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[Wesnoth-cvs-commits] wesnoth/po/wesnoth en_GB.po


From: ott
Subject: [Wesnoth-cvs-commits] wesnoth/po/wesnoth en_GB.po
Date: Fri, 12 Aug 2005 12:39:11 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     ott <address@hidden>    05/08/12 16:39:10

Modified files:
        po/wesnoth     : en_GB.po 

Log message:
        update British English translation

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/en_GB.po.diff?tr1=1.58&tr2=1.59&r1=text&r2=text

Patches:
Index: wesnoth/po/wesnoth/en_GB.po
diff -u wesnoth/po/wesnoth/en_GB.po:1.58 wesnoth/po/wesnoth/en_GB.po:1.59
--- wesnoth/po/wesnoth/en_GB.po:1.58    Mon Aug  8 15:46:29 2005
+++ wesnoth/po/wesnoth/en_GB.po Fri Aug 12 16:39:10 2005
@@ -3,7 +3,7 @@
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2005-08-08 13:32+0200\n"
-"PO-Revision-Date: 2005-08-08 17:38+0200\n"
+"PO-Revision-Date: 2005-08-12 18:36+0200\n"
 "Last-Translator: ott <address@hidden>\n"
 "Language-Team: en_GB\n"
 "MIME-Version: 1.0\n"
@@ -289,30 +289,32 @@
 "On top of the energy bar shown next to each unit of yours is an orb. For "
 "units you control, this orb is:"
 msgstr ""
+"On top of the energy bar shown next to each unit of yours is an orb. For "
+"units you control, this orb is:"
 
 #: data/help.cfg:105
 msgid "green if it hasn't moved this turn,"
-msgstr ""
+msgstr "green if it hasn't moved this turn,"
 
 #: data/help.cfg:106
 msgid "yellow if it has moved, but could still move further or attack, or"
-msgstr ""
+msgstr "yellow if it has moved, but could still move further or attack, or"
 
 #: data/help.cfg:107
 msgid "red if it has used all its movement this turn."
-msgstr ""
+msgstr "red if it has used all its movement this turn."
 
 #: data/help.cfg:108
 msgid "The orb is blue if the unit is an ally you do not control."
-msgstr ""
+msgstr "The orb is blue if the unit is an ally you do not control."
 
 #: data/help.cfg:109
 msgid "Enemy units have no orb on top of their energy bar."
-msgstr ""
+msgstr "Enemy units have no orb on top of their energy bar."
 
 #: data/help.cfg:114
 msgid "Hitpoints and Experience"
-msgstr ""
+msgstr "Hitpoints and Experience"
 
 #: data/help.cfg:115
 msgid ""
@@ -321,6 +323,10 @@
 "experience points (XP). A freshly recruited unit starts with no experience "
 "points, and gains experience by fighting enemies."
 msgstr ""
+"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit "
+"drop below 1, the unit dies. Each unit also has a certain number of "
+"experience points (XP). A freshly recruited unit starts with no experience "
+"points, and gains experience by fighting enemies."
 
 #: data/help.cfg:116
 msgid ""
@@ -328,6 +334,9 @@
 "using two numbers (the current value and the maximum value the unit can "
 "have)."
 msgstr ""
+"The hitpoints and experience points are both indicated in the status pane "
+"using two numbers (the current value and the maximum value the unit can "
+"have)."
 
 #: data/help.cfg:117
 msgid ""
@@ -336,6 +345,10 @@
 "experience bar, which turns white as the unit is about to "
 "<ref>dst=experience_and_advancement text=advance</ref>."
 msgstr ""
+"The hitpoints are also indicated by an energy bar next to each unit, which "
+"is green, yellow or red. A unit with at least 1 experience point has a blue "
+"experience bar, which turns white as the unit is about to "
+"<ref>dst=experience_and_advancement text=advance</ref>."
 
 #: data/help.cfg:122 src/help.cpp:1197
 msgid "Movement"
@@ -458,7 +471,6 @@
 "<header>text='Order and number of strikes'</header>"
 
 #: data/help.cfg:139
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -472,12 +484,12 @@
 msgstr ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender retaliates. Each "
-"attack either hits, doing a given amount of damage, or misses, doing no "
-"damage at all. Attacks 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 attack may attack 4 times, each successful hit dealing 5 "
-"damage, while an Orcish Grunt with a 9-2 attack can only attack 2 times (but "
+"The attacker gets the first strike, then the defender retaliates. Each "
+"strike either hits, doing a given amount of damage, or misses, doing no "
+"damage at all. Strikes alternate until each unit has used up all of its "
+"strikes. The number of strikes a unit has varies; for instance, an Elvish "
+"fighter with a 5-4 attack may strike 4 times, each successful strike dealing "
+"5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but "
 "at 9 damage for each hit)."
 
 #: data/help.cfg:141
@@ -541,7 +553,6 @@
 "<header>text=Damage</header>"
 
 #: data/help.cfg:149
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -555,12 +566,13 @@
 msgstr ""
 "\n"
 "\n"
-"Each blow which hits causes a base amount of damage depending on the attack "
-"type. For instance, an Elvish Fighter with a 5-4 attack does 5 base damage. "
-"This is usually modified by two things: <ref>dst=damage_types_and_resistance "
-"text=Resistance</ref> and <ref>dst=time_of_day text='Time of Day'</ref>. To "
-"see how base damage is modified by the circumstances, select "
-"<italic>text='Damage Calculations'</italic> in the attack selection menu."
+"Each strike which hits causes a base amount of damage depending on the "
+"attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base "
+"damage. This is usually modified by two things: "
+"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
+"<ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is "
+"modified by the circumstances, select <italic>text='Damage Calculations'</"
+"italic> in the attack selection menu."
 
 #: data/help.cfg:151
 msgid ""
@@ -629,7 +641,6 @@
 "damage."
 
 #: data/help.cfg:163
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -639,7 +650,7 @@
 msgstr ""
 "\n"
 "\n"
-"If an attack is determined to hit, it will always do at least 1 point of "
+"If a strike is determined to hit, it will always do at least 1 point of "
 "damage. This applies even if the defender has 100% resistance to the damage "
 "type."
 
@@ -648,20 +659,16 @@
 msgstr "Time of Day"
 
 #: data/help.cfg:172
-#, fuzzy
 msgid ""
 "The time of day affects the damage of certain units as follows:\n"
 " Lawful units get +25% damage in daytime, and -25% damage at night\n"
 " Chaotic units get +25% damage at night, and -25% in daytime\n"
 " Neutral units are unaffected by the time of day."
 msgstr ""
-"\n"
-"\n"
-"The time of day affects the damage of certain units as follows -\n"
-"\n"
-"Lawful units get +25% damage in daytime, and -25% damage at night.\n"
-"Chaotic units get +25% damage at night, and -25% in daytime.\n"
-"Neutral units are unaffected by the time of day."
+"The time of day affects the damage of certain units as follows:\n"
+" Lawful units get +25% damage in daytime, and -25% damage at night.\n"
+" Chaotic units get +25% damage at night, and -25% in daytime.\n"
+" Neutral units are unaffected by the time of day."
 
 #: data/help.cfg:175
 msgid ""
@@ -759,13 +766,23 @@
 "number of units, for example the Necrophage, will actually heal with AMLA "
 "effects. Most units just gain the bonus to the Maximum HP."
 msgstr ""
+"\n"
+"\n"
+"While most units have three levels, not all do. Occasional units (such as "
+"<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached "
+"its maximum level, it may have an After Maximum Level Advancement (AMLA) "
+"available to it. The AMLA will modify the unit each time the unit reaches "
+"the experience goal, but the unit will remain the same level. The typical "
+"AMLA effect is for the unit to raise the maximum HP by 3 for every 100 XP "
+"gained. Note that only a small number of units, for example the Necrophage, "
+"will actually heal with AMLA effects. Most units just gain the bonus to the "
+"Maximum HP."
 
 #: data/help.cfg:199
 msgid "Healing"
 msgstr "Healing"
 
 #: data/help.cfg:200
-#, fuzzy
 msgid ""
 "In combat, your units will inevitably take damage. When a unit "
 "<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. "
@@ -773,9 +790,11 @@
 "not. Wesnoth offers several other ways for your units to heal, all of which "
 "take place at the beginning of your turn, before you take action."
 msgstr ""
-"In combat, your units will inevitably take damage. Wesnoth offers several "
-"ways for your units to heal, all of which take place at the beginning of "
-"your turn, before you take action."
+"In combat, your units will inevitably take damage. When a unit "
+"<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. "
+"This can happen as you finish fighting an enemy, whether it is your turn or "
+"not. Wesnoth offers several other ways for your units to heal, all of which "
+"take place at the beginning of your turn, before you take action."
 
 #: data/help.cfg:202
 msgid ""
@@ -824,7 +843,6 @@
 "per unit."
 
 #: data/help.cfg:206
-#, fuzzy
 msgid ""
 "\n"
 "Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
@@ -833,10 +851,10 @@
 "the same side as the healing unit, and only up to 8HP per unit."
 msgstr ""
 "\n"
-"\n"
 "Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
-"will heal all friendly units immediately beside them for 8HP each turn, to a "
-"total maximum of 18 points healed, or cure a unit of Poison."
+"will heal up to 18HP of damage per turn, as well as curing Poison. Only "
+"those units will be healed or cured that are adjacent to and are fighting on "
+"the same side as the healing unit, and only up to 8HP per unit."
 
 #: data/help.cfg:208
 msgid ""
@@ -1013,7 +1031,6 @@
 msgstr "Intelligent units require 20% less experience than usual to advance."
 
 #: data/help.cfg:257
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -1025,16 +1042,11 @@
 msgstr ""
 "\n"
 "\n"
-"\n"
-"<header>text=Intelligent</header>\n"
-"\n"
-"Intelligent units require 20% less experience than usual to advance.\n"
-"\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 have any use for experience points "
-"after reaching their maximum level. If you have many 'maximum level' units "
-"you may wish to recall units with more desirable traits."
+"quite as useful because the After Maximum Level Advancement (AMLA) is not as "
+"significant a change as advancing a level. If you have many 'maximum level' "
+"units you may wish to recall units with more desirable traits."
 
 #: data/help.cfg:262
 msgid "Quick"
@@ -1615,6 +1627,17 @@
 "occupying the bridge hex. Note that a swimming unit and a land unit are not "
 "capable of occupying a bridge hex at the same time."
 msgstr ""
+"To those capable of building one, the ability to lay a bridge offers a "
+"liberation from the fickle nature of waterways, whose fords come and go with "
+"the rise and fall of the waterline. This is to say nothing of the luxury of "
+"dry feet, the loss of which is no laughing matter in the cold months of the "
+"year.\n"
+"\n"
+"For those who go by land or sea, a bridge is the best of both worlds - for "
+"gameplay purposes, it is treated either as grassland or shallow water, "
+"whichever offers the best movement and defensive bonuses for the unit "
+"occupying the bridge hex. Note that a swimming unit and a land unit are not "
+"capable of occupying a bridge hex at the same time."
 
 #: data/help.cfg:495 data/terrain.cfg:349
 msgid "Cave Wall"
@@ -2158,7 +2181,7 @@
 "Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. "
 "Recommended setting of 2 gold per village."
 msgstr ""
-"Small map for 2v2.   Teams should be player 1 and 3, vs player 2 and 4.  "
+"Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. "
 "Recommended setting of 2 gold per village."
 
 #: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:3
@@ -2295,7 +2318,7 @@
 "unbalanced, but if you have time, you can regenerate them until you get a "
 "good one."
 msgstr ""
-"A random map with swamp as the primary terrain.  Note: random maps are often "
+"A random map with swamp as the primary terrain. Note: random maps are often "
 "unbalanced, but if you have time, you can regenerate them until you get a "
 "good one."
 
@@ -2311,7 +2334,7 @@
 "can regenerate them until you get a good one."
 msgstr ""
 "A random map set in the break between spring and winter, mainly with snowy "
-"terrains.  Note: random maps are often unbalanced, but if you have time, you "
+"terrains. Note: random maps are often unbalanced, but if you have time, you "
 "can regenerate them until you get a good one."
 
 #: data/scenarios/multiplayer/scenarios.cfg:3
@@ -2756,7 +2779,7 @@
 "the unit. You will learn more about these statistics throughout the tutorial."
 msgstr ""
 "You have to carefully review their skills, which are displayed to the left "
-"of the unit selection box,  and cost, which is displayed after the name of "
+"of the unit selection box, and cost, which is displayed after the name of "
 "the unit. You will learn more about these statistics throughout the tutorial."
 
 #: data/scenarios/tutorial/utils.cfg:69
@@ -4856,7 +4879,6 @@
 msgstr "Bone Shooter"
 
 #: data/units/Bone_Shooter.cfg:15
-#, fuzzy
 msgid ""
 "Of a necromancer's creations, some take more strongly to the false life "
 "given them. Potency of life is given equipment to match; archers, in "
@@ -4865,11 +4887,12 @@
 "Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these "
 "abominations are a terror to all who live."
 msgstr ""
-"These, whose masters have found to be more potent creations, have been "
-"outfitted with a truly vile arsenal.  Their quivers are filled with shafts "
-"made not of wood, but of the bones of their victims.  Dubbed simply 'Bone-"
-"Shooters' by their unfortunate enemies, these abominations are a terror to "
-"all who live."
+"Of a necromancer's creations, some take more strongly to the false life "
+"given them. Potency of life is given equipment to match; archers, in "
+"particular, are often outfitted with a truly vile arsenal. Their quivers are "
+"filled with shafts made not of wood, but of the bones of their victims. "
+"Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these "
+"abominations are a terror to all who live."
 
 #: data/units/Bone_Shooter.cfg:36 data/units/Soul_Shooter.cfg:27
 msgid "stab"
@@ -5006,7 +5029,6 @@
 msgstr "Cavalryman"
 
 #: data/units/Cavalryman.cfg:28
-#, fuzzy
 msgid ""
 "Cavalrymen are distinguished from horsemen by their tactics and equipment. A "
 "cavalryman wears heavier armor, and carries a sword and shield, rather than "
@@ -5017,10 +5039,10 @@
 "Cavalrymen are very useful for taking and holding positions on open ground, "
 "for screening friendly soldiers, and also for scoutwork."
 msgstr ""
-"Cavalrymen are distinguished from horsemen by their tactics and equipment.  "
-"A cavalryman wears heavier armour, and carries a sword and shield, rather "
-"than a lance.  Their tactics do not include charging, but instead manoeuvres "
-"like hit and run slashes with their sword, using both horse and rider as an "
+"Cavalrymen are distinguished from horsemen by their tactics and equipment. A "
+"cavalryman wears heavier armour, and carries a sword and shield, rather than "
+"a lance. Their tactics do not include charging, but instead manoeuvres like "
+"hit and run slashes with their sword, using both horse and rider as an "
 "effective tool of melee.\n"
 "\n"
 "Cavalrymen are very useful for taking and holding positions on open ground, "
@@ -5686,10 +5708,10 @@
 "of their struggle have long faded into oblivion."
 msgstr ""
 "Towering remains of what once were legendary warriors, the Draug strike fear "
-"in the hearts of all who oppose them.  They are driven not by malice, but "
+"in the hearts of all who oppose them. They are driven not by malice, but "
 "are forever bound within the dream of unlife, wandering through the greatest "
 "battles of their memory, and fighting desperately for release, for a peace "
-"bought only by strength of arms.  The memory of their enemy, and the purpose "
+"bought only by strength of arms. The memory of their enemy, and the purpose "
 "of their struggle have long faded into oblivion."
 
 #: data/units/Draug.cfg:37 data/units/Dwarvish_Fighter.cfg:22
@@ -5711,7 +5733,7 @@
 "quest to achieve them."
 msgstr ""
 "At long last, Ha'atel has paid the ultimate sacrifice for the dark arts into "
-"which he has delved, and has, himself, entered into undeath.  At the apex of "
+"which he has delved, and has, himself, entered into undeath. At the apex of "
 "his power, he has become a lich, a waking embodiment of dread. He has, "
 "beyond any doubt, passed the point of no return, and his power and "
 "immortality will have to provide consolation for what he has lost in his "
@@ -5722,7 +5744,6 @@
 msgstr "Duellist"
 
 #: data/units/Duelist.cfg:21
-#, fuzzy
 msgid ""
 "It is a peculiar fashion of Wesnoth's nobility, in that they typically "
 "enroll their sons into one of two orders of armigers, training them either "
@@ -5740,11 +5761,11 @@
 "Special Notes: their skill at skirmishing allows these fencers to dart right "
 "past an opponent, ignoring zones of control."
 msgstr ""
-"It is a peculiar fashion of Wesnoth's nobility, in that they typically enrol "
-"their sons into one of two orders of armigers, training them either in the "
-"art of horsemanship, or fencing. Duelists are so named for an unfortunately "
-"common practise of young aristocrats, for whom the heat of insult can "
-"sometimes incite a rash demonstration of their natural right.\n"
+"It is a peculiar fashion of Wesnoth's nobility, in that they typically "
+"enrol their sons into one of two orders of armigers, training them either "
+"in the art of horsemanship, or fencing. Duellists are so named for an "
+"unfortunately common practice of young aristocrats, for whom the heat of "
+"insult can sometimes incite a rash demonstration of their natural right.\n"
 "\n"
 "Experienced fencers, who often look the part of nobility if not always "
 "actually of noble birth, carry with them a small crossbow that is easily "
@@ -5753,8 +5774,8 @@
 "enough to be veterans typically do so by making such concessions to utility "
 "and survival.\n"
 "\n"
-"Special Notes: their skill at skirmishing allows fencers to dart right past "
-"an opponent, ignoring zones of control."
+"Special Notes: their skill at skirmishing allows these fencers to dart right "
+"past an opponent, ignoring zones of control."
 
 #: data/units/Duelist.cfg:37 data/units/Fencer.cfg:24
 #: data/units/Master_at_Arms.cfg:38
@@ -6471,7 +6492,7 @@
 "upon bursts of chilling ethereal wind to smite those who oppose them."
 msgstr ""
 "Eschewing the study of healing in favour of more aggressive uses of magic, "
-"Elvish Sorceresses have become quite proficient at ranged combat.  Their "
+"Elvish Sorceresses have become quite proficient at ranged combat. Their "
 "entangling attack is notably more effective than that of the Elvish Shaman, "
 "and they can call upon bursts of chilling ethereal wind to smite those who "
 "oppose them."
@@ -6486,7 +6507,7 @@
 "developed their faerie side, they transform into creatures of both worlds, "
 "wielding powerful magic against their enemies."
 msgstr ""
-"Elvish Sylphs are scions of beauty in the mortal plane.  Having fully "
+"Elvish Sylphs are scions of beauty in the mortal plane. Having fully "
 "developed their faerie side, they transform into creatures of both worlds, "
 "wielding powerful magic against their enemies."
 
@@ -6651,7 +6672,6 @@
 msgstr "General"
 
 #: data/units/General.cfg:28
-#, fuzzy
 msgid ""
 "As the leaders of their armies, Generals are responsible for the protection "
 "of large or important areas in the kingdoms they swore fealty to. Their "
@@ -6661,10 +6681,13 @@
 "to deal more damage in combat, though this only applies to units of lower "
 "level."
 msgstr ""
-"As the great leaders of the human armies, Generals are responsible for the "
-"protection of large or important areas in the human kingdoms. Generals can "
-"coordinate the attacks of level 1 and 2 units, thereby increasing their "
-"fighting efficiency."
+"As the leaders of their armies, Generals are responsible for the protection "
+"of large or important areas in the kingdoms they swore fealty to. Their "
+"training and experience suffice to carry out these orders.\n"
+"\n"
+"Special Notes: the leadership of a General enables friendly units next to it "
+"to deal more damage in combat, though this only applies to units of lower "
+"level."
 
 #: data/units/Ghost.cfg:3
 msgid "Ghost"
@@ -6690,7 +6713,6 @@
 msgstr "Ghoul"
 
 #: data/units/Ghoul.cfg:20
-#, fuzzy
 msgid ""
 "Only those who have delved into the circles of necromancy know what must be "
 "done to turn a person into a ghoul, and it is a secret they are not telling. "
@@ -6707,11 +6729,11 @@
 "healer."
 msgstr ""
 "Only those who have delved into the circles of necromancy know what must be "
-"done to turn a person into a ghoul, and it is a secret they are not "
-"telling.  Whatever unspeakable rites they have performed, the result is a "
-"beast that knows nothing of its days as a human being, a creature that "
-"shambles about as naked as the day it was born, and gorges itself on the "
-"flesh of the dead.\n"
+"done to turn a person into a ghoul, and it is a secret they are not telling. "
+"Whatever unspeakable rites they have performed, the result is a beast that "
+"knows nothing of its days as a human being, a creature that shambles about "
+"as naked as the day it was born, and gorges itself on the flesh of the "
+"dead.\n"
 "\n"
 "It is because of such things that necromancy is condemned with an almost "
 "primal hatred.\n"
@@ -6890,7 +6912,6 @@
 msgstr "Grand Marshal"
 
 #: data/units/Grand_Marshal.cfg:24
-#, fuzzy
 msgid ""
 "The rank of Grand Marshal is one of the most esteemed in the armies of "
 "humanity, and those who bear its title have surpassed many trials by fire, "
@@ -6902,10 +6923,13 @@
 "lower level."
 msgstr ""
 "The rank of Grand Marshal is one of the most esteemed in the armies of "
-"humanity, and those who bear this title have surpassed many trials by fire, "
-"proving their considerable mettle at both personal combat and tactical "
-"facility.  Their presence on the battlefield is of great aid to those "
-"serving beneath them."
+"humanity, and those who bear its title have surpassed many trials by fire, "
+"proving their tactical facility and their considerable mettle at personal "
+"combat.\n"
+"\n"
+"Special Notes: the leadership of a Grand Marshal enables friendly units next "
+"to it to deal more damage in combat, though this only applies to units of "
+"lower level."
 
 #: data/units/Great_Mage.cfg:3
 msgid "Great Mage"
@@ -7286,7 +7310,6 @@
 msgstr "Lieutenant"
 
 #: data/units/Lieutenant.cfg:23
-#, fuzzy
 msgid ""
 "Trained at swords and crossbows, Lieutenants lead small groups of human "
 "soldiers, coordinating their attacks.\n"
@@ -7296,8 +7319,11 @@
 "level."
 msgstr ""
 "Trained at swords and crossbows, Lieutenants lead small groups of human "
-"soldiers, coordinating their attacks and increasing the fighting ability of "
-"those of lower rank around them."
+"soldiers, coordinating their attacks.\n"
+"\n"
+"Special Notes: the leadership of a Lieutenant enables friendly units next to "
+"it to deal more damage in combat, though this only applies to units of lower "
+"level."
 
 #: data/units/Longbowman.cfg:3
 msgid "Longbowman"
@@ -7499,7 +7525,6 @@
 msgstr "Mermaid Diviner"
 
 #: data/units/Mermaid_Diviner.cfg:28
-#, fuzzy
 msgid ""
 "Mermaid Priestesses meet their calling with a fervor that leaves their human "
 "counterparts somewhat taken aback. This may have its roots in a legend they "
@@ -7514,20 +7539,18 @@
 "power of Illumination, which increases the lighting level in the area "
 "adjacent to the mermaid."
 msgstr ""
-"After years of experience, the most devout of white magi are bestowed with "
-"vast spiritual powers. By strict devotion to the path of the light, they can "
-"call upon its aid to chase away the shadows of the night.\n"
-"\n"
-"Following a strict code of piety and honour, these men and women work "
-"tirelessly to bring life and order to the troubled world in which they "
-"live.\n"
+"Mermaid Priestesses meet their calling with a fervour that leaves their human 
"
+"counterparts somewhat taken aback. This may have its roots in a legend they "
+"recite, telling of a nameless, shadowy horror which was once the bane of "
+"their people. Though little is told about it, it is clear that it was the "
+"power of the light which somehow defeated it, and made their people safe.\n"
 "\n"
-"Special Notes: the light cast by a mage of light is magical in nature, and "
-"always has a high chance of hitting an opponent. This light does tremendous "
-"damage to the undead, and even does some to living creatures. Magi of Light "
-"are capable of healing units around them, and curing them of poison. They "
-"also have the power of Illumination, which increases the lighting level in "
-"the area adjacent to the mage."
+"Special Notes: the light cast by a diviner is magical in nature, and always "
+"has a high chance of hitting an opponent. This light does tremendous damage "
+"to the undead, and even does some to living creatures. Diviners are capable "
+"of healing units around them, and curing them of poison. They also have the "
+"power of Illumination, which increases the lighting level in the area "
+"adjacent to the mermaid."
 
 #: data/units/Mermaid_Enchantress.cfg:3
 msgid "female^Mermaid Enchantress"
@@ -7573,7 +7596,6 @@
 msgstr "Mermaid Priestess"
 
 #: data/units/Mermaid_Priestess.cfg:23
-#, fuzzy
 msgid ""
 "Mermen share the creed that much of humanity follows, though for cultural "
 "reasons, the upholding of this is left to the mermaids, who are more "
@@ -7588,21 +7610,18 @@
 "damage to the undead, and even does some to living creatures. Priestesses "
 "are capable of healing units around them, and curing them of poison."
 msgstr ""
-"Some magi, as they learn about the world around them, and learn the truth of "
-"the suffering and squalor in which humanity too often lives, find that they "
-"cannot bring themselves to be cloistered into a life of study. These men and "
-"women give up the life of a mage, and join monastic orders, dedicating the "
-"skills they have been given to the good of all. After their ordination, they "
-"often travel the world, ministering to sickness and injury.\n"
-"\n"
-"Though not trained for combat, there is one enemy against which they are a "
-"potent ally. If need arises, they can call on the power of the Light to "
-"banish the unworldly from the mortal plane.\n"
+"Mermen share the creed that much of humanity follows, though for cultural "
+"reasons, the upholding of this is left to the mermaids, who are more "
+"intellectually inclined. It is they who dedicate themselves to the ideal of "
+"bringing peace and life to the world, and they who study the arts of "
+"battling sickness and injury, maladies which they share in no small part "
+"with humanity. Their diligence and piety also grant them certain spiritual "
+"powers, allowing them to guard their people against the unworldly.\n"
 "\n"
-"Special Notes: the light cast by a white mage is magical in nature, and "
+"Special Notes: the light cast by a priestess is magical in nature, and "
 "always has a high chance of hitting an opponent. This light does tremendous "
-"damage to the undead, and can even damage living creatures. White magi are "
-"capable of healing units around them, and curing them of poison."
+"damage to the undead, and even does some to living creatures. Priestesses "
+"are capable of healing units around them, and curing them of poison."
 
 #: data/units/Mermaid_Siren.cfg:3
 msgid "Siren"
@@ -7679,8 +7698,8 @@
 "can even do so on land, though not nearly as well as a creature with legs."
 msgstr ""
 "With their towering shields, the Merman Hoplites form the elite guard of the "
-"watery realm.  Their powerful armour and rigid discipline allow them to hold "
-"a steadfast line against the rages of battle.  In times of desperation, they "
+"watery realm. Their powerful armour and rigid discipline allow them to hold "
+"a steadfast line against the rages of battle. In times of desperation, they "
 "can even do so on land, though not nearly as well as a creature with legs."
 
 #: data/units/Merman_Hunter.cfg:3
@@ -7777,7 +7796,7 @@
 "The Mermen Warriors form the core of the mermen armies. Wielding powerful "
 "tridents, they are a bane to any who dare enter their waters."
 msgstr ""
-"The Mermen Warriors form the core of the mermen armies.  Wielding powerful "
+"The Mermen Warriors form the core of the mermen armies. Wielding powerful "
 "tridents, they are a bane to any who dare enter their waters."
 
 #: data/units/Mounted_Fighter.cfg:3
@@ -7837,9 +7856,9 @@
 "somewhat frail in form, but often much more nimble than their opponents."
 msgstr ""
 "The serpentine naga are one of the few races capable of any meaningful "
-"mobility in water, giving them a whole world forbidden to land dwellers.  "
+"mobility in water, giving them a whole world forbidden to land dwellers. "
 "Still, they are not true creatures of the sea, and their inability to "
-"breathe water leaves them in trepidation of the abyss.  They are small, and "
+"breathe water leaves them in trepidation of the abyss. They are small, and "
 "somewhat frail in form, but often much more nimble than their opponents."
 
 #: data/units/Naga-Fighter.cfg:39
@@ -7859,8 +7878,8 @@
 "allows them a deadly mobility."
 msgstr ""
 "The most practised of the naga blademasters are initiated into the caste of "
-"the Myrmidon, masters of their twin-bladed art.  They strike as fast as the "
-"snakes which they resemble, and dance away from attacks with grace.  Not "
+"the Myrmidon, masters of their twin-bladed art. They strike as fast as the "
+"snakes which they resemble, and dance away from attacks with grace. Not "
 "only are they potent enemies on any open terrain, but their ability to swim "
 "allows them a deadly mobility."
 
@@ -7877,8 +7896,8 @@
 "allows them a deadly mobility."
 msgstr ""
 "The most practised of the nagini blademasters are initiated into the caste "
-"of the Myrmidon, masters of their twin-bladed art.  They strike as fast as "
-"the snakes which they resemble, and dance away from attacks with grace.  Not "
+"of the Myrmidon, masters of their twin-bladed art. They strike as fast as "
+"the snakes which they resemble, and dance away from attacks with grace. Not "
 "only are they potent enemies on any open terrain, but their ability to swim "
 "allows them a deadly mobility."
 
@@ -7896,10 +7915,10 @@
 "greatly impedes their ability to do this."
 msgstr ""
 "Many of the young warriors of the naga aspire for the day when they merit "
-"their second blade.  Their martial practice of using twin blades is wholly "
+"their second blade. Their martial practice of using twin blades is wholly "
 "unlike that of the Orcs and other races, for they have begun to learn the "
 "art of using their serpentine form to best effect, twisting and turning to "
-"dodge from blows.  This makes them potent on land, but the friction of water "
+"dodge from blows. This makes them potent on land, but the friction of water "
 "greatly impedes their ability to do this."
 
 #: data/units/Naga-Warrior.cfg:43
@@ -8116,9 +8135,9 @@
 "in battle: if the Leader is lost, so is the battle."
 msgstr ""
 "Orcish Leaders are the chiefs of their tribe. They make the important "
-"decisions and lead their people into battle.  They carry a bow out of "
+"decisions and lead their people into battle. They carry a bow out of "
 "necessity, but are much more skilled with the sword; all in all, they are "
-"powerful fighters.  Their natural leadership skills make them very precious "
+"powerful fighters. Their natural leadership skills make them very precious "
 "in battle: if the Leader is lost, so is the battle."
 
 #: data/units/Orcish_Ruler.cfg:3
@@ -8134,9 +8153,9 @@
 "in battle: if the Ruler is lost, so is the battle."
 msgstr ""
 "Orcish Rulers are the chiefs of their tribe. They make the important "
-"decisions and lead their people into battle.  They carry a bow out of "
+"decisions and lead their people into battle. They carry a bow out of "
 "necessity, but are much more skilled with the sword; all in all, they are "
-"powerful fighters.  Their natural leadership skills make them very precious "
+"powerful fighters. Their natural leadership skills make them very precious "
 "in battle: if the Ruler is lost, so is the battle."
 
 #: data/units/Orcish_Shaman.cfg:3
@@ -8256,9 +8275,9 @@
 "in battle: if the Sovereign is lost, so is the battle."
 msgstr ""
 "Orcish Sovereigns are the chiefs of their tribe. They make the important "
-"decisions and lead their people into battle.  They carry a bow out of "
+"decisions and lead their people into battle. They carry a bow out of "
 "necessity, but are much more skilled with the sword; all in all, they are "
-"powerful fighters.  Their natural leadership skills make them very precious "
+"powerful fighters. Their natural leadership skills make them very precious "
 "in battle: if the Sovereign is lost, so is the battle."
 
 #: data/units/Orcish_Warlord.cfg:3
@@ -8374,7 +8393,6 @@
 "the unworldly, and has trained in ministering to the wounds of his comrades."
 
 #: data/units/Paladin.cfg:26
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -8389,7 +8407,7 @@
 "Special Notes: the Paladin's charging lance attack doubles both damage dealt "
 "and received. This does not affect his defensive retaliation. The Paladin's "
 "holy attack with his sword deals tremendous damage to the undead, and even "
-"some to living creatures.  Paladins are capable of some healing, though they "
+"some to living creatures. Paladins are capable of some healing, though they "
 "can only delay the effects of poison, not cure them entirely."
 
 #: data/units/Peasant.cfg:3
@@ -8834,7 +8852,6 @@
 msgstr "Silver Mage"
 
 #: data/units/Silver_Mage.cfg:29 data/units/Silver_Mage.cfg:165
-#, fuzzy
 msgid ""
 "The many paths that a mage can take in study lead to strikingly different "
 "ends. The silver magi have devoted themselves to a study of the forces that "
@@ -8863,20 +8880,20 @@
 "village must be unoccupied."
 msgstr ""
 "The many paths that a mage can take in study lead to strikingly different "
-"ends. Silver magi have devoted themselves to a study of the forces that bind "
-"the world together, and have managed, somewhat, to lift the veil of a world "
-"far more vast than most men would ever imagine. Often viewed as sages, or "
-"wandering mystics, silver magi act under an agenda which is obscure even to "
-"their own colleagues. Though helpful to the magisteriums which often employ "
-"them in the field, they remain somewhat aloof.\n"
-"\n"
-"They have, in fact, their own order among the ranks of magi, an order which "
-"withholds certain secrets from their peers. One of these is an apparent "
-"ability to cross great distances, faster than one could possibly travel on "
-"foot. Members of the silver order ardently refuse to discuss the workings of "
-"this with any of their fellow magi, and on those rare occasions when others "
-"have pried into their work, they have always abandoned the endeavour, never "
-"to speak of it again.\n"
+"ends. Silver magi have devoted themselves to a study of the forces that "
+"bind reality together, and have managed, somewhat, to unravel the mysteries "
+"of a world far more vast than most would ever imagine. Often viewed as "
+"sages, or wandering mystics, silver magi act under an agenda which is "
+"obscure even to their own colleagues. Though helpful to the magisteriums "
+"which often employ them in the field, they remain somewhat aloof.\n"
+"\n"
+"They have, in fact, their own order among the ranks of magi, an order "
+"which withholds certain secrets from their peers. One of these is an "
+"apparent ability to cross great distances, faster than one could possibly "
+"travel on foot. Members of the silver order ardently refuse to discuss the "
+"workings of this with any of their fellow magi, and on those rare occasions "
+"when others have pried into their work, they have abandoned the endeavour, "
+"never to speak of it again.\n"
 "\n"
 "Silver magi are often more physically adept than other magi, and their "
 "skills are of undeniable use on the battlefield, if one can manage to coerce "
@@ -8964,9 +8981,9 @@
 "borne of the anguish of their empty and incoherent existence."
 msgstr ""
 "The most powerful of the undead archers invariably end up being those who "
-"were themselves archers in their previous life.  They wander the fields of "
+"were themselves archers in their previous life. They wander the fields of "
 "battle, guided by the fading memory of their former skill, neither knowing, "
-"nor caring what their purpose, or foes be.  They are driven only by a malice "
+"nor caring what their purpose, or foes be. They are driven only by a malice "
 "borne of the anguish of their empty and incoherent existence."
 
 #: data/units/Soulless.cfg:3 data/units/Soulless.cfg:76
@@ -9435,6 +9452,15 @@
 "mounts have a rather easy time traversing the mountains, though water and "
 "woods will still slow them down."
 msgstr ""
+"No one is quite sure how the practice of taming and riding wolves came into "
+"being. Goblins are smaller and much weaker than orcs. Any who can manage to "
+"win themselves a mount have a much safer, and daresay, more amusing role in "
+"combat.\n"
+"\n"
+"Wolves, likely, could never support the weight of a man in plate, but a "
+"goblin in leather armour is a simple load to bear. Quite unlike horses, these 
"
+"mounts have a rather easy time traversing the mountains, though water and "
+"woods will still slow them down."
 
 #: data/units/Wose.cfg:3
 msgid "Wose"
@@ -9490,6 +9516,19 @@
 "renew the wraith. Wraiths have very unusual resistances to damage, and move "
 "quite slowly over open water."
 msgstr ""
+"These tortured forms of what were once warriors are among the most "
+"terrifying things a necromancer can create, for a sword will cleave right "
+"through them, as through air itself. What inspires such fear is the thought "
+"that these beasts are invincible, a belief that is actually far from the "
+"truth.\n"
+"\n"
+"Because of this, a means was made by which the enchantments that drive these "
+"creatures could renew themselves through the very thing which threatened "
+"them.\n"
+"\n"
+"Special Notes: a strike from their blade will drain life from the victim, to "
+"renew the wraith. Wraiths have very unusual resistances to damage, and move "
+"quite slowly over open water."
 
 #: data/units/Yeti.cfg:3
 msgid "Yeti"
@@ -10961,7 +11000,7 @@
 msgid ""
 "You have not started your turn yet.  Do you really want to end your turn?"
 msgstr ""
-"You have not started your turn yet.  Do you really want to end your turn?"
+"You have not started your turn yet. Do you really want to end your turn?"
 
 #: src/playturn.cpp:1319 src/playturn.cpp:1324
 msgid "Some units have movement left. Do you really want to end your turn?"
@@ -11534,12 +11573,6 @@
 #~ "\n"
 #~ "Other special traits that may be assigned to units are:"
 
-#~ msgid "Tundra"
-#~ msgstr "Tundra"
-
-#~ msgid "2p - Icy Waters"
-#~ msgstr "2p - Icy Waters"
-
 #~ msgid ""
 #~ "Battle in and around the icy waters of this crucial harbor in North "
 #~ "Wesnoth."
@@ -12091,14 +12124,14 @@
 #~ msgstr ""
 #~ "The most devout and pious amongst the mermaids gain the striking power of "
 #~ "illumination, which prevents their surroundings from ever seeing true "
-#~ "night.  Their power is a stalwart counter to the forces of darkness."
+#~ "night. Their power is a stalwart counter to the forces of darkness."
 
 #~ msgid ""
 #~ "Young Mermaids are often initiated in the water magics of their people. "
 #~ "Despite their frailty, this makes them formidable opponents, as they can "
 #~ "call upon the very water about them to smite their enemies."
 #~ msgstr ""
-#~ "Young Mermaids are often initiated in the water magics of their people.  "
+#~ "Young Mermaids are often initiated in the water magics of their people. "
 #~ "Despite their frailty, this makes them formidable opponents, as they can "
 #~ "call upon the very water about them to smite their enemies."
 
@@ -12107,7 +12140,7 @@
 #~ "leaves them quite capable of ministering to the wounds of their comrades, "
 #~ "as well as being a potent defense against the unworldly."
 #~ msgstr ""
-#~ "The more learned among the mermaids often take a path of holy study.  "
+#~ "The more learned among the mermaids often take a path of holy study. "
 #~ "This leaves them quite capable of ministering to the wounds of their "
 #~ "comrades, as well as being a potent defence against the unworldly."
 
@@ -12211,20 +12244,6 @@
 #~ "mounted units."
 
 #~ msgid ""
-#~ "Wraiths are some of the most powerful ghosts in the undead ranks. They "
-#~ "can summon a spectral sword that drains the life out of their foes, "
-#~ "thereby strengthening themselves. They also have a terrible wail that "
-#~ "freezes the heart of the weak."
-#~ msgstr ""
-#~ "Wraiths are some of the most powerful ghosts in the undead ranks. They "
-#~ "can summon a spectral sword that drains the life out of their foes, "
-#~ "thereby strengthening themselves. They also have a terrible wail that "
-#~ "freezes the heart of the weak."
-
-#~ msgid "Vera.ttf"
-#~ msgstr "Vera.ttf"
-
-#~ msgid ""
 #~ "There are two types of combat in Battle for Wesnoth, short- and long-"
 #~ "ranged, but both of them take place between units in adjacent hexes. "
 #~ "Short-range combat usually involves weapons such as swords, axes or "
@@ -12241,21 +12260,6 @@
 #~ "and defender alternate attacks until each has used their allotted number "
 #~ "of attacks."
 
-#~ msgid "tough"
-#~ msgstr "tough"
-
-#~ msgid ""
-#~ "Sometimes starved and ravenous humans who are forced to eat human corpses "
-#~ "awake after their deaths to find that they are trapped in a tortured "
-#~ "existence as Ghouls."
-#~ msgstr ""
-#~ "Sometimes starved and ravenous humans who are forced to eat human corpses "
-#~ "awake after their deaths to find that they are trapped in a tortured "
-#~ "existence as Ghouls."
-
-#~ msgid "satiated"
-#~ msgstr "satiated"
-
 #~ msgid ""
 #~ "Assassins are masters of the night. Like Rogues, they can surround and "
 #~ "backstab an opponent, doing double damage. They can also throw poison-"
@@ -12286,26 +12290,6 @@
 #~ "battle tactics require more finesse than brute strength."
 
 #~ msgid ""
-#~ "The best riders in Wesnoth are recruited into the military to become "
-#~ "Cavalrymen. A Cavalryman, strictly disciplined, does not charge across "
-#~ "the field of battle like a horseman, but makes more of an effort to hold "
-#~ "his position."
-#~ msgstr ""
-#~ "The best riders in Wesnoth are recruited into the military to become "
-#~ "Cavalrymen. A Cavalryman, strictly disciplined, does not charge across "
-#~ "the field of battle like a horseman, but makes more of an effort to hold "
-#~ "his position."
-
-#~ msgid ""
-#~ "Duelists are masters of the art of swordplay. Their skill with the rapier "
-#~ "allows them to attack and parry with only one hand, while they wield a "
-#~ "crossbow in the other to shoot distant foes."
-#~ msgstr ""
-#~ "Duellists are masters of the art of swordplay. Their skill with the "
-#~ "rapier allows them to attack and parry with only one hand, while they "
-#~ "wield a crossbow in the other to shoot distant foes."
-
-#~ msgid ""
 #~ "The guardians of the great dwarvish cities, they blast at their enemies "
 #~ "using fire from what are called dragonstaves. They are the chief "
 #~ "possessors of arcane Dwarvish technology."
@@ -12415,8 +12399,8 @@
 #~ "when defending."
 #~ msgstr ""
 #~ "Javelineers have mastered the use of the pointy sticks they were given as "
-#~ "recruits.  Dangerous in melee, they have also developed their skill at "
-#~ "throwing their javelins, making them potent in both demesnes of combat.  "
+#~ "recruits. Dangerous in melee, they have also developed their skill at "
+#~ "throwing their javelins, making them potent in both demesnes of combat. "
 #~ "Because of the length of their spears, they strike first in melee, even "
 #~ "when defending."
 
@@ -12540,11 +12524,11 @@
 #~ "incur the wrath of these otherwise kind and curious beings."
 #~ msgstr ""
 #~ "Terrible and awe-inspiring, the most ancient of woses grow to a "
-#~ "tremendous size.  They are a thing rarely seen outside of legend, wherein "
+#~ "tremendous size. They are a thing rarely seen outside of legend, wherein "
 #~ "they are said to kick aside their enemies like sticks and feathers, and "
 #~ "to possess an unearthly strength, crushing the greatest of boulders into "
 #~ "powder, as though all the strength of a tree to grow and split through "
-#~ "stone over the course of years was brought to bear in a mere moment.  "
+#~ "stone over the course of years was brought to bear in a mere moment. "
 #~ "These same legends speak of their tireless stewardship of the forests of "
 #~ "the world, the desecration of which is often the only thing which could "
 #~ "incur the wrath of these otherwise kind and curious beings."
@@ -12920,9 +12904,6 @@
 #~ "very flammable. By drawing nutrients from the ground and energy from the "
 #~ "sun, Woses can regrow missing limbs after a fight."
 
-#~ msgid "Socket error"
-#~ msgstr "Socket error"
-
 #~ msgid ""
 #~ "A noble at birth, the Princess has learnt swordplay with the greatest "
 #~ "generals, and battle tactics with the greatest sages, making her both a "
@@ -12935,6 +12916,3 @@
 #~ "great combatant and leader. The units of lower level around the Princess "
 #~ "will fight better due to her presence. The Princess is a skilled "
 #~ "skirmisher, and ignores enemy zones of control."
-
-#~ msgid "Thugs are bandits who use large clubs to beat their victims."
-#~ msgstr "Thugs are bandits who use large clubs to subdue their victims."




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