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Vojvoda"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(ťažká)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Vojvoda"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Äierna vlajka"
@@ -150,8 +150,9 @@
msgstr "To je múdre slovo. Veľa Å¡Å¥astia, syn Äierneho Oka."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Náš plán ide dobre, obkľúÄime ich na zemi, a naÅ¡i spojenci ich
napadnú "
@@ -192,9 +193,10 @@
"odÃsÅ¥."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Ale kde je zvyÅ¡ok rady? Netrmácali sme sa tak Äaleko, aby sme teraz uÅ¡li!"
@@ -498,7 +500,8 @@
"ich predvoj, ale blÞia sa ich sem masy."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Äo budeme robiÅ¥, náÄelnÃk?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/sl.po
diff -u wesnoth/po/wesnoth-sotbe/sl.po:1.32 wesnoth/po/wesnoth-sotbe/sl.po:1.33
--- wesnoth/po/wesnoth-sotbe/sl.po:1.32 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/sl.po Mon Apr 18 16:16:38 2005
@@ -4,7 +4,7 @@
msgstr ""
"Project-Id-Version: sotbe-sl\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-02-21 20:53+0100\n"
"Last-Translator: lynx\n"
"Language-Team: <address@hidden>\n"
@@ -20,25 +20,25 @@
msgstr "Sin Ärnega OÄesa (poglavje I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "GodrnjaÄ"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(najmanjša zahtevnost)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "GodrnjaÄ"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Bojevnik"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Vojaški Diktator"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(najvišja zahtevnost)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Vojaški Diktator"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Ärna Zastava"
@@ -151,8 +151,9 @@
msgstr "Modra odloÄitev. Vso sreÄo sin Ärnega OÄesa."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Haha! Vse gre po naÄrtu, obkolimo jih na kopnem, medtem ko jih bodo naÅ¡i "
@@ -193,9 +194,10 @@
"nami. Oditi moramo."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr "Kje je pa ves ostali Zbor? Nismo priÅ¡li tako daleÄ, da bi zdaj
bežali!"
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -504,7 +506,8 @@
"samo njeno predstražo, prihajajo v velikem številu."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Kaj naj naredimo Å¡ef?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/sv.po
diff -u wesnoth/po/wesnoth-sotbe/sv.po:1.41 wesnoth/po/wesnoth-sotbe/sv.po:1.42
--- wesnoth/po/wesnoth-sotbe/sv.po:1.41 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/sv.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-17 13:04+0200\n"
"Last-Translator: tephlon\n"
"Language-Team: Swedish\n"
@@ -17,25 +17,25 @@
msgstr "Svartögats Son (kapitel I)"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Fotsoldat"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
msgid "(easiest)"
msgstr "(lättast)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Fotsoldat"
+
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
msgid "Warrior"
msgstr "Krigare"
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Krigsherre"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
msgid "(hardest)"
msgstr "(svårast)"
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Krigsherre"
+
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
msgid "Black Flag"
msgstr "Svart Flagg"
@@ -147,8 +147,9 @@
msgstr "Det är ett klokt beslut. Lycka till, du Svartögats son."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
"Ha ha! Det går enligt planerna, låt oss omringa dem på land, medan våra "
@@ -190,9 +191,10 @@
"bakom oss, vi måste ge oss av."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
"Men var är resten av rådet? Vi har inte kommit hela den här vägen för
att "
"fly!"
@@ -505,7 +507,8 @@
"armé. Vi har bara besegrat en liten förtrupp, och snart kommer de efter
oss."
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
msgstr "Vad skall vi göra, boss?"
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/tr.po
diff -u wesnoth/po/wesnoth-sotbe/tr.po:1.4 wesnoth/po/wesnoth-sotbe/tr.po:1.5
--- wesnoth/po/wesnoth-sotbe/tr.po:1.4 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/tr.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 09:37+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -16,11 +16,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -28,11 +28,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -143,7 +143,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -178,8 +178,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -440,7 +440,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot
diff -u wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot:1.30
wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot:1.31
--- wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot:1.30 Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <address@hidden>\n"
"Language-Team: LANGUAGE <address@hidden>\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -103,7 +103,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
-msgid "Haha! Our plan is going well, let surround them on land while our
allies attack them from sea!"
+msgid "Haha! Our plan is going well, let's surround them on land while our
allies attack them from sea!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:194
@@ -131,7 +131,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
-msgid "But where is the rest of the council? We haven't made such a long
journey to flee!"
+msgid "But where is the rest of the council? We haven't made such a long
journey just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -343,7 +343,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/zh_CN.po
diff -u wesnoth/po/wesnoth-sotbe/zh_CN.po:1.6
wesnoth/po/wesnoth-sotbe/zh_CN.po:1.7
--- wesnoth/po/wesnoth-sotbe/zh_CN.po:1.6 Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-sotbe/zh_CN.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-21 10:19+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -15,11 +15,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -142,7 +142,7 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
"attack them from sea!"
msgstr ""
@@ -177,8 +177,8 @@
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -439,7 +439,7 @@
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
msgstr ""
#: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-tdh/af.po
diff -u wesnoth/po/wesnoth-tdh/af.po:1.10 wesnoth/po/wesnoth-tdh/af.po:1.11
--- wesnoth/po/wesnoth-tdh/af.po:1.10 Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-tdh/af.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-18 03:00+0200\n"
"Last-Translator: \n"
"Language-Team: none\n"
@@ -27,13 +27,13 @@
msgstr "Meester"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Duistere Heer"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(moeilikste)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Duistere Heer"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "'n Nuwe Kans"
Index: wesnoth/po/wesnoth-tdh/bg.po
diff -u wesnoth/po/wesnoth-tdh/bg.po:1.20 wesnoth/po/wesnoth-tdh/bg.po:1.21
--- wesnoth/po/wesnoth-tdh/bg.po:1.20 Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-tdh/bg.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-11-25 11:44+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
msgstr ""
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/ca.po
diff -u wesnoth/po/wesnoth-tdh/ca.po:1.28 wesnoth/po/wesnoth-tdh/ca.po:1.29
--- wesnoth/po/wesnoth-tdh/ca.po:1.28 Mon Apr 18 07:29:10 2005
+++ wesnoth/po/wesnoth-tdh/ca.po Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: ca\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 20:56+0200\n"
"Last-Translator: Jordà Polo <address@hidden>\n"
"Language-Team: Català <address@hidden>\n"
@@ -35,13 +35,13 @@
msgstr "Mestre"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Senyor Obscur"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(més difÃcil)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Senyor Obscur"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Una nova Oportunitat"
Index: wesnoth/po/wesnoth-tdh/cs.po
diff -u wesnoth/po/wesnoth-tdh/cs.po:1.22 wesnoth/po/wesnoth-tdh/cs.po:1.23
--- wesnoth/po/wesnoth-tdh/cs.po:1.22 Mon Apr 18 07:29:11 2005
+++ wesnoth/po/wesnoth-tdh/cs.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-30 12:35+0200\n"
"Last-Translator: David NeÄas <address@hidden>\n"
"Language-Team: Czech\n"
@@ -35,14 +35,14 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "(hardest)"
+msgstr ""
+
+#: data/campaigns/The_Dark_Hordes.cfg:12
#, fuzzy
msgid "Dark Lord"
msgstr "Temné hordy"
-#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
-msgstr ""
-
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Nová šance"
Index: wesnoth/po/wesnoth-tdh/da.po
diff -u wesnoth/po/wesnoth-tdh/da.po:1.22 wesnoth/po/wesnoth-tdh/da.po:1.23
--- wesnoth/po/wesnoth-tdh/da.po:1.22 Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/da.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-tdh\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-12 21:51+0200\n"
"Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -42,14 +42,14 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "(hardest)"
+msgstr ""
+
+#: data/campaigns/The_Dark_Hordes.cfg:12
#, fuzzy
msgid "Dark Lord"
msgstr "Mørkets korstog"
-#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
-msgstr ""
-
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "En Ny Mulighed"
Index: wesnoth/po/wesnoth-tdh/de.po
diff -u wesnoth/po/wesnoth-tdh/de.po:1.28 wesnoth/po/wesnoth-tdh/de.po:1.29
--- wesnoth/po/wesnoth-tdh/de.po:1.28 Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/de.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-11 21:01+0100\n"
"Last-Translator: Nils Kneuper <address@hidden>\n"
"Language-Team: none\n"
@@ -35,13 +35,13 @@
msgstr "Meister"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Dunkler Fürst"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(schwierig)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Dunkler Fürst"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Eine neue Chance"
Index: wesnoth/po/wesnoth-tdh/el_GR.po
diff -u wesnoth/po/wesnoth-tdh/el_GR.po:1.22
wesnoth/po/wesnoth-tdh/el_GR.po:1.23
--- wesnoth/po/wesnoth-tdh/el_GR.po:1.22 Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/el_GR.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-10-03 14:34+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -34,11 +34,11 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
msgstr ""
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/en_GB.po
diff -u wesnoth/po/wesnoth-tdh/en_GB.po:1.18
wesnoth/po/wesnoth-tdh/en_GB.po:1.19
--- wesnoth/po/wesnoth-tdh/en_GB.po:1.18 Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/en_GB.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-22 17:41+0200\n"
"Last-Translator: ott <address@hidden>\n"
"Language-Team: none\n"
@@ -28,13 +28,13 @@
msgstr "Master"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Dark Lord"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(hardest)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Dark Lord"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "A New Chance"
Index: wesnoth/po/wesnoth-tdh/es.po
diff -u wesnoth/po/wesnoth-tdh/es.po:1.24 wesnoth/po/wesnoth-tdh/es.po:1.25
--- wesnoth/po/wesnoth-tdh/es.po:1.24 Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/es.po Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-21 12:17+0100\n"
"Last-Translator: David MartÃnez Moreno <address@hidden>\n"
"Language-Team: David MartÃnez Moreno <address@hidden>\n"
@@ -33,13 +33,13 @@
msgstr "Maestro"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Señor oscuro"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(difÃcil)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Señor oscuro"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Una nueva oportunidad"
Index: wesnoth/po/wesnoth-tdh/et.po
diff -u wesnoth/po/wesnoth-tdh/et.po:1.14 wesnoth/po/wesnoth-tdh/et.po:1.15
--- wesnoth/po/wesnoth-tdh/et.po:1.14 Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/et.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-24 16:43+0300\n"
"Last-Translator: Mart Tõnso <address@hidden>\n"
"Language-Team: none\n"
@@ -28,13 +28,13 @@
msgstr "Isand"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Pimeduse isand"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(raskeim)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Pimeduse isand"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Uus võimalus"
Index: wesnoth/po/wesnoth-tdh/eu.po
diff -u wesnoth/po/wesnoth-tdh/eu.po:1.23 wesnoth/po/wesnoth-tdh/eu.po:1.24
--- wesnoth/po/wesnoth-tdh/eu.po:1.23 Mon Apr 18 07:29:13 2005
+++ wesnoth/po/wesnoth-tdh/eu.po Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-25 16:37+0100\n"
"Last-Translator: Alfredo Beaumont Sainz <address@hidden>\n"
"Language-Team: Basque\n"
@@ -34,13 +34,13 @@
msgstr "Maisua"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Itzaletako Jauna"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(zailena)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Itzaletako Jauna"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Aukera berri bat"
Index: wesnoth/po/wesnoth-tdh/fi.po
diff -u wesnoth/po/wesnoth-tdh/fi.po:1.22 wesnoth/po/wesnoth-tdh/fi.po:1.23
--- wesnoth/po/wesnoth-tdh/fi.po:1.22 Mon Apr 18 07:29:13 2005
+++ wesnoth/po/wesnoth-tdh/fi.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: Pasi Kallinen <address@hidden>\n"
"Language-Team: none\n"
@@ -33,11 +33,11 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
msgstr ""
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/fr.po
diff -u wesnoth/po/wesnoth-tdh/fr.po:1.26 wesnoth/po/wesnoth-tdh/fr.po:1.27
--- wesnoth/po/wesnoth-tdh/fr.po:1.26 Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/fr.po Mon Apr 18 16:16:38 2005
@@ -12,7 +12,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.7.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-10 18:32+0100\n"
"Last-Translator: Guillaume MASSART <address@hidden>\n"
"Language-Team: Language fr\n"
@@ -38,13 +38,13 @@
msgstr "Maître"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Seigneur des Forces Obscures"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(difficile)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Seigneur des Forces Obscures"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Une nouvelle chance"
Index: wesnoth/po/wesnoth-tdh/hu.po
diff -u wesnoth/po/wesnoth-tdh/hu.po:1.24 wesnoth/po/wesnoth-tdh/hu.po:1.25
--- wesnoth/po/wesnoth-tdh/hu.po:1.24 Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/hu.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth-tdh\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 18:26+0200\n"
"Last-Translator: Con Salamander (Kovács Dániel) <address@hidden"
"hu>\n"
@@ -35,13 +35,13 @@
msgstr "Mester"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Sötét Ãr"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(legnehezebb)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Sötét Ãr"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Egy új esély"
Index: wesnoth/po/wesnoth-tdh/it.po
diff -u wesnoth/po/wesnoth-tdh/it.po:1.30 wesnoth/po/wesnoth-tdh/it.po:1.31
--- wesnoth/po/wesnoth-tdh/it.po:1.30 Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/it.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-15 16:54+0100\n"
"Last-Translator: americo iacovizzi <address@hidden>\n"
"Language-Team: none\n"
@@ -33,13 +33,13 @@
msgstr "Maestro"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Signore Oscuro"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "Difficile"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Signore Oscuro"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Una nuova occasione"
Index: wesnoth/po/wesnoth-tdh/ja.po
diff -u wesnoth/po/wesnoth-tdh/ja.po:1.11 wesnoth/po/wesnoth-tdh/ja.po:1.12
--- wesnoth/po/wesnoth-tdh/ja.po:1.11 Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/ja.po Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-08 14:27+0900\n"
"Last-Translator: Nobuhito Okada <address@hidden>\n"
"Language-Team: Japanese Translation Team\n"
@@ -36,13 +36,13 @@
msgstr "ãã¹ã¿ã¼"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "æé»ã®ç"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "ï¼é£ããï¼"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "æé»ã®ç"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "æ°ããªãã£ã³ã¹"
Index: wesnoth/po/wesnoth-tdh/la.po
diff -u wesnoth/po/wesnoth-tdh/la.po:1.20 wesnoth/po/wesnoth-tdh/la.po:1.21
--- wesnoth/po/wesnoth-tdh/la.po:1.20 Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/la.po Mon Apr 18 16:16:38 2005
@@ -3,7 +3,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-01 16:35+0200\n"
"Last-Translator: Automatically generated <>\n"
"Language-Team: none\n"
@@ -28,13 +28,13 @@
msgstr "Magister"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Dominus Tenebrarum"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(difficilius)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Dominus Tenebrarum"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Occasio Nova"
Index: wesnoth/po/wesnoth-tdh/nl.po
diff -u wesnoth/po/wesnoth-tdh/nl.po:1.27 wesnoth/po/wesnoth-tdh/nl.po:1.28
--- wesnoth/po/wesnoth-tdh/nl.po:1.27 Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/nl.po Mon Apr 18 16:16:38 2005
@@ -6,7 +6,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-22 14:48+0200\n"
"Last-Translator: Onne <address@hidden>\n"
"Language-Team: Dutch <address@hidden>\n"
@@ -31,13 +31,13 @@
msgstr "Meester"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Duistere Heer"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(moeilijk)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Duistere Heer"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Een Nieuwe Kans"
Index: wesnoth/po/wesnoth-tdh/no.po
diff -u wesnoth/po/wesnoth-tdh/no.po:1.22 wesnoth/po/wesnoth-tdh/no.po:1.23
--- wesnoth/po/wesnoth-tdh/no.po:1.22 Mon Apr 18 07:29:15 2005
+++ wesnoth/po/wesnoth-tdh/no.po Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-09-10 15:28+0100\n"
"Last-Translator: Erik <address@hidden>\n"
"Language-Team: none\n"
@@ -32,14 +32,14 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "(hardest)"
+msgstr ""
+
+#: data/campaigns/The_Dark_Hordes.cfg:12
#, fuzzy
msgid "Dark Lord"
msgstr "Mørkets Horder"
-#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
-msgstr ""
-
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "En Ny Mulighet"
Index: wesnoth/po/wesnoth-tdh/pl.po
diff -u wesnoth/po/wesnoth-tdh/pl.po:1.23 wesnoth/po/wesnoth-tdh/pl.po:1.24
--- wesnoth/po/wesnoth-tdh/pl.po:1.23 Mon Apr 18 07:29:15 2005
+++ wesnoth/po/wesnoth-tdh/pl.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-04-16 17:58+0100\n"
"Last-Translator: Karol 'grzywacz' Nowak <address@hidden>\n"
"Language-Team: none\n"
@@ -29,13 +29,13 @@
msgstr "Mistrz"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Mroczny lord"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(najtrudniejszy)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Mroczny lord"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Nowa szansa"
Index: wesnoth/po/wesnoth-tdh/pt_BR.po
diff -u wesnoth/po/wesnoth-tdh/pt_BR.po:1.23
wesnoth/po/wesnoth-tdh/pt_BR.po:1.24
--- wesnoth/po/wesnoth-tdh/pt_BR.po:1.23 Mon Apr 18 07:29:16 2005
+++ wesnoth/po/wesnoth-tdh/pt_BR.po Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-02-25 15:43-0300\n"
"Last-Translator: Sergio miranda <address@hidden>\n"
"Language-Team: Portuguese/Brazil <address@hidden>\n"
@@ -33,13 +33,13 @@
msgstr "Mestre"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Senhor das Trevas"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(mais difÃcil)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Senhor das Trevas"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Uma Nova Chance"
Index: wesnoth/po/wesnoth-tdh/ru.po
diff -u wesnoth/po/wesnoth-tdh/ru.po:1.33 wesnoth/po/wesnoth-tdh/ru.po:1.34
--- wesnoth/po/wesnoth-tdh/ru.po:1.33 Mon Apr 18 07:29:16 2005
+++ wesnoth/po/wesnoth-tdh/ru.po Mon Apr 18 16:16:38 2005
@@ -14,7 +14,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-24 11:58+0300\n"
"Last-Translator: Alexandr Menovchicov <address@hidden>\n"
"Language-Team: none\n"
@@ -41,13 +41,13 @@
msgstr "ÐаÑÑеÑ"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "ТÑмнÑй ÐоÑд"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(Ñложнее)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "ТÑмнÑй ÐоÑд"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "ÐовÑй ШанÑ"
Index: wesnoth/po/wesnoth-tdh/sk.po
diff -u wesnoth/po/wesnoth-tdh/sk.po:1.24 wesnoth/po/wesnoth-tdh/sk.po:1.25
--- wesnoth/po/wesnoth-tdh/sk.po:1.24 Mon Apr 18 07:29:16 2005
+++ wesnoth/po/wesnoth-tdh/sk.po Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-01-17 21:56+0100\n"
"Last-Translator: Viliam Búr <address@hidden>\n"
"Language-Team: none\n"
@@ -33,13 +33,13 @@
msgstr "Majster"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Temný pán"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(ťažká)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Temný pán"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "Nová šanca"
Index: wesnoth/po/wesnoth-tdh/sl.po
diff -u wesnoth/po/wesnoth-tdh/sl.po:1.22 wesnoth/po/wesnoth-tdh/sl.po:1.23
--- wesnoth/po/wesnoth-tdh/sl.po:1.22 Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/sl.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.6-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -29,11 +29,11 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
msgstr ""
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/sv.po
diff -u wesnoth/po/wesnoth-tdh/sv.po:1.32 wesnoth/po/wesnoth-tdh/sv.po:1.33
--- wesnoth/po/wesnoth-tdh/sv.po:1.32 Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/sv.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-28 23:46+0200\n"
"Last-Translator: tephlon\n"
"Language-Team: Swedish\n"
@@ -29,13 +29,13 @@
msgstr "Mästare"
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Mörkrets furste"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
msgid "(hardest)"
msgstr "(svårast)"
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Mörkrets furste"
+
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
msgid "A New Chance"
msgstr "En ny chans"
Index: wesnoth/po/wesnoth-tdh/tr.po
diff -u wesnoth/po/wesnoth-tdh/tr.po:1.4 wesnoth/po/wesnoth-tdh/tr.po:1.5
--- wesnoth/po/wesnoth-tdh/tr.po:1.4 Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/tr.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-29 09:37+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -28,11 +28,11 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
msgstr ""
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot
diff -u wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot:1.22
wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot:1.23
--- wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot:1.22 Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <address@hidden>\n"
"Language-Team: LANGUAGE <address@hidden>\n"
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
msgstr ""
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/zh_CN.po
diff -u wesnoth/po/wesnoth-tdh/zh_CN.po:1.6 wesnoth/po/wesnoth-tdh/zh_CN.po:1.7
--- wesnoth/po/wesnoth-tdh/zh_CN.po:1.6 Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/zh_CN.po Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
"PO-Revision-Date: 2005-03-21 10:19+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -27,11 +27,11 @@
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
msgstr ""
#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
msgstr ""
#: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth/af.po
diff -u wesnoth/po/wesnoth/af.po:1.6 wesnoth/po/wesnoth/af.po:1.7
--- wesnoth/po/wesnoth/af.po:1.6 Mon Apr 18 07:29:03 2005
+++ wesnoth/po/wesnoth/af.po Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-03-21 09:57+0100\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -60,7 +60,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -94,7 +94,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -158,11 +158,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -217,11 +217,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -237,8 +237,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -464,9 +464,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -485,10 +485,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -497,10 +496,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -508,17 +507,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -540,7 +538,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -564,9 +562,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -598,7 +596,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -633,17 +631,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -666,11 +664,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2157,7 +2155,7 @@
msgid "HP"
msgstr ""
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr ""
@@ -5930,24 +5928,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -5957,9 +5955,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -5969,28 +5967,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6000,27 +5998,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6031,23 +6028,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7965,6 +7962,10 @@
msgid "-- The Tome of Wesnoth"
msgstr ""
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ""
Index: wesnoth/po/wesnoth/bg.po
diff -u wesnoth/po/wesnoth/bg.po:1.28 wesnoth/po/wesnoth/bg.po:1.29
--- wesnoth/po/wesnoth/bg.po:1.28 Mon Apr 18 07:29:03 2005
+++ wesnoth/po/wesnoth/bg.po Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2004-12-20 19:16+0200\n"
"Last-Translator: Anton (Atilla) Tsigularov <address@hidden>\n"
"Language-Team: none\n"
@@ -68,7 +68,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -110,7 +110,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -180,13 +180,14 @@
msgstr "Ðвижение"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"ÐвижениеÑо в 'УеÑÑноÑ' е пÑоÑÑо: ÐзбеÑеÑе
едениÑаÑа коÑÑо иÑкаÑе да "
"пÑемеÑÑиÑе и Ñлед Ñова наÑиÑнеÑе вÑÑÑ
Ñ
квадÑаÑÑеÑо, вÑÑÑ
Ñ ÐºÐ¾ÐµÑо иÑкаÑе ÑÑ Ð´Ð° "
@@ -278,11 +279,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -298,8 +299,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -525,9 +526,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -546,10 +547,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -558,10 +558,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -569,17 +569,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -601,7 +600,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -625,9 +624,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -659,7 +658,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -694,17 +693,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -727,11 +726,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2248,7 +2247,7 @@
msgid "HP"
msgstr "ÐдÑаве"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "ÐпиÑ"
@@ -6209,24 +6208,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6235,10 +6234,11 @@
msgstr "ТÑолÑки ÐеÑой"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"ТÑолÑкиÑе ÐеÑои Ñа Ñилни и бÑÑÑални Ñ
Ñманоиди, коиÑо Ñе вÑзÑÑановÑÐ²Ð°Ñ Ð¾Ñ "
"ÑаниÑе Ñи Ñами, доÑи по вÑеме на биÑка. "
@@ -6250,28 +6250,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6281,27 +6281,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6312,23 +6311,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8359,6 +8358,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "ÐнигаÑа на УеÑÑноÑ"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/ca.po
diff -u wesnoth/po/wesnoth/ca.po:1.70 wesnoth/po/wesnoth/ca.po:1.71
--- wesnoth/po/wesnoth/ca.po:1.70 Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth/ca.po Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: ca\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-18 16:54+0200\n"
"Last-Translator: Jordà Polo <address@hidden>\n"
"Language-Team: Català <address@hidden>\n"
@@ -59,11 +59,12 @@
"Aquestes habilitats es mostren a continuació."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -116,9 +117,10 @@
"italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Mentre jugueu, recordeu que si poseu el punter del ratolà sobre alguns dels "
@@ -217,13 +219,14 @@
msgstr "Moviment"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"El moviment a Batalla per Wesnoth és simple: primer feu un clic a la unitat "
"que desitgeu moure i aleshores feu clic al hexà gon de destÃ. Quan una
unitat "
@@ -308,14 +311,15 @@
"<header>text='Ordre i nombre dels atacs'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -337,13 +341,14 @@
"<header>text='Possibilitat de colpejar'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -674,12 +679,13 @@
"curar unitats enverinades."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -705,13 +711,13 @@
"aquest tema: els guanys i el manteniment."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -721,15 +727,16 @@
"mostra a continuació."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -741,11 +748,12 @@
"pagar dos monedes d'or de manteniment cada torn."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -754,13 +762,13 @@
"d'or per torn."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Hi ha dues excepcions al manteniment. En primer lloc, les unitats amb el "
@@ -792,8 +800,9 @@
msgstr "Quant a"
#: data/help.cfg:210
+#, fuzzy
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -814,6 +823,7 @@
"Els trets disponibles (excepte per a no morts) són:"
#: data/help.cfg:219
+#, fuzzy
msgid ""
"\n"
"\n"
@@ -824,9 +834,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -873,6 +883,7 @@
"per mantenir posicions."
#: data/help.cfg:233
+#, fuzzy
msgid ""
"\n"
"\n"
@@ -884,7 +895,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -892,11 +903,12 @@
"\n"
"<header>text=Resistent</header>\n"
"\n"
-"Les unitats resistents tenen 7 punts de vida més del que és habitual. "
-"\n"
+"Les unitats resistents tenen 7 punts de vida més del que és habitual. \n"
"Les unitats resistents poden ser molt útils en totes les etapes de la "
-"campanya, i és un tret và lid per a totes les unitats. Aquest tret ajuda
molt a unitats que, o bé tenen pocs punts de vida, o bé tenen ja una bona
defensa. Les unitats resistents "
-"són especialment và lides per mantenir posicions davant l'oponent."
+"campanya, i és un tret và lid per a totes les unitats. Aquest tret ajuda
molt "
+"a unitats que, o bé tenen pocs punts de vida, o bé tenen ja una bona "
+"defensa. Les unitats resistents són especialment và lides per mantenir "
+"posicions davant l'oponent."
#: data/help.cfg:240
msgid ""
@@ -939,23 +951,24 @@
"També hi ha altres trets especials:"
#: data/help.cfg:251
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
@@ -972,7 +985,8 @@
"que pot ser necessari pagar per tal de reincorporar-les, no caldrà mai pagar
"
"el seu cost de manteniment. Aquest fet les converteix en unitats amb un "
"valor incalculable en campanyes llargues, en els moments en que anem més "
-"escassos de recursos. No s'assigna mai a unitats reclutades, aixà que no
seria gaire encertat acomiadar-les o enviar-les a una mort inútil."
+"escassos de recursos. No s'assigna mai a unitats reclutades, aixà que no "
+"seria gaire encertat acomiadar-les o enviar-les a una mort inútil."
#: data/help.cfg:258
msgid ""
@@ -1001,15 +1015,16 @@
"d'aquells que usen algun tipus de verà en els seus atacs."
#: data/help.cfg:265
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -1019,9 +1034,13 @@
"\n"
"<header>text=Destre</header>\n"
"\n"
-"Les unitats destres fan +1 de mal cada vegada que encerten una fletxa amb el
seu arc.\n"
+"Les unitats destres fan +1 de mal cada vegada que encerten una fletxa amb el "
+"seu arc.\n"
"\n"
-"Només els elfs poden posseir aquest tret. La gent elfa és coneguda per la
seva estranya grà cia, i la seva facilitat increïble pel tir amb arc. Alguns,
a més, estan dotats d'un talent natural que excedeix el dels seus germans.
Aquests elfs infligeixen un punt addicional de mal amb cada fletxa."
+"Només els elfs poden posseir aquest tret. La gent elfa és coneguda per la "
+"seva estranya grà cia, i la seva facilitat increïble pel tir amb arc.
Alguns, "
+"a més, estan dotats d'un talent natural que excedeix el dels seus germans. "
+"Aquests elfs infligeixen un punt addicional de mal amb cada fletxa."
#: data/items.cfg:264
msgid ""
@@ -1307,7 +1326,8 @@
#: data/scenarios/multiplayer/Blitz.cfg:9
#: data/scenarios/multiplayer/Charge.cfg:9
msgid "A duel map for super fast play. Recommended setting of 2g per village."
-msgstr "Un mapa molt rà pid per fer duels. Es recomana 2 monedes d'or per
llogaret."
+msgstr ""
+"Un mapa molt rà pid per fer duels. Es recomana 2 monedes d'or per llogaret."
#: data/scenarios/multiplayer/BrokenBridge.cfg:2
msgid "The Broken Bridge"
@@ -1370,7 +1390,8 @@
msgstr "Aigües gelades"
#: data/scenarios/multiplayer/IcyWaters.cfg:5
-msgid "Battle in and around the icy waters of this crucial harbor in North
Wesnoth."
+msgid ""
+"Battle in and around the icy waters of this crucial harbor in North Wesnoth."
msgstr ""
"Combat en aquesta badia d'aigües gelades del nord de Wesnoth i pels seus "
"voltants."
@@ -1740,7 +1761,8 @@
#: data/scenarios/tutorial/Basic_Training.cfg:299
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:249
msgid "Do you want to review any of the skills learned in this scenario?"
-msgstr "Voleu revisar alguna de les habilitats que heu après en aquest
escenari?"
+msgstr ""
+"Voleu revisar alguna de les habilitats que heu après en aquest escenari?"
#: data/scenarios/tutorial/Basic_Training.cfg:302
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:252
@@ -1770,7 +1792,8 @@
msgid ""
"Now you will be subject to a more difficult test. You must defeat me in mock "
"battle."
-msgstr "Ara sereu sotmès a una prova més dura. M'haureu de derrotar en una
batalla."
+msgstr ""
+"Ara sereu sotmès a una prova més dura. M'haureu de derrotar en una batalla."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:50
msgid ""
@@ -1875,7 +1898,8 @@
"les unitats."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:167
-msgid "Many units have a specialty which changes the rules of play in some
way."
+msgid ""
+"Many units have a specialty which changes the rules of play in some way."
msgstr ""
"Moltes unitats tenen alguna caracterÃstica que canvia les regles del joc "
"d'alguna manera."
@@ -1906,7 +1930,8 @@
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:284
msgid "Next, you may want to begin a campaign, or play multiplayer."
-msgstr "Ara potser voldreu començar una campanya, o fer una partida
multijugador."
+msgstr ""
+"Ara potser voldreu començar una campanya, o fer una partida multijugador."
#: data/scenarios/tutorial/utils.cfg:11
msgid "That was explained well! But.."
@@ -2831,7 +2856,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -2960,7 +2985,8 @@
"tiradors, que tenen un 60%."
#: data/tips.cfg:9
-msgid "Units stationed in villages heal 8 hitpoints at the beginning of their
turn."
+msgid ""
+"Units stationed in villages heal 8 hitpoints at the beginning of their turn."
msgstr ""
"Les unitats que descansen als llogarets recuperen 8 punts de vida al "
"començament del seu torn."
@@ -3027,7 +3053,8 @@
"tropes prescindibles per retrasar l'atac."
#: data/tips.cfg:17
-msgid "Do not be afraid to retreat and regroup, it is often the key to
victory."
+msgid ""
+"Do not be afraid to retreat and regroup, it is often the key to victory."
msgstr ""
"No tingueu por de retirar-vos i tornar-vos a agrupar, aquesta pot ser la "
"clau de la victòria."
@@ -3595,7 +3622,8 @@
#: data/translations/english.cfg:140
msgid "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
-msgstr "Pont de $river,El pont de $river,Pont de $river,Roda de $name,Pont
$name"
+msgstr ""
+"Pont de $river,El pont de $river,Pont de $river,Roda de $name,Pont $name"
#: data/translations/english.cfg:141
msgid "$name|ham,$name|ton,$name|field"
@@ -3610,7 +3638,8 @@
msgstr "$name de mar,$name de dalt,$name,$name,$name"
#: data/translations/english.cfg:144
-msgid
"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
+msgid ""
+"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
msgstr "$name,$name,$name,$name,$name,$name,$name"
#: data/units/Ancient_Lich.cfg:3
@@ -5535,7 +5564,8 @@
msgstr "Bola de foc"
#: data/units/Fireball.cfg:16
-msgid "A Fireball. This is not to be used for anything else than a
'Move_Unit_Fake'!"
+msgid ""
+"A Fireball. This is not to be used for anything else than a 'Move_Unit_Fake'!"
msgstr "Una bola de foc. Només usat per 'Move_Unit_Fake'."
#: data/units/Footpad.cfg:3
@@ -6798,7 +6828,8 @@
#: data/units/Outlaw.cfg:89
msgid "Outlaws fight better at night. Female Outlaws look good while doing it."
-msgstr "Els proscrits lluiten millor de nit. Les proscrites, a més, ho fan
amb estil."
+msgstr ""
+"Els proscrits lluiten millor de nit. Les proscrites, a més, ho fan amb
estil."
#: data/units/Outlaw_Princess.cfg:4
msgid "female^Outlaw Princess"
@@ -7177,8 +7208,10 @@
msgstr "Serp marina"
#: data/units/Sea_Serpent.cfg:16
-msgid "Sea Serpents are gigantic monsters, capable of capsizing boats by
themselves."
-msgstr "La serp marina és un monstre enorme, capaç de sotsobrar qualsevol
embarcació."
+msgid ""
+"Sea Serpents are gigantic monsters, capable of capsizing boats by themselves."
+msgstr ""
+"La serp marina és un monstre enorme, capaç de sotsobrar qualsevol
embarcació."
#: data/units/Sergeant.cfg:3
msgid "Sergeant"
@@ -7458,24 +7491,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7484,10 +7517,11 @@
msgstr "Heroi troll"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Els herois trolls són uns monstres forts i brutals amb una increïble "
"habilitat de regeneració. Ells mateixos es recuperen de les ferides, fins i "
@@ -7500,28 +7534,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7531,27 +7565,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7562,23 +7595,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7962,7 +7995,8 @@
#: src/actions.cpp:109
msgid "You must have your leader on a keep to recruit or recall units."
-msgstr "El vostre lÃder ha d'estar en una torre per reclutar o reincorporar
unitats."
+msgstr ""
+"El vostre lÃder ha d'estar en una torre per reclutar o reincorporar unitats."
#: src/actions.cpp:126
msgid "There are no vacant castle tiles in which to recruit a unit."
@@ -8399,7 +8433,8 @@
msgstr "Servidor remot desconnectat."
#: src/game.cpp:1133
-msgid "There was a problem creating the files necessary to install this
campaign."
+msgid ""
+"There was a problem creating the files necessary to install this campaign."
msgstr ""
"S'ha produit un error creant els fitxers necessaris per instal·lar aquesta "
"campanya."
@@ -8569,7 +8604,8 @@
#: src/help.cpp:1347
msgid "This terrain acts as $terrains for movement and defense purposes."
-msgstr "Aquest terreny actua com $terrains pel que fa al moviment i la
defensa."
+msgstr ""
+"Aquest terreny actua com $terrains pel que fa al moviment i la defensa."
#: src/help.cpp:1349
msgid "The terrain with the best modifier is chosen automatically."
@@ -9119,7 +9155,8 @@
msgstr "Trieu l'arma:"
#: src/playturn.cpp:1270
-msgid "You have not started your turn yet. Do you really want to end your
turn?"
+msgid ""
+"You have not started your turn yet. Do you really want to end your turn?"
msgstr ""
"No heu començat a moure les unitats. Segur de que voleu finalitzar el vostre
"
"torn?"
@@ -9152,7 +9189,8 @@
msgid ""
"Save names may not contain colons, slashes, or backslashes. Please choose a "
"different name."
-msgstr "Els noms no poden contindre comes ni barres. Si us plau, trieu un
altre nom."
+msgstr ""
+"Els noms no poden contindre comes ni barres. Si us plau, trieu un altre nom."
#: src/playturn.cpp:1564
msgid "Saved"
@@ -9198,7 +9236,8 @@
msgid ""
"My lord, this unit is an experienced one, having advanced levels! Do you "
"really want to dismiss $noun?"
-msgstr "Senyor, aquesta unitat és experimentada. Segur que voleu acomiadar a
$noun?"
+msgstr ""
+"Senyor, aquesta unitat és experimentada. Segur que voleu acomiadar a $noun?"
#: src/playturn.cpp:1900
msgid ""
@@ -9326,7 +9365,8 @@
#: src/playturn.cpp:2427
msgid "New theme will take effect on next new or loaded game."
-msgstr "Els canvis de tema tenen efecte en carregar o iniciar una nova
partida."
+msgstr ""
+"Els canvis de tema tenen efecte en carregar o iniciar una nova partida."
#: src/playturn.cpp:2512
msgid "Place Label"
@@ -9408,7 +9448,8 @@
#: src/reports.cpp:125
msgid "This unit has been turned to stone. It may not move or attack."
-msgstr "Aquesta unitat ha estat convertida en pedra. No es pot moure ni
atacar."
+msgstr ""
+"Aquesta unitat ha estat convertida en pedra. No es pot moure ni atacar."
#: src/reports.cpp:125
msgid "stone: "
@@ -9580,6 +9621,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Guerra i virtut"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ": "
@@ -9603,4 +9648,3 @@
#: src/unit_types.cpp:932
msgid "neutral"
msgstr "neutral"
-
Index: wesnoth/po/wesnoth/cs.po
diff -u wesnoth/po/wesnoth/cs.po:1.45 wesnoth/po/wesnoth/cs.po:1.46
--- wesnoth/po/wesnoth/cs.po:1.45 Mon Apr 18 07:29:03 2005
+++ wesnoth/po/wesnoth/cs.po Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2004-09-30 12:32+0200\n"
"Last-Translator: David NeÄas <address@hidden>\n"
"Language-Team: Czech\n"
@@ -64,7 +64,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -106,7 +106,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -170,11 +170,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -229,11 +229,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -249,8 +249,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -476,9 +476,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -497,10 +497,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -509,10 +508,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -520,17 +519,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -557,7 +555,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -581,9 +579,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -615,7 +613,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -650,17 +648,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -683,11 +681,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2526,7 +2524,7 @@
msgid "HP"
msgstr "Životů"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "Zkušenost"
@@ -6947,24 +6945,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6973,10 +6971,11 @@
msgstr "Trolà hrdina"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Trolà hrdinové jsou silná a surová humanoidnà monstra s ohromujÃcà "
"schopnostà regenerace, takže se sami léÄà ze svých zranÄnÃ, a to i
bÄhem "
@@ -6989,28 +6988,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7020,27 +7019,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7051,23 +7049,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9146,6 +9144,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Kniha Wesnothu"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/da.po
diff -u wesnoth/po/wesnoth/da.po:1.47 wesnoth/po/wesnoth/da.po:1.48
--- wesnoth/po/wesnoth/da.po:1.47 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/da.po Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: wesnoth\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2004-09-13 17:48+0200\n"
"Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -63,7 +63,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -105,7 +105,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -169,11 +169,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -228,11 +228,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -248,8 +248,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -475,9 +475,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -496,10 +496,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -508,10 +507,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -519,17 +518,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -551,7 +549,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -575,9 +573,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -609,7 +607,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -644,17 +642,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -677,11 +675,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2362,7 +2360,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -6615,24 +6613,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6641,11 +6639,14 @@
msgstr "Trold Helt"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
+"Trolde er stærke, brutale humanoide monstre, der har den fantastiske evne "
+"til at heale sig selv og reparere sine sår midt i kampens hede."
#: data/units/Troll_Rocklobber.cfg:3
msgid "Troll Rocklobber"
@@ -6654,28 +6655,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6685,27 +6686,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6716,23 +6716,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8814,6 +8814,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Bogen om Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
@@ -8840,14 +8844,6 @@
msgstr "neutral"
#~ msgid ""
-#~ "Trolls are strong and brutal humanoid monsters with the amazing ability "
-#~ "to regenerate themselves, so that they recover from wounds on their own, "
-#~ "even during battle."
-#~ msgstr ""
-#~ "Trolde er stærke, brutale humanoide monstre, der har den fantastiske evne
"
-#~ "til at heale sig selv og reparere sine sår midt i kampens hede."
-
-#~ msgid ""
#~ "Hardened by battle, Troll Warriors can deliver deadly blows with a mace, "
#~ "and are able to regenerate, healing their own wounds during combat."
#~ msgstr ""
Index: wesnoth/po/wesnoth/de.po
diff -u wesnoth/po/wesnoth/de.po:1.97 wesnoth/po/wesnoth/de.po:1.98
--- wesnoth/po/wesnoth/de.po:1.97 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/de.po Mon Apr 18 16:16:21 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-17 11:31+0100\n"
"Last-Translator: Nils Kneuper <address@hidden>\n"
"Language-Team: none\n"
@@ -76,11 +76,12 @@
# edited by VeryUhu
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -139,9 +140,10 @@
# Korrigiert von VeryUhu
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Wenn Ihr während des Spiels die Maus über die Menüleiste zur Rechten
bewegt, "
@@ -247,13 +249,14 @@
# Korrigiert von chrber
# Korrigiert von VeryUhu
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Das Bewegen von Einheiten in Battle for Wesnoth ist einfach: Klickt zuerst "
"auf die zu bewegende Einheit und danach auf das gewünschte Zielfeld. Wenn "
@@ -347,14 +350,15 @@
# Korrigiert von VeryUhu
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -378,13 +382,14 @@
# Korrigiert von chrber (&SG)
# Korrigiert von VeryUhu
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -755,12 +760,13 @@
# Korrigiert von chrber
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -788,13 +794,13 @@
# Korrigiert von chrber
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -806,15 +812,16 @@
# Korrigiert von chrber
# Korrigiert von VeryUhu
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -828,11 +835,12 @@
# Korrigiert von chrber
# Korrigiert von VeryUhu
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -842,13 +850,13 @@
# Korrigiert von chrber
# Korrigiert von VeryUhu
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Es gibt zwei Ausnahmen für die Berechnung der Unterhaltskosten. Erstens "
@@ -885,8 +893,9 @@
# edited by Ivanovic
#: data/help.cfg:210
+#, fuzzy
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -922,9 +931,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -986,7 +995,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -1047,23 +1056,24 @@
# edited by Ivanovic
#: data/help.cfg:251
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
@@ -1112,15 +1122,16 @@
# edited by Ivanovic
#: data/help.cfg:265
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -3155,7 +3166,7 @@
msgid "HP"
msgstr "LP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "EP"
@@ -8082,24 +8093,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8108,10 +8119,11 @@
msgstr "Trollheld"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Trollhelden sind starke und brutale menschliche Monster mit der "
"erstaunlichen Fähigkeit, sich zu regenerieren, wodurch sie sich selbst "
@@ -8124,28 +8136,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -8155,27 +8167,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -8186,23 +8197,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -10300,6 +10311,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Das Buch von Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
# edited by Ivanovic
#: src/unit.cpp:1144
msgid ": "
Index: wesnoth/po/wesnoth/el_GR.po
diff -u wesnoth/po/wesnoth/el_GR.po:1.44 wesnoth/po/wesnoth/el_GR.po:1.45
--- wesnoth/po/wesnoth/el_GR.po:1.44 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/el_GR.po Mon Apr 18 16:16:22 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-02-26 17:05+0100\n"
"Last-Translator: Konstantinos Karasavvas <address@hidden>\n"
"Language-Team: Greek <address@hidden>\n"
@@ -61,7 +61,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -95,7 +95,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -159,11 +159,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -218,11 +218,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -238,8 +238,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -465,9 +465,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -486,10 +486,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -498,10 +497,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -509,17 +508,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -541,7 +539,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -565,9 +563,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -599,7 +597,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -634,17 +632,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -667,11 +665,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2173,7 +2171,7 @@
msgid "HP"
msgstr ""
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr ""
@@ -5973,24 +5971,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6000,9 +5998,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -6012,28 +6010,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6043,27 +6041,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6074,23 +6071,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8057,6 +8054,10 @@
msgid "-- The Tome of Wesnoth"
msgstr ""
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ""
Index: wesnoth/po/wesnoth/en_GB.po
diff -u wesnoth/po/wesnoth/en_GB.po:1.26 wesnoth/po/wesnoth/en_GB.po:1.27
--- wesnoth/po/wesnoth/en_GB.po:1.26 Mon Apr 18 14:54:50 2005
+++ wesnoth/po/wesnoth/en_GB.po Mon Apr 18 16:16:22 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-18 16:49+0200\n"
"Last-Translator: ott <address@hidden>\n"
"Language-Team: en_GB\n"
@@ -55,11 +55,12 @@
"will be listed under this topic as you encounter them."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -111,9 +112,10 @@
"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"While playing, keep in mind that if you mouse-over many items on the menu "
@@ -207,13 +209,14 @@
msgstr "Movement"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
"to move, then click on the hex you wish to move it to. When selected, all "
@@ -299,14 +302,15 @@
"<header>text='Order and number of attacks'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -327,13 +331,14 @@
"<header>text='Chance to hit'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -658,12 +663,13 @@
"total maximum of 18 points healed, or cure a unit of Poison."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -688,13 +694,13 @@
"Income and Upkeep."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -704,15 +710,16 @@
"detailed below."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -724,11 +731,12 @@
"to pay two gold a turn in upkeep."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -736,13 +744,13 @@
"of units and ten villages, your resultant Income would be 8 gold a turn."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
@@ -774,8 +782,9 @@
msgstr "About"
#: data/help.cfg:210
+#, fuzzy
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -796,6 +805,7 @@
"The traits that are available to all non-Undead units are:"
#: data/help.cfg:219
+#, fuzzy
msgid ""
"\n"
"\n"
@@ -806,9 +816,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -854,6 +864,7 @@
"positions."
#: data/help.cfg:233
+#, fuzzy
msgid ""
"\n"
"\n"
@@ -865,7 +876,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -922,23 +933,24 @@
"Other special traits that may be assigned to units are:"
#: data/help.cfg:251
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
@@ -984,15 +996,16 @@
"conjunction with their attacks."
#: data/help.cfg:265
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2822,7 +2835,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -7454,25 +7467,26 @@
msgstr "Troll"
#: data/units/Troll.cfg:20
+#, fuzzy
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
@@ -7500,10 +7514,11 @@
msgstr "Troll Hero"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Troll heroes are strong and brutal humanoid monsters with the amazing "
"ability to regenerate themselves, so that they recover from wounds on their "
@@ -7514,30 +7529,31 @@
msgstr "Troll Rocklobber"
#: data/units/Troll_Rocklobber.cfg:21
+#, fuzzy
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
"weapons into implements of deadly force. Some trolls piece together crude "
@@ -7568,29 +7584,29 @@
msgstr "Troll Warrior"
#: data/units/Troll_Warrior.cfg:21
+#, fuzzy
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
"all the tales that have been told of their race's terrifying power. Wielding "
@@ -7619,26 +7635,27 @@
msgstr "Troll Whelp"
#: data/units/Troll_Whelp.cfg:21
+#, fuzzy
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
@@ -9663,6 +9680,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- The Tome of Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ": "
Index: wesnoth/po/wesnoth/es.po
diff -u wesnoth/po/wesnoth/es.po:1.73 wesnoth/po/wesnoth/es.po:1.74
--- wesnoth/po/wesnoth/es.po:1.73 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/es.po Mon Apr 18 16:16:22 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-07 11:30+0200\n"
"Last-Translator: David MartÃnez Moreno <address@hidden>\n"
"Language-Team: David MartÃnez Moreno <address@hidden>\n"
@@ -60,11 +60,12 @@
"estarán siempre bajo este apartado."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
"<italic>text=Fácil</italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Mientras esté jugando, tenga presente que si sitúa su cursor sobre la "
@@ -221,13 +223,14 @@
msgstr "Movimiento"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"El movimiento en La Batalla por Wesnoth es simple: basta con que seleccione "
"con el ratón la unidad que desea mover, y a continuación el hexágono donde
"
@@ -317,14 +320,15 @@
"<header>text='Orden y número de ataques'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -346,13 +350,14 @@
"<header>text='Probabilidad de acierto'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -689,12 +694,13 @@
"total, o eliminarán el veneno de una unidad afectada por él."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -720,13 +726,13 @@
"a saber: los ingresos y el coste de mantenimiento."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -736,15 +742,16 @@
"se compensan con sus ingresos, como se explica a continuación."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -757,11 +764,12 @@
"piezas de oro cada turno en concepto de mantenimiento."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -770,13 +778,13 @@
"piezas."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Hay dos excepciones importantes a esta regla. La primera es que las unidades "
@@ -811,7 +819,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -836,9 +844,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -899,7 +907,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -959,17 +967,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -992,11 +1000,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2873,7 +2881,7 @@
msgid "HP"
msgstr "PV"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "PX"
@@ -7522,24 +7530,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7548,10 +7556,11 @@
msgstr "Troll héroe"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Los trolls héroes son unos humanoides brutales y fuertes, capaces de "
"regenerarse increÃblemente rápido, recobrándose de las heridas en el
fragor "
@@ -7564,28 +7573,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7595,27 +7604,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7626,23 +7634,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9674,6 +9682,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Compendio de Guerra y Virtud"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/et.po
diff -u wesnoth/po/wesnoth/et.po:1.18 wesnoth/po/wesnoth/et.po:1.19
--- wesnoth/po/wesnoth/et.po:1.18 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/et.po Mon Apr 18 16:16:22 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-03-24 16:16+0300\n"
"Last-Translator: Mart Tõnso <address@hidden>\n"
"Language-Team: none\n"
@@ -61,11 +61,12 @@
"leiad selle teema alt infot, kui sa neid kohtad."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -107,7 +108,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -177,11 +178,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -233,14 +234,15 @@
msgstr ""
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -263,8 +265,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -507,9 +509,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -529,13 +531,13 @@
"sissutulekute ja ülalpidamiskuludega."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -549,10 +551,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -560,17 +562,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -592,7 +593,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -616,9 +617,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -650,7 +651,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -685,17 +686,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -718,11 +719,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2245,7 +2246,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -6108,24 +6109,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6135,9 +6136,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -6147,28 +6148,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6178,27 +6179,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6209,23 +6209,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8195,6 +8195,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnothi Suur Raamat"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/eu.po
diff -u wesnoth/po/wesnoth/eu.po:1.60 wesnoth/po/wesnoth/eu.po:1.61
--- wesnoth/po/wesnoth/eu.po:1.60 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/eu.po Mon Apr 18 16:16:22 2005
@@ -11,7 +11,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth HEAD\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-03-28 18:07+0200\n"
"Last-Translator: Alfredo Beaumont <address@hidden>\n"
"Language-Team: Basque\n"
@@ -67,7 +67,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -101,7 +101,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -165,11 +165,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -227,11 +227,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -250,8 +250,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -505,9 +505,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -523,13 +523,13 @@
msgstr ""
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -539,15 +539,16 @@
"irabazietik kentzen dira, azpian zehazten den moduan."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -559,11 +560,12 @@
"txanpon ordaindu beharko zenuke txanda bakoitzean."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -574,11 +576,10 @@
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -600,7 +601,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -624,9 +625,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -658,7 +659,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -693,17 +694,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -726,11 +727,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2290,7 +2291,7 @@
msgid "HP"
msgstr "BP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "EP"
@@ -6098,24 +6099,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6124,11 +6125,15 @@
msgstr "Troll Heroia"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
+"Troll handiak beraien burua birsortzeko abilezia duten gizaki itxurako "
+"munstro indartsu eta zikoitzak dira, beraz beraien zaurietatik azkar "
+"indarberritzen dira, baita borrokan ere. "
#: data/units/Troll_Rocklobber.cfg:3
msgid "Troll Rocklobber"
@@ -6137,28 +6142,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6168,27 +6173,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6199,23 +6203,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8172,6 +8176,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnoth-eko liburukotea"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/fi.po
diff -u wesnoth/po/wesnoth/fi.po:1.48 wesnoth/po/wesnoth/fi.po:1.49
--- wesnoth/po/wesnoth/fi.po:1.48 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/fi.po Mon Apr 18 16:16:22 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2004-08-08 15:00+0200\n"
"Last-Translator: Pasi Kallinen <address@hidden>\n"
"Language-Team: none\n"
@@ -67,7 +67,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -121,9 +121,10 @@
"melko hankalaa, voi olla hyödyllistä
aloittaa<italic>text=Helpolla</italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Kun pelaat, muista että pitäessäsi hiirtä liikkumattomana jonkin "
@@ -217,13 +218,14 @@
msgstr "Liikkuminen"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Liikkuminen Battle for Wesnothissa on helppoa: yksinkertaisestiklikkaa "
"yksikköä jonka haluat siirtää ja sitten heksaa, johon haluat sen
siirtyvän."
@@ -308,11 +310,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -328,8 +330,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -555,9 +557,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -576,10 +578,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -588,10 +589,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -599,17 +600,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -631,7 +631,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -655,9 +655,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -689,7 +689,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -724,17 +724,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -757,11 +757,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2321,7 +2321,7 @@
msgid "HP"
msgstr "Kesto (HP)"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "Kokemus (XP)"
@@ -6299,24 +6299,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6326,9 +6326,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -6338,28 +6338,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6369,27 +6369,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6400,23 +6399,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8467,6 +8466,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnothin tietopankki"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/fr.po
diff -u wesnoth/po/wesnoth/fr.po:1.89 wesnoth/po/wesnoth/fr.po:1.90
--- wesnoth/po/wesnoth/fr.po:1.89 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/fr.po Mon Apr 18 16:16:25 2005
@@ -10,7 +10,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-17 15:41+0200\n"
"Last-Translator: Guillaume MASSART <address@hidden>\n"
"Language-Team: Language fr\n"
@@ -62,11 +62,12 @@
"rencontrerez."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
"ardu, vous pourriez commencer en mode <italic>text=Facile</italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Pendant le jeu, gardez à l'esprit que si vous glissez le curseur sur les "
@@ -220,13 +222,14 @@
msgstr "Mouvement"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Le déplacement dans Bataille pour Wesnoth est simple : cliquez sur l'unité
à "
"déplacer, puis cliquez sur l'hexagone vers lequel vous voulez la déplacer. "
@@ -317,14 +320,15 @@
"<header>text='Ordre et nombre d\\'attaques'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -346,13 +350,14 @@
"<header>text='Probabilité de toucher'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -689,12 +694,13 @@
"l'empoisonnement."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -720,13 +726,13 @@
"deux aspects à cela ; Le revenu et l'entretien."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -736,15 +742,16 @@
"soustraits de ce revenu, comme détaillé ci-dessous."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -756,11 +763,12 @@
"devrez payer deux pièces d'or par tour en entretien."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -769,13 +777,13 @@
"par tour."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Il y a deux exceptions principales à l'entretien. Premièrement, des unités
"
@@ -810,7 +818,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -835,9 +843,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -899,7 +907,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -959,17 +967,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -992,11 +1000,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2875,7 +2883,7 @@
msgid "HP"
msgstr "PV"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -7688,24 +7696,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7714,10 +7722,11 @@
msgstr "Héros Troll"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Les héros trolls sont des monstres humanoïdes forts et brutaux qui ont la "
"capacité étonnante de se régénérer et de récupérer de leurs blessures
durant "
@@ -7730,28 +7739,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7761,27 +7770,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7792,23 +7800,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9869,6 +9877,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Le livre de Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/hu.po
diff -u wesnoth/po/wesnoth/hu.po:1.58 wesnoth/po/wesnoth/hu.po:1.59
--- wesnoth/po/wesnoth/hu.po:1.58 Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/hu.po Mon Apr 18 16:16:30 2005
@@ -11,7 +11,7 @@
msgstr ""
"Project-Id-Version: hu_wesnoth_backup2\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-16 23:20+0200\n"
"Last-Translator: Széll Tamás <address@hidden>\n"
"Language-Team: hungarian <address@hidden>\n"
@@ -63,11 +63,12 @@
"·Ezen·képességek·listáját·láthatod·alább."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -119,9 +120,10 @@
"jelenthet, érdemes lesz <italic>text=könnyű</italic> fokozaton kezdened."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Játék közben ne felejtsd el, hogy a jobb oldali panel sok része fölé
húzva "
@@ -216,13 +218,14 @@
msgstr "Mozgás"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"A lépés a Wesnothban egyszerű: Csak kattints az egységre, amellyel "
"cselekedni szeretnél, majd arra a hatszögre, ahova mozgatni akarod. A "
@@ -309,14 +312,15 @@
"<header>text='A támadások száma és szabályai'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -337,13 +341,14 @@
"<header>text='SebezhetÅség'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -678,12 +683,13 @@
"·vagyakadályozni·fogják·a·Mérgek·sebzését."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -710,13 +716,13 @@
"·PénzügyeidetBevételek·és·Fenntartási·költségek·alapján·kezeled."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -726,15 +732,16 @@
"·Azonban·a·Fenntartási·költségek·csökkentik·ezt,·amelyrÅl·lentebb·olvashatsz."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -748,11 +755,12 @@
"·akkor·2·aranyat·kellfizetned·körönként·kiadásként."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -760,13 +768,13 @@
"·Ãgy·tizenkét·elsÅ·szintű·egység·éstÃz·város·esetén·a·Bevételeid·maradéka·8·arany·lesz·körönként."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Két·fÅ·kivétel·van·a·Fenntartási·költségek·alól.·Az·elsÅ·esetben,"
@@ -801,8 +809,9 @@
msgstr "KészÃtÅk"
#: data/help.cfg:210
+#, fuzzy
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -834,9 +843,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -896,7 +905,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -959,17 +968,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
@@ -1022,11 +1031,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2880,7 +2889,7 @@
msgid "HP"
msgstr "ÃP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "TP"
@@ -7511,24 +7520,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7537,10 +7546,11 @@
msgstr "Troll hÅs"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"A troll hÅs erÅs és brutális emberszerű szörny, egy elképesztÅ
gyógyulási "
"képességgel, ami lehetÅvé teszi számára, hogy akár a csata kellÅs
közepén "
@@ -7553,28 +7563,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7584,27 +7594,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7615,23 +7624,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9639,6 +9648,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnoth kódexe "
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ": "
Index: wesnoth/po/wesnoth/it.po
diff -u wesnoth/po/wesnoth/it.po:1.53 wesnoth/po/wesnoth/it.po:1.54
--- wesnoth/po/wesnoth/it.po:1.53 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/it.po Mon Apr 18 16:16:31 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: it\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-03-02 01:48+0100\n"
"Last-Translator: Alessio D'Ascanio <address@hidden>\n"
"Language-Team: \n"
@@ -65,11 +65,12 @@
"elencate sotto questo soggetto quando le incontrate."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -127,9 +128,10 @@
"la modalità <italic>text=Facile</italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Mentre giochi, ricordati che passando con il mouse sopra a molti oggetti "
@@ -227,13 +229,14 @@
msgstr "Movimento"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"I movimenti in Battle for Wesnoth sono semplici: fai clic sull'unità che "
"vuoi spostare e quindi premi sull'esagono dove vuoi che arrivi. Quando "
@@ -327,14 +330,15 @@
"<header>text='Ordine e numero di attacchi'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -363,8 +367,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -703,12 +707,13 @@
"unità Avvelenate."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -734,13 +739,13 @@
"Esistono due indicatori appositi: Entrate e Mantenimento."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -750,15 +755,16 @@
"saranno sottratti da questi guadagni, come verrà spiegato in seguito."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -770,11 +776,12 @@
"d'oro a turno."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -783,13 +790,13 @@
"per turno."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Ci sono due importanti eccezioni alla Mantenimento. In primo luogo le unità "
@@ -823,7 +830,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -848,9 +855,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -911,7 +918,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -970,17 +977,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -1003,11 +1010,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2810,7 +2817,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -7256,24 +7263,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7282,10 +7289,11 @@
msgstr "Eroe dei Troll"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Gli Eroi dei Troll sono mostri umanoidi forti e brutali, possiedono anche "
"l'incredibile capacità di rigenerarsi, in questo modo curano le proprie "
@@ -7298,28 +7306,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7329,27 +7337,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7360,23 +7367,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9400,6 +9407,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Il Tomo di Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/ja.po
diff -u wesnoth/po/wesnoth/ja.po:1.18 wesnoth/po/wesnoth/ja.po:1.19
--- wesnoth/po/wesnoth/ja.po:1.18 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/ja.po Mon Apr 18 16:16:31 2005
@@ -10,7 +10,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-16 02:31+0900\n"
"Last-Translator: Nobuhito Okada <address@hidden>\n"
"Language-Team: Japanese Translation Team\n"
@@ -63,11 +63,12 @@
"ãã®è½åã¯ééããæã«ãã®ãããã¯ã®ä¸ã«ä¸è¦§è¡¨ç¤ºããã¾ãã"
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
"ãããããã¾ããã"
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"ãã¬ã¤ä¸ã¡ãã¥ã¼ãã¼ã®å¤ãã®é
ç®ä¸ã§ãã¦ã¹ãã®ããã¨ããã®é
ç®ã«ã¤ãã¦ã®ç°¡å"
@@ -214,13 +216,14 @@
msgstr "移å"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Battle for
Wesnothã§ã®ç§»åã¯åç´ã§ããåã«åããããã¦ããããã¯ãªãã¯ãã¦ã"
"åãããããå ´æã®ãã¯ã¹ãã¯ãªãã¯ããã
ãã§ããã¦ãããé¸ææã«ã¯ç§»åå¯è½ãª"
@@ -302,14 +305,15 @@
"<header>text=æ»æé ã¨æ»æåæ°</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -329,13 +333,14 @@
"<header>text=å½ä¸ç</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -653,12 +658,13 @@
"ããããã ã¾ãã¯æ¯ç¶æ
ã®ã¦ãããã解æ¯ãã¾ãã"
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -682,13 +688,13 @@
"ããã«ã¯åå
¥ã¨ç¶æè²»ã¨ããï¼ã¤ã®å´é¢ãããã¾ãã"
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -697,15 +703,16 @@
"念ãªããã ãã®åå
¥ãã次ã«èª¬æããç¶æè²»ãå¼ããã¾ãã"
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -717,11 +724,12 @@
"åã«ã¯ã ç¶æè²»ã¨ãã¦ã¿ã¼ã³æ¯ã«
ï¼ã´ã¼ã«ãæããã¨ã«ãªãã¾ãã "
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -729,13 +737,13 @@
"ã¯ã æ¯ã¿ã¼ã³ï¼ã´ã¼ã«ãã®åå
¥ã¨ãªãã¾ãã"
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"ç¶æè²»ã«ã¯ï¼ã¤ã®ä¸»è¦ãªä¾å¤ãããã¾ãã ã²ã¨ã¤ãã¯ã
ç¹æ§ã¨ã㦠ãå¿ ç¾©ããæã¤"
@@ -767,8 +775,9 @@
msgstr "ã¯ã¬ã¸ãã"
#: data/help.cfg:210
+#, fuzzy
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -799,9 +808,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -858,7 +867,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -921,17 +930,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
@@ -970,11 +979,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2755,7 +2764,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "çµé¨"
@@ -6932,24 +6941,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6958,10 +6967,11 @@
msgstr "ããã«ã®è±é"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"ããã«ã®è±é㯠強åã§æ®èãªäººéåã®æªç©ã§ã é©ç°çãª
åçè½åãæã¡ã¾ãã ã"
"ãã«ãã£ã¦ã å½¼ãã¯æ¦éä¸ã«ãã
èªãã®å·ãå復ãã¾ãã"
@@ -6973,28 +6983,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7004,27 +7014,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7035,23 +7044,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9050,6 +9059,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnothã®æ¸"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ": "
Index: wesnoth/po/wesnoth/la.po
diff -u wesnoth/po/wesnoth/la.po:1.33 wesnoth/po/wesnoth/la.po:1.34
--- wesnoth/po/wesnoth/la.po:1.33 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/la.po Mon Apr 18 16:16:31 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Wesnoth Latin 0.8.9-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-01 16:03+0200\n"
"Last-Translator: Mark Polo <address@hidden>\n"
"Language-Team: Latin\n"
@@ -59,11 +59,12 @@
"agit. Hae facultates in loco hoc scribentur dum eis occurres."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -110,7 +111,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -174,11 +175,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -236,11 +237,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -259,8 +260,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -495,9 +496,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -516,10 +517,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -528,10 +528,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -539,17 +539,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -571,7 +570,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -595,9 +594,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -629,7 +628,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -664,17 +663,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -697,11 +696,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2209,7 +2208,7 @@
msgid "HP"
msgstr "PS"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "PE"
@@ -6803,24 +6802,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6829,10 +6828,11 @@
msgstr "Heros Troglodytarum"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Heroes Troglodytarum fortia et atrocia sunt monstra quasi humana. Habent "
"facultatem miram se regenerandi, ut ab iniuriis per se recuperent, et in "
@@ -6845,28 +6845,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6876,27 +6876,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6907,23 +6906,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8928,6 +8927,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Liber Occidiseptentrionis"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/nl.po
diff -u wesnoth/po/wesnoth/nl.po:1.55 wesnoth/po/wesnoth/nl.po:1.56
--- wesnoth/po/wesnoth/nl.po:1.55 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/nl.po Mon Apr 18 16:16:32 2005
@@ -6,7 +6,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-03-29 15:09+0300\n"
"Last-Translator: Onne <address@hidden>\n"
"Language-Team: Dutch <address@hidden>\n"
@@ -57,11 +57,12 @@
"vaardigheid wordt hier beschreven zodra je hem bent tegengekomen in het spel."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -116,9 +117,10 @@
"makkelijkste niveau te spelen."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Door tijdens het spel met de muis over de menubalk aan de rechterkant van "
@@ -215,13 +217,14 @@
msgstr "Stap"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Het verplaatsen van troepen in Strijd om Wesnoth is eenvoudig. Klik op de "
"eenheid die je wilt verplaatsen en dan op het vakje waar je hem heen wilt "
@@ -308,14 +311,15 @@
"<header>text='Volgorde en aantal slagen'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -337,13 +341,14 @@
"<header>text='Kans om te raken'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -675,12 +680,13 @@
"van zijn vergiftiging."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -705,13 +711,13 @@
"Inkomen en Onderhoud."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -721,15 +727,16 @@
"van afgetrokken."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -740,11 +747,12 @@
"dan twee goudstukken per beurt betalen aan onderhoud."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -752,13 +760,13 @@
"voorbeeld een inkomen zou hebben van 8 goudstukken per beurt. "
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Er zijn twee uitzonderingen wat betreft de onderhoudskosten. Ten eerste "
@@ -792,7 +800,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -817,9 +825,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -878,7 +886,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -936,17 +944,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -969,11 +977,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2819,7 +2827,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -7428,24 +7436,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7454,10 +7462,11 @@
msgstr "Trol Held"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Trolhelden zijn sterke en brutale mensachtige monsters met de "
"verbazingwekkende gave zichzelf te regenereren. Zij kunnen hun eigen wonden "
@@ -7470,28 +7479,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7501,27 +7510,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7532,23 +7540,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9560,6 +9568,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- De Geschriften van Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/no.po
diff -u wesnoth/po/wesnoth/no.po:1.48 wesnoth/po/wesnoth/no.po:1.49
--- wesnoth/po/wesnoth/no.po:1.48 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/no.po Mon Apr 18 16:16:32 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: no\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-03-29 20:36+0200\n"
"Last-Translator: \n"
"Language-Team: Norwegian Bokmål <address@hidden>\n"
@@ -61,11 +61,12 @@
"på dem."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -122,9 +123,10 @@
"krevende kan det være lurt å stare med <italic>text=Lett</italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"NÃ¥r du spiller kan du holde muspekeren over informasjonen i feltet til "
@@ -221,13 +223,14 @@
msgstr "Forflytning"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Flytting av enheter i «Kampen om Wesnoth» er enkelt: Klikk på enheten du
vil "
"flytte, klikk så på ruten du vil flytte til. Når enheten er valgt vil alle
"
@@ -318,14 +321,15 @@
"<header>text=âRekkefølge og antall angrepâ</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -351,8 +355,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -617,9 +621,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -638,10 +642,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -650,10 +653,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -661,17 +664,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -693,7 +695,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -718,9 +720,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -779,7 +781,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -837,17 +839,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -870,11 +872,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2506,7 +2508,7 @@
msgid "HP"
msgstr "LP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "EP"
@@ -6811,24 +6813,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6837,10 +6839,11 @@
msgstr "Trollhelt"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Trollhelter er sterke, brutale menneskeliknende monstre som har en "
"fantastisk evne til å regenerere, slik at sårene deres heles selv midt i "
@@ -6853,28 +6856,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6884,27 +6887,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6915,23 +6917,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8952,6 +8954,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnoths krønike"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/pl.po
diff -u wesnoth/po/wesnoth/pl.po:1.52 wesnoth/po/wesnoth/pl.po:1.53
--- wesnoth/po/wesnoth/pl.po:1.52 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/pl.po Mon Apr 18 16:16:32 2005
@@ -6,7 +6,7 @@
msgstr ""
"Project-Id-Version: pl\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-01-22 17:15+0100\n"
"Last-Translator: PaweÅ Stradomski <address@hidden>\n"
"Language-Team: <address@hidden>\n"
@@ -59,11 +59,12 @@
"pojawiania siÄ w grze.."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -123,7 +124,7 @@
#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"PamiÄtaj, że w czasie gry możesz korzystaÄ z pomocy wyskakujÄ
cej po "
@@ -223,13 +224,14 @@
msgstr "Ruchy"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Przemieszczanie jednostek w Bitwie o Wesnoth jest bardzo proste. Kliknij na "
"jednostkÄ, którÄ
chcesz przemiesciÄ, a nastepnie na pole, na które
chcesz jÄ
"
@@ -293,11 +295,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -313,8 +315,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -540,9 +542,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -561,10 +563,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -573,10 +574,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -584,17 +585,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -620,7 +620,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -644,9 +644,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -678,7 +678,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -713,17 +713,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -746,11 +746,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2430,7 +2430,7 @@
msgid "HP"
msgstr "PÅ»"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "PD"
@@ -7220,24 +7220,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7249,9 +7249,9 @@
#: data/units/Troll_Hero.cfg:17
#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Trollowi bohaterowie to silne i brutalne humanoidalne potwory z niesamowitÄ
"
"umiejÄtnoÅciÄ
regeneracji, co pozwala im leczyÄ siÄ z ran, nawet w
czasie "
@@ -7265,28 +7265,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7297,27 +7297,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7329,23 +7328,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9423,6 +9422,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Starożytna ksiÄga Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/pt_BR.po
diff -u wesnoth/po/wesnoth/pt_BR.po:1.47 wesnoth/po/wesnoth/pt_BR.po:1.48
--- wesnoth/po/wesnoth/pt_BR.po:1.47 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/pt_BR.po Mon Apr 18 16:16:33 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2004-09-11 21:11+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -62,7 +62,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -105,7 +105,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -169,11 +169,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -228,11 +228,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -248,8 +248,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -475,9 +475,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -496,10 +496,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -508,10 +507,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -519,17 +518,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -556,7 +554,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -580,9 +578,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -614,7 +612,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -649,17 +647,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -682,11 +680,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2564,7 +2562,7 @@
msgid "HP"
msgstr "PV"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -7175,24 +7173,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7201,10 +7199,11 @@
msgstr "Herói Troll"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Heróis Trolls são monstros humanoides fortes e brutais com a incrÃvel "
"habilidade de se regenerarem, de forma que conseguem curar feridas sozinhos, "
@@ -7217,28 +7216,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7248,27 +7247,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7279,23 +7277,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9395,6 +9393,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- O Livro de Wesnoth"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/ru.po
diff -u wesnoth/po/wesnoth/ru.po:1.59 wesnoth/po/wesnoth/ru.po:1.60
--- wesnoth/po/wesnoth/ru.po:1.59 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/ru.po Mon Apr 18 16:16:33 2005
@@ -14,7 +14,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-05 15:51+0300\n"
"Last-Translator: Alexandr Menovchicov <address@hidden>\n"
"Language-Team: none\n"
@@ -67,11 +67,12 @@
"дÑÑгими. ÐÑи ÑпоÑобноÑÑи пеÑеÑиÑленÑ
здеÑÑ."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -121,9 +122,10 @@
"ÐÑ Ð¼Ð¾Ð¶ÐµÑе вÑбÑаÑÑ ÑÑÐ¾Ð²ÐµÐ½Ñ ÑложноÑÑи
<italic>text=Ðегко</italic>."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"ÐгÑаÑ, помниÑе, ÑÑо еÑли ÐÑ Ð½Ð°Ð²ÐµÐ´ÑÑе на
лÑбой обÑÐµÐºÑ ÑказаÑелем, Ñо в Ð¼ÐµÐ½Ñ "
@@ -218,13 +220,14 @@
msgstr "ХодÑ"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"ÐелаÑÑ Ñ
Ð¾Ð´Ñ Ð² ÐеÑноÑе пÑоÑÑо - кликниÑе по
ÑоединениÑ, коÑоÑое Ñ
оÑиÑе "
"пеÑедвинÑÑÑ, заÑем кликниÑе на квадÑаÑ,
кÑда Ñ
оÑиÑе его пеÑедвинÑÑÑ.ÐÑе "
@@ -311,14 +314,15 @@
"<header>text='ÐоÑÑдок и ÑиÑло аÑак'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -339,13 +343,14 @@
"<header>text='Ð¨Ð°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -667,12 +672,13 @@
"иÑ
Ð¾Ñ Ð¾ÑÑÐ°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¯Ð´Ð¾Ð¼."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -697,13 +703,13 @@
"аÑпекÑа: ÐоÑ
од и СодеÑжание."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -713,15 +719,16 @@
"вÑÑиÑÐ°ÐµÑ Ð¸Ð· ÐаÑего доÑ
ода опÑеделÑннÑÑ
ÑÑммÑ."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -734,11 +741,12 @@
"каÑеÑÑве ÑодеÑжаниÑ."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -747,13 +755,13 @@
"за Ñ
од."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Ð ÑодеÑжании еÑÑÑ Ð´Ð²Ð° иÑклÑÑениÑ.
Ðо-пеÑвÑÑ
, ÑÐ¾ÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ñ Ð¾ÑобенноÑÑÑÑ "
@@ -787,7 +795,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -812,9 +820,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -873,7 +881,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -932,17 +940,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -965,11 +973,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2799,7 +2807,7 @@
msgid "HP"
msgstr "ÐÐ"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "ÐÐ"
@@ -7325,24 +7333,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7351,10 +7359,11 @@
msgstr "ТÑÐ¾Ð»Ð»Ñ ÐеÑой"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"ТÑолли ÐеÑои - ÑилÑнÑе и гÑÑбÑе
ÑеловекообÑазнÑе монÑÑÑÑ Ñ ÑдивиÑелÑной "
"ÑпоÑобноÑÑÑÑ ÑегенеÑиÑоваÑÑÑÑ, Ñак ÑÑо иÑ
ÑÐ°Ð½Ñ Ð·Ð°Ð»ÐµÑиваÑÑÑÑ Ñами, даже во "
@@ -7367,28 +7376,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7398,27 +7407,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7429,23 +7437,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9466,6 +9474,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- ÐÐµÐ»Ð¸ÐºÐ°Ñ ÐºÐ½Ð¸Ð³Ð° ÐеÑноÑа"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/sk.po
diff -u wesnoth/po/wesnoth/sk.po:1.50 wesnoth/po/wesnoth/sk.po:1.51
--- wesnoth/po/wesnoth/sk.po:1.50 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/sk.po Mon Apr 18 16:16:33 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-03-02 22:28+0100\n"
"Last-Translator: Viliam Búr <address@hidden>\n"
"Language-Team: none\n"
@@ -61,11 +61,12 @@
"pridajú do tejto záložky, keÄ na ne natrafÃte."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
"vyberte <italic>text='ľahkú'</italic> zložitosť."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"PoÄas hry si pamätajte, že ak prejdete myÅ¡ou ponad mnohé z položiek v
pravom "
@@ -217,13 +219,14 @@
msgstr "Pohyb"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Pohyb v hre Bitka o Wesnoth je jednoduchý: Jednoducho ťuknite na jednotku, "
"ktorú chcete pohnúť, potom Å¥uknite na polÃÄko, na ktoré ju chcete
posunúť. "
@@ -311,14 +314,15 @@
"<header>text='Poradie a poÄet útokov'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -345,8 +349,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -673,12 +677,13 @@
"prekroÄiÅ¥ 18) alebo vylieÄia otrávenú jednotku."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -703,13 +708,13 @@
"prenáša z jednej scény do druhej. Máme tu dve zložky: prÃjmy a
výdavky."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -718,15 +723,16 @@
"tohoto prÃjmu treba eÅ¡te odpoÄÃtaÅ¥ výdavky, ako si podrobne popÃÅ¡eme
nižšie."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -738,11 +744,12 @@
"2 zlatky za kolo."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -750,13 +757,13 @@
"dvanástimi úrovÅami a desiatich dedÃn, bude výsledný zisk za kolo 8
zlatiek."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Na výdavky sa vzťahujú dve výnimky. Po prvé, verné jednotky si vždy
budú "
@@ -788,7 +795,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -813,9 +820,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -875,7 +882,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -934,17 +941,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -967,11 +974,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2819,7 +2826,7 @@
msgid "HP"
msgstr "Životy"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "Skúsenosti"
@@ -7353,24 +7360,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7379,10 +7386,11 @@
msgstr "Troll hrdina"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Troll hrdina je silný a brutálny Äloveku podobný tvor, ktorý má
úžasnú "
"schopnosÅ¥ regenerovaÅ¥, takže sa zo svojich zranenà zotavà eÅ¡te poÄas
boja."
@@ -7394,28 +7402,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7425,27 +7433,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7456,23 +7463,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -9523,6 +9530,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Kniha o Wesnothe"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/sl.po
diff -u wesnoth/po/wesnoth/sl.po:1.49 wesnoth/po/wesnoth/sl.po:1.50
--- wesnoth/po/wesnoth/sl.po:1.49 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/sl.po Mon Apr 18 16:16:33 2005
@@ -7,7 +7,7 @@
msgstr ""
"Project-Id-Version: smart-sl\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2004-10-17 20:24+0200\n"
"Last-Translator: lynx\n"
"Language-Team: <address@hidden>\n"
@@ -61,11 +61,12 @@
"nadaljevanju."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -118,9 +119,10 @@
"italic> težavnostni stopnji."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"Zapomnite si, da med igranjem lahko izveste veÄ o postavkah v desnem "
@@ -214,13 +216,14 @@
msgstr "Premikanje"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Premikanje v Battle for Wesnoth je preprosto: samo kliknite na enoto, ki jo "
"želite premakniti in potem Å¡e na ploÅ¡Äo kamor hoÄete da gre. Ko je enota
"
@@ -304,14 +307,15 @@
"<header>text='Vrstni red in Å¡tevlo napadov'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -332,13 +336,14 @@
"<header>text='Verjetnost zadetka'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -658,12 +663,13 @@
"ploÅ¡Ä) za 8HP (skupaj najveÄ 18HP), ali pa jih ozdravila strupa."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -687,13 +693,13 @@
"scenariji. Glede tega sta pomembni dve stvari; prihodki in plaÄe."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -703,15 +709,16 @@
"nadaljevanju."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -723,11 +730,12 @@
"kosa zlata, za plaÄe, na potezo."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -735,13 +743,13 @@
"prejšnjem primeru 8 kosov zlata na potezo (10-[12-10])."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Obstajata dve veÄji izjemi pri plaÄah. Enote z znaÄilnostjo zvest ne bodo "
@@ -774,7 +782,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -799,9 +807,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -859,7 +867,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -913,17 +921,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -946,11 +954,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2473,7 +2481,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "XP"
@@ -6366,24 +6374,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -6393,9 +6401,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -6405,28 +6413,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6436,27 +6444,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6467,23 +6474,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -8452,6 +8459,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Knjiga modrosti Wesnotha"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
#, fuzzy
msgid ": "
Index: wesnoth/po/wesnoth/sv.po
diff -u wesnoth/po/wesnoth/sv.po:1.88 wesnoth/po/wesnoth/sv.po:1.89
--- wesnoth/po/wesnoth/sv.po:1.88 Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/sv.po Mon Apr 18 16:16:33 2005
@@ -2,7 +2,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-17 15:28+0200\n"
"Last-Translator: tephlon\n"
"Language-Team: Swedish\n"
@@ -56,11 +56,12 @@
"dem."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -112,9 +113,10 @@
"börja med en <italic>text=Lätt</italic> kampanj."
#: data/help.cfg:73
+#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
"<img>src=help/tooltip.png align=right float=yes</img>Under tiden du spelar "
@@ -212,13 +214,14 @@
msgstr "Förflyttning"
#: data/help.cfg:93
+#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
"Det är lätt att förflytta trupper i Kampen om Wesnoth. Klicka helt enkelt
på "
"truppen du vill flytta, och sen på rutan du vill flytta truppen till. När "
@@ -306,14 +309,15 @@
"<header>text='Turordning och antal attacker'</header>"
#: data/help.cfg:107
+#, fuzzy
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
"\n"
"\n"
@@ -334,13 +338,14 @@
"<header>text='Chans för träff'</header>"
#: data/help.cfg:111
+#, fuzzy
msgid ""
"\n"
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -671,12 +676,13 @@
"förgiftning."
#: data/help.cfg:179
+#, fuzzy
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
"\n"
"\n"
@@ -701,13 +707,13 @@
"underhåll."
#: data/help.cfg:187
+#, fuzzy
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
@@ -716,15 +722,16 @@
"din kostnad för underhåll från denna inkomst, såsom beskrivs nedan."
#: data/help.cfg:189
+#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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"
@@ -737,11 +744,12 @@
"per drag i underhåll."
#: data/help.cfg:191
+#, fuzzy
msgid ""
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
"\n"
"\n"
@@ -750,13 +758,13 @@
"guldstycken per drag."
#: data/help.cfg:192
+#, fuzzy
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Det finns två undantag. För det första kostar dina lojala trupper alltid
som "
@@ -788,8 +796,9 @@
msgstr "Om"
#: data/help.cfg:210
+#, fuzzy
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -809,6 +818,7 @@
"De karaktärsdrag som är tillgängliga för icke-vandöda är följande."
#: data/help.cfg:219
+#, fuzzy
msgid ""
"\n"
"\n"
@@ -819,9 +829,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
@@ -868,6 +878,7 @@
"för att hålla positioner."
#: data/help.cfg:233
+#, fuzzy
msgid ""
"\n"
"\n"
@@ -879,7 +890,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
@@ -936,23 +947,24 @@
"Andra speciella karaktärsdrag trupper kan tilldelas:"
#: data/help.cfg:251
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
@@ -997,15 +1009,16 @@
"använder gift i sina attacker."
#: data/help.cfg:265
+#, fuzzy
msgid ""
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2841,7 +2854,7 @@
msgid "HP"
msgstr "HP"
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr "EP"
@@ -7447,25 +7460,26 @@
msgstr "Troll"
#: data/units/Troll.cfg:20
+#, fuzzy
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
"De vuxna trollen besitter en skrämmande styrka. Deras stenlika kroppar har "
@@ -7492,10 +7506,11 @@
msgstr "Trollhjälte"
#: data/units/Troll_Hero.cfg:17
+#, fuzzy
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
"Trollhjältar är starka, brutala humanoida monster som har den fantastiska "
"förmågan att regenerera, så att de läker sina skador medan de fortfarande
"
@@ -7508,28 +7523,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -7539,27 +7554,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -7567,28 +7581,47 @@
msgstr "Trollvalp"
#: data/units/Troll_Whelp.cfg:21
+#, fuzzy
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
+"De vuxna trollen besitter en skrämmande styrka. Deras stenlika kroppar har "
+"vuxit sig mycket resligare än en människa, och deras förmåga att
återhämta "
+"sig från skador gör dem till formidabla fiender även utanför de berg de "
+"föredrar att strida i. Ett vuxet troll är smartare, snabbare, starkare,
och, "
+"även om ingen skulle våga säga det till dem, fulare än deras barn. De "
+"nyttjar sina stora klubbor med stor effektivitet och bildar en mur av "
+"råstyrka i striderna de deltar i. Den enda svaghet de har är att de inte
kan "
+"strida på distans.\n"
+"\n"
+"Användning:\n"
+"Troll strider bra på oländig, stenig terräng, särskilt nattetid. De är "
+"sårbara för bågskyttar, speciellt i öppen terräng, och de borde alltid
ha en "
+"hälsosam rädsla för besvärjare i alla sorters terräng. De är mäktiga "
+"motståndare mot bräckliga fiender, såsom skelett, men har det svårt mot "
+"välbepansrade eller naturligt stryktåliga fiender, såsom deras "
+"skogsmotsvarighet, wosen. Deras regenerering låter dem hela sig från gift "
+"och sina skador utan hjälp från en by. Deras relativa långsamhet är en "
+"svaghet, än värre så under dagtid."
#: data/units/Vampire_Bat.cfg:3
msgid "Vampire Bat"
@@ -9602,6 +9635,10 @@
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnoths krönika"
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ": "
Index: wesnoth/po/wesnoth/tr.po
diff -u wesnoth/po/wesnoth/tr.po:1.5 wesnoth/po/wesnoth/tr.po:1.6
--- wesnoth/po/wesnoth/tr.po:1.5 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth/tr.po Mon Apr 18 16:16:33 2005
@@ -9,7 +9,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-16 16:26+0100\n"
"Last-Translator: Nils Kneuper <address@hidden>\n"
"Language-Team: Turkish\n"
@@ -61,11 +61,12 @@
"altında siz açtıkça bu kabiliyetler listelenecektir."
#: data/help.cfg:62
+#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -111,7 +112,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -179,11 +180,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -238,11 +239,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -258,8 +259,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -485,9 +486,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -506,10 +507,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -518,10 +518,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -529,17 +529,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -561,7 +560,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -585,9 +584,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -619,7 +618,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -658,17 +657,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -691,11 +690,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2183,7 +2182,7 @@
msgid "HP"
msgstr ""
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr ""
@@ -5956,24 +5955,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -5983,9 +5982,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -5995,28 +5994,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6026,27 +6025,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6057,23 +6055,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7991,6 +7989,10 @@
msgid "-- The Tome of Wesnoth"
msgstr ""
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ""
Index: wesnoth/po/wesnoth/wesnoth.pot
diff -u wesnoth/po/wesnoth/wesnoth.pot:1.42 wesnoth/po/wesnoth/wesnoth.pot:1.43
--- wesnoth/po/wesnoth/wesnoth.pot:1.42 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth/wesnoth.pot Mon Apr 18 16:16:34 2005
@@ -4,11 +4,23 @@
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <address@hidden>, YEAR.
#
+#, fuzzy
msgid ""
msgstr ""
+"#-#-#-#-# wesnoth.cpp1.po (PACKAGE VERSION) #-#-#-#-#\n"
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
+"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
+"Last-Translator: FULL NAME <address@hidden>\n"
+"Language-Team: LANGUAGE <address@hidden>\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8bit\n"
+"#-#-#-#-# wesnoth.wml.po (PACKAGE VERSION) #-#-#-#-#\n"
+"Project-Id-Version: PACKAGE VERSION\n"
+"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
+"POT-Creation-Date: 2005-04-18 17:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <address@hidden>\n"
"Language-Team: LANGUAGE <address@hidden>\n"
@@ -60,7 +72,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -94,7 +106,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -158,11 +170,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -217,11 +229,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -237,8 +249,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -464,9 +476,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -485,10 +497,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -497,10 +508,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -508,17 +519,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -540,7 +550,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -564,9 +574,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -598,7 +608,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -633,17 +643,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -666,11 +676,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2157,7 +2167,7 @@
msgid "HP"
msgstr ""
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr ""
@@ -5930,24 +5940,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -5957,9 +5967,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -5969,28 +5979,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6000,27 +6010,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6031,23 +6040,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7965,6 +7974,10 @@
msgid "-- The Tome of Wesnoth"
msgstr ""
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ""
Index: wesnoth/po/wesnoth/zh_CN.po
diff -u wesnoth/po/wesnoth/zh_CN.po:1.9 wesnoth/po/wesnoth/zh_CN.po:1.10
--- wesnoth/po/wesnoth/zh_CN.po:1.9 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth/zh_CN.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
"PO-Revision-Date: 2005-04-09 11:32+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
@@ -60,7 +60,7 @@
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
"in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -94,7 +94,7 @@
#: data/help.cfg:73
msgid ""
"While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
"is especially useful when you encounter new abilities for the first time."
msgstr ""
@@ -158,11 +158,11 @@
#: data/help.cfg:93
msgid ""
"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
msgstr ""
#: data/help.cfg:95
@@ -217,11 +217,11 @@
msgid ""
"\n"
"\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
msgstr ""
#: data/help.cfg:109
@@ -237,8 +237,8 @@
"\n"
"With two exceptions, the chance to hit a unit is based solely on its defense "
"rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
"defense rating of 70% in forest, meaning a unit attacking them has only a "
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
@@ -464,9 +464,9 @@
msgid ""
"\n"
"\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
msgstr ""
#: data/help.cfg:184
@@ -485,10 +485,9 @@
msgid ""
"\n"
"\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:189
@@ -497,10 +496,10 @@
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"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 ""
#: data/help.cfg:191
@@ -508,17 +507,16 @@
"\n"
"\n"
"These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
msgstr ""
#: data/help.cfg:192
msgid ""
"\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:197
@@ -540,7 +538,7 @@
#: data/help.cfg:210
msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
"assigned the trait 'Undead'. Traits are modifications that change a unit's "
"attributes slightly. They are usually randomly assigned to a unit when it is "
"recruited."
@@ -564,9 +562,9 @@
"\n"
"Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:226
@@ -598,7 +596,7 @@
"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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
@@ -633,17 +631,17 @@
"\n"
"<header>text=Loyal</header>\n"
"\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
"\n"
"\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:258
@@ -666,11 +664,11 @@
"\n"
"\n"
"\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
"\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2157,7 +2155,7 @@
msgid "HP"
msgstr ""
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
msgid "XP"
msgstr ""
@@ -5930,24 +5928,24 @@
#: data/units/Troll.cfg:20
msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
"stone-like bodies have grown to a size much taller than a man, and their "
"terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in. An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
"smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children. Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
"\n"
"Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
"vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain. They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -5957,9 +5955,9 @@
#: data/units/Troll_Hero.cfg:17
msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
@@ -5969,28 +5967,28 @@
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force. Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
"slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles. Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
"being burdened by their heavy ammunition, and lacking in any sort of melee "
"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
"uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat. Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
"enemy archer makes fighting them a dicey proposition at any range, unless "
"one can attack under heavy cover of terrain.\n"
"\n"
"Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night. "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
"Unlike most others of their race, a Troll Rocklobber will make many archers "
"think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack. They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose. Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village. Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours. The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
@@ -6000,27 +5998,26 @@
#: data/units/Troll_Warrior.cfg:21
msgid ""
"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power. "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face. A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them. That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
"\n"
"Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
"Though vulnerable to archers and spellcasters, especially in open terrain, "
"the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies. There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn. Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village. Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
@@ -6031,23 +6028,23 @@
msgid ""
"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
"brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
"however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race. Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match. Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came. The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
"\n"
"Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
"are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
"Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
"their weakness during daylight hours."
msgstr ""
@@ -7965,6 +7962,10 @@
msgid "-- The Tome of Wesnoth"
msgstr ""
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
#: src/unit.cpp:1144
msgid ": "
msgstr ""