# #-#-#-#-# wesnoth-ai.cpp.pot (PACKAGE VERSION) #-#-#-#-# # Swedish translations for PACKAGE package. # Copyright (C) 2013 Wesnoth development team # This file is distributed under the same license as the PACKAGE package. # Automatically generated, 2013. # msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2016-05-09 21:24-0300\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: sv\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "#-#-#-#-# wesnoth-ai.cpp.pot (PACKAGE VERSION) #-#-#-#-#\n" "#-#-#-#-# wesnoth-ai.wml.pot (PACKAGE VERSION) #-#-#-#-#\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #. [ai]: id=ai_default_rca #: data/ai/ais/ai_default_rca.cfg:5 msgid "Multiplayer_AI^Default AI (RCA)" msgstr "" #. [ai]: id=ai_default_rca_strong #: data/ai/ais/ai_default_rca_strong.cfg:5 msgid "Multiplayer_AI^Strong AI (RCA)" msgstr "" #. [ai]: id=experimental_ai #: data/ai/ais/ai_generic_rush.cfg:5 msgid "Multiplayer_AI^Experimental AI" msgstr "" #. [ai]: id=ai_old_recruitment #: data/ai/dev/ai_old_recruitment.cfg:5 msgid "Multiplayer_AI^Dev AI: Default + Old Recruitment" msgstr "" #. [ai]: id=ai_akihara #: data/ai/dev/akihara_recruitment.cfg:6 msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++ Akihara)" msgstr "" #. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI #: data/ai/dev/formula_ai.cfg:4 msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)" msgstr "" #. [ai]: id=default_ai_poisoning #: data/ai/dev/formula_ai_poisoning.cfg:5 msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)" msgstr "" #. [ai]: id=ai_idle #: data/ai/dev/idle_ai.cfg:4 msgid "Multiplayer_AI^Dev AI: Idle AI" msgstr "" #. [ai]: id=testing_ai_recruitment #: data/ai/dev/testing_recruiting.cfg:5 msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++)" msgstr "" #. [test]: id=The_Elves_Besieged #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5 msgid "The Elves Besieged" msgstr "" #. [side]: type=Spearman, id=Konrad #. [unit]: type=Spearman, id=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:34 #: data/ai/micro_ais/scenarios/patrols.cfg:94 msgid "Konrad" msgstr "" #. [side]: type=Elvish Champion, id=Galdrad #. [side]: type=Elvish Shyde, id=Chantal #. [side]: type=Spearman, id=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:154 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:174 msgid "Rebels" msgstr "" #. [unit]: id=Delfador, type=Elder Mage #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49 msgid "Delfador" msgstr "" #. [side]: type=Orcish Warlord, id=Urug-Telfar #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:88 msgid "Urug-Telfar" msgstr "" #. [side]: id=Vanak, type=Orcish Ruler #. [side]: type=Orcish Warlord, id=Knafa-Tan #. [side]: type=Orcish Warlord, id=Maga-Knafa #. [side]: type=Orcish Warlord, id=Urug-Telfar #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:100 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:114 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:132 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:24 msgid "Orcs" msgstr "" #. [side]: type=Orcish Warlord, id=Knafa-Tan #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:107 msgid "Knafa-Tan" msgstr "" #. [side]: type=Orcish Warlord, id=Maga-Knafa #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:125 msgid "Maga-Knafa" msgstr "" #. [side]: type=Elvish Champion, id=Galdrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:144 msgid "Galdrad" msgstr "" #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:161 msgid "Chantal" msgstr "" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:211 msgid "" "Master Delfador! Look, there are orcs coming from all directions! What shall " "we do?" msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:215 msgid "There are too many to fight, far too many. We must escape!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:218 msgid "" "This is a reenactment of scenario The Elves Besieged of the mainline " "campaign Heir to the Throne, just that the AI is playing Konrad's side here. " "The goal is to move Konrad to the signpost in the northwest, while keeping " "both Konrad and Delfador alive. The same AI as in scenario Protect Unit is " "used.\n" "\n" "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:224 msgid "Move Konrad here" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:240 msgid "Very well, we have made it this far! But where do we go next?" msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:245 msgid "" "In HttT, we would travel north now, and try to make it to the Isle of " "Alduin. But for this demo campaign, we'll call it good here." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:270 msgid "I... I don’t think I can make it anymore." msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:274 msgid "Prince... you must keep fighting! Nooooooo!" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:278 msgid "It is over. I am doomed..." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:292 msgid "I have... have failed in my duty to protect the prince! I am defeated." msgstr "" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:296 msgid "Don’t die, Delfador! Please, you have to stay alive!" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:300 msgid "Ugh!" msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:311 msgid "" "Oh, no! We have run out of time, they have arrived with reinforcements..." msgstr "" #: data/ai/micro_ais/scenarios/animals.cfg:4 msgid "" "General: These AIs are set up to simulate (to some extent) how these " "animals behave in real life. This includes that they are animals, meaning " "that they are not super smart. As an example, the wolves generally hunt in a " "pack, but are easily distracted by prey coming into range. They are also " "decent, but not great at cornering deer. For the most part, this is " "intentional.\n" "\n" "Bears (replaced by Ghasts), Spiders and Yetis mostly just wander in " "their respective parts of the map. They stay out of each other's way (and " "out of the way of the dogs), but do attack each other if cornered. They " "attack the other, weaker animals (deer etc.) if those are within range.\n" "\n" "Wolves hunt in a pack. They actively go after the closest deer (as " "long as it stays in the forest) and try to corner it (not always super " "successfully), but are easily distracted by other prey coming into range. " "The wolves try to avoid getting into the range of bears, spiders, dogs and " "the yeti, except when they are going in for an attack. If you let them move " "for long enough, they will also learn that it is not healthy to attack the " "tusklets. When no deer is left, they wander randomly. Note that, unlike the " "Wolves Multipack AI (used in a different scenario), this Wolves AI combines " "all wolves of the side in the same pack." msgstr "" #: data/ai/micro_ais/scenarios/animals.cfg:12 msgid "" "Each Deer (replaced by Vampire Bats) wanders randomly on forest " "tiles, except when enemies get in its (the deer's) range, in which case it " "flees to the farthest point it can reach.\n" "\n" "Tuskers (replaced by Ogres) exhibit the same behavior as deer, except " "when an enemy is next to one of the tusklets. This enemy will then " "experience the full wrath of an irate boar.\n" "\n" "Tusklets (replaced by Young Ogres) blindly follow the closest adult " "tusker, except when there is no tusker left, in which case they behave the " "same as deer.\n" "\n" "Rabbits (replaced by Rats) also wander randomly, but in addition " "disappear into their holes (replaced by straw bales; if any are within " "reach) when enemies are close. They reappear out of their holes at the " "beginning of the turn, if it is safe.\n" "\n" "Sheep dogs (replaced by Footpads) try to keep their sheep safe. This " "involves keeping them inside the area outlined by the path the dogs have " "worn into the meadow, positioning themselves in between the sheep and " "approaching enemies, and attacking the enemies if those get too close. You " "might have to let the scenario play for quite some time before you get to " "see an interesting dog/wolf interaction. If no active herding or protecting " "move is needed, the dogs go to a random location on the path.\n" "\n" "Sheep (replaced by Troll Whelps) wander aimlessly except when a sheep " "dog is next to them, in which case they run away from the dog. The dogs " "exploit this by positioning themselves on the outside of the sheep, if " "possible. Sheep also run away from approaching enemies. The sheep, dogs and " "forest creatures (deer, tuskers, rabbits) have learned that they are no " "threat to each other and leave each other alone, demonstrating the enormous " "self control of a well trained sheep dog." msgstr "" #. [event] #. [test]: id=animals #: data/ai/micro_ais/scenarios/animals.cfg:27 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45 msgid "Animals" msgstr "" #. [side]: id=Rutburt, type=Outlaw #: data/ai/micro_ais/scenarios/animals.cfg:41 msgid "Rutburt" msgstr "" #. [side]: id=Rutburt, type=Outlaw #. [side]: type=General, id=leader2 #. [side]: type=Lieutenant, id=leader5 #. [side]: type=Lieutenant, id=leader6 #: data/ai/micro_ais/scenarios/animals.cfg:48 #: data/ai/micro_ais/scenarios/goto.cfg:43 #: data/ai/micro_ais/scenarios/goto.cfg:93 #: data/ai/micro_ais/scenarios/goto.cfg:110 #: data/ai/micro_ais/scenarios/wolves.cfg:27 msgid "Humans" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:63 msgid "Forest Creatures" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:77 msgid "Ghasts" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:91 msgid "Spiders" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:105 msgid "Yetis" msgstr "" #. [event] #. [side] #. [test]: id=wolves #: data/ai/micro_ais/scenarios/animals.cfg:119 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48 #: data/ai/micro_ais/scenarios/wolves.cfg:5 msgid "Wolves" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:133 msgid "Whelps" msgstr "" #. [event] #. [set_menu_item]: id=m01_end_animals #. [set_menu_item]: id=m01_end_swarm #. [set_menu_item]: id=m01_end_wolves #. [set_menu_item]: id=m04_end_animals #: data/ai/micro_ais/scenarios/animals.cfg:209 #: data/ai/micro_ais/scenarios/dragon.cfg:48 #: data/ai/micro_ais/scenarios/goto.cfg:378 #: data/ai/micro_ais/scenarios/guardians.cfg:85 #: data/ai/micro_ais/scenarios/lurkers.cfg:366 #: data/ai/micro_ais/scenarios/patrols.cfg:179 #: data/ai/micro_ais/scenarios/swarm.cfg:66 #: data/ai/micro_ais/scenarios/wolves.cfg:95 msgid "End Scenario" msgstr "Avsluta scenariot" #. [command] #. [then] #: data/ai/micro_ais/scenarios/animals.cfg:221 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:184 #: data/ai/micro_ais/scenarios/goto.cfg:390 #: data/ai/micro_ais/scenarios/recruiting.cfg:107 #: data/ai/micro_ais/scenarios/swarm.cfg:72 #: data/ai/micro_ais/scenarios/swarm.cfg:177 #: data/ai/micro_ais/scenarios/wolves.cfg:101 #: data/ai/micro_ais/scenarios/wolves.cfg:257 msgid "Well, that was that." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:338 msgid "" "Important: The animal Micro AIs in this " "scenario are written for a number of animal unit types that do not exist in " "Wesnoth mainline, such as bears, sheep and sheep dogs, or deer. In this test " "scenario, these units have been replaced by mainline units." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:341 msgid "" "This is a fun little scenario with a bunch of different animal AIs, mostly " "for watching only. The animal AIs behave as follows:\n" "\n" msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:349 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:98 #: data/ai/micro_ais/scenarios/protect_unit.cfg:137 #: data/ai/micro_ais/scenarios/wolves.cfg:196 msgid "Question for the Player" msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:353 msgid "" "It is possible to include a human-controlled Side 1, so that the action " "stops once every turn for looking around (or to mess with things in debug " "mode).\n" "\n" "Note that there is no end to this scenario. For demonstration purposes, any " "unit that is killed is replaced by another unit of the same type at the " "beginning of the next turn. In order to end the scenario, there's a right-" "click option - but that only works in human-controlled mode. In AI-only " "mode, you have to press 'Esc' or reload a previous savefile.\n" "\n" "Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:361 msgid "I'll just watch the animals." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:374 #: data/ai/micro_ais/scenarios/wolves.cfg:219 msgid "I want to have control of Side 1." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/animals.cfg:380 msgid "Watch the animals do their things" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/animals.cfg:382 #: data/ai/micro_ais/scenarios/goto.cfg:420 #: data/ai/micro_ais/scenarios/swarm.cfg:152 #: data/ai/micro_ais/scenarios/wolves.cfg:231 msgid "Use right-click option" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/animals.cfg:386 #: data/ai/micro_ais/scenarios/wolves.cfg:235 msgid "Death of Rutburt" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/animals.cfg:390 #: data/ai/micro_ais/scenarios/goto.cfg:428 #: data/ai/micro_ais/scenarios/swarm.cfg:160 #: data/ai/micro_ais/scenarios/wolves.cfg:239 msgid "Check out the right-click menu options for additional actions" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:408 msgid "" "Yowl!\n" "Translation: Those Ogres are mean! We better stay away from them and their " "young." msgstr "" #. [test]: id=bottleneck_defense #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5 msgid "Bottleneck Defense" msgstr "" #. [side]: type=Orcish Leader, id=Big Bad Orc #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38 msgid "Big Bad Orc" msgstr "" #. [event]: (id=Big Bad Orc) profile profile} #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:85 msgid "All right, chaps. Those orcs need to be stopped." msgstr "" #. [event]: (id=Big Bad Orc) profile profile} #. [event]: id=Kraa profile profile} #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87 #: data/ai/micro_ais/scenarios/guardians.cfg:511 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:135 msgid "They there! We them get!" msgstr "" #. [event]: (id=Big Bad Orc) profile profile} #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:90 msgid "" "We need to hold that pass for as long as we can. Let's put our strongest " "fighters on the front line and bring injured units to the back for healing. " "If we're careful enough, we might even win this battle. I'll join you as " "soon as I'm done recruiting and do my share of the fighting.\n" "\n" "Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be " "added and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:100 msgid "" "In this scenario, the AI playing the humans in the east is instructed to " "form a defensive line at the pass and hold off the orcs for as long as " "possible. Do you want to play the orc side or let the default (RCA) AI do " "that?" msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:102 msgid "I'll watch the two AIs fight it out." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:105 msgid "I'll play the orcs." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:116 msgid "Take the pass" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:118 msgid "Defeat all humans" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:122 msgid "Death of Big Bad Orc" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126 msgid "Only one orc remains" msgstr "" #. [then] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:151 msgid "" "I may have fallen, but we will continue to defend the pass to the last man!" msgstr "" #. [event] #. [test]: id=dragon #: data/ai/micro_ais/scenarios/dragon.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54 msgid "Dragon" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/dragon.cfg:21 msgid "team_name^Rowck" msgstr "" #. [side]: type=Dread Bat, id=Dreadful Bat #: data/ai/micro_ais/scenarios/dragon.cfg:33 msgid "Dreadful Bat" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:51 msgid "Rowck's Home" msgstr "" #. [unit]: id=Rowck, type=Fire Dragon #: data/ai/micro_ais/scenarios/dragon.cfg:55 msgid "Rowck" msgstr "" #. [event]: (id=Dreadful Bat) profile profile} #: data/ai/micro_ais/scenarios/dragon.cfg:81 msgid "Be careful to stay out of the way of that dragon. He's a mean one." msgstr "" #. [event]: (id=Dreadful Bat) profile profile} #: data/ai/micro_ais/scenarios/dragon.cfg:84 msgid "" "Hi there. I am Rowck and here is what I do:\n" "When hungry, I move around part of the map in a random wander until I get " "into range of an enemy. If enemies are within range, I attack and devour the " "weakest of them. After that, I retreat to my rest location, where I stay for " "a certain number of turns or until fully healed.\n" "A few details (features, not bugs, but can be changed if desired):\n" "- If my way home is blocked on the return, the normal RCA AI takes over my " "behavior.\n" "- I will, however, attack any enemy occupying my rest hex, if I can get " "there.\n" "- A kill only makes me go home when I am the attacker, not as defender.\n" "- Occasionally I will not move at all while wandering (a dragon has to rest " "sometimes!)\n" "\n" "Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/dragon.cfg:96 msgid "Move the bats around to explore how Rowck reacts" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:98 msgid "Defeat Rowck" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:102 msgid "Move the lead bat to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/dragon.cfg:106 msgid "Death of the bat leader" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:139 msgid "I'm out of here." msgstr "" #. [event] #. [test]: id=goto #: data/ai/micro_ais/scenarios/goto.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:84 msgid "Goto" msgstr "" #. [side]: id=Vaddan, type=Outlaw #: data/ai/micro_ais/scenarios/goto.cfg:27 msgid "Vaddan" msgstr "" #. [side]: type=Poacher, id=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:60 msgid "Woodsmen" msgstr "" #. [side]: type=Saurian Flanker, id=leader4 #: data/ai/micro_ais/scenarios/goto.cfg:76 msgid "Saurians" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:125 msgid "team_name^Animals" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:138 msgid "team_name^Ghosts" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:185 msgid "General Minry" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:186 msgid "Lieutenant Gadoc" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:187 msgid "Lieutenant Senvan" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:188 msgid "Sergeant Aethubry" msgstr "" #. [set_menu_item]: id=m01_new_footpad #: data/ai/micro_ais/scenarios/goto.cfg:338 msgid "Place Side 1 Footpad" msgstr "" #. [set_menu_item]: id=m02_kill_unit #. [set_menu_item]: id=m05_kill_unit #: data/ai/micro_ais/scenarios/goto.cfg:349 #: data/ai/micro_ais/scenarios/swarm.cfg:113 #: data/ai/micro_ais/scenarios/wolves.cfg:153 msgid "Kill Unit under Cursor" msgstr "" #. [set_menu_item]: id=m03_null_control #: data/ai/micro_ais/scenarios/goto.cfg:362 msgid "Turn off human control of Side 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:409 msgid "" "This scenario demonstrates a variety of different uses of the Goto Micro AI. " "All AI sides are controlled by this MAI in one way or another (except for " "the saurians, which are run by the Lurkers Micro AI). Messages will be " "displayed throughout the scenario to point out what the units are doing.\n" "\n" "The player controls Side 1. There are right-click context menu options for " "adding Side 1 units to the map and for taking them off again. This is useful " "mostly for testing how the Side 3 guardians react.\n" "\n" "Note: The Goto AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/goto.cfg:418 msgid "Watch the AI units do their things" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/goto.cfg:424 msgid "Death of Vaddan" msgstr "" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:439 msgid "The bridge is out. What do we do now?" msgstr "" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:443 msgid "Looks like we need to take the long way around to get to General Minry." msgstr "" #. [message]: speaker=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:452 msgid "" "Chaps, ignore everybody except for that swindler Vaddan and his men. Stay in " "place until any of his units gets within 8 hexes of you.\n" "\n" "Note: This is a demonstration of how the Goto Micro AI can be used to code " "guardian units, although one of the dedicated Guardian Micro AIs will often " "be better suited for that purpose." msgstr "" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:463 msgid "" "Us four bats switch between running off to the corners of the map (each one " "to a different corner), and getting back in a group right here. Either " "behavior is set up with a single [micro_ai] tag, one with " "'unique_goals=yes', the other without." msgstr "" #. [event]: id=ghost1} #: data/ai/micro_ais/scenarios/goto.cfg:471 msgid "Aaiiieeeeeee !!!" msgstr "" #. [event]: id=ghost1} #: data/ai/micro_ais/scenarios/goto.cfg:472 msgid "O no, a ghost!" msgstr "" #. [event]: id=ghost1} #: data/ai/micro_ais/scenarios/goto.cfg:473 msgid "" "Don't worry, those are really shy ghosts. Nobody knows why, but they always " "appear in the north this time of year and move through to the south. Also, " "very unusually for ghosts, they seem to be scared of everybody and avoid " "other units as much as possible -- except for the bats and saurians, with " "which they seem to get along just fine for some reason. So as long as we " "don't corner them, they'll leave us alone." msgstr "" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:529 msgid "" "I'll take the route straight through the mountains. It's much shorter than " "following the trail all the way around in the south." msgstr "" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:533 msgid "" "You're crazy. It might be shorter as the crow flies, but it will take you " "forever to get through those mountains.\n" "\n" "Note: The messengers are controlled by Goto Micro AI definitions that differ " "by a single line, 'use_straight_line=yes/no'." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:567 msgid "I told you so!" msgstr "" #. [message]: speaker=leader5 #: data/ai/micro_ais/scenarios/goto.cfg:577 msgid "" "Men, head down to the River Fort and get your orders from Sergeant Aethubry. " "I want each and every one of you to report to him before going east to fight " "those saurians." msgstr "" #. [message]: speaker=leader6 #: data/ai/micro_ais/scenarios/goto.cfg:586 msgid "" "Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward " "the River Fort as well, but it's good enough for one of you to report to " "Sergeant Aethubry. Once that has happened, the rest of you can head into " "battle directly." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:604 msgid "" "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting " "for duty, sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:620 msgid "Ready to fight those saurians, soldier?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:624 msgid "Yes, sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:632 msgid "" "Very good, $unit.language_name. Now go help your comrade get rid of that " "saurian infestation in the swamps." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:640 msgid "Maybe if I ignore them, they'll just go away?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:659 msgid "Lieutenant Senvan's men reporting for duty, sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:663 msgid "" "Ah, Lieutenant Senvan... Is every single one of you going to bother me " "individually as well?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:667 msgid "" "No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have " "reported to you." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:671 msgid "" "Well, that's a relief. Somebody knows how to use his ... I mean, very well, " "off you go then.\n" "\n" msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:673 msgid "" "I wouldn't say anything negative about one of my superior officers now, " "would I?" msgstr "" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:711 msgid "We've all made it to the corners, let's get back together again." msgstr "" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:751 msgid "We're back together, let's head out to the corners again." msgstr "" #. [event] #. [test]: id=guardians #: data/ai/micro_ais/scenarios/guardians.cfg:17 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:57 msgid "Guardians" msgstr "" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:31 #: data/ai/micro_ais/scenarios/swarm.cfg:19 msgid "Kraa" msgstr "" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:37 #: data/ai/micro_ais/scenarios/swarm.cfg:27 msgid "Gryphons" msgstr "" #. [side]: type=Orcish Leader, id=Another Bad Orc #: data/ai/micro_ais/scenarios/guardians.cfg:49 msgid "Another Bad Orc" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=guardian1 #: data/ai/micro_ais/scenarios/guardians.cfg:96 msgid "Guardian 1" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=guardian2 #: data/ai/micro_ais/scenarios/guardians.cfg:107 msgid "Guardian 2" msgstr "" #. [unit]: type=Giant Rat, id=coward1 #: data/ai/micro_ais/scenarios/guardians.cfg:120 msgid "Coward 1" msgstr "" #. [unit]: type=Giant Rat, id=coward2 #: data/ai/micro_ais/scenarios/guardians.cfg:142 msgid "Coward 2" msgstr "" #. [unit]: type=Giant Rat, id=coward3 #: data/ai/micro_ais/scenarios/guardians.cfg:166 msgid "Coward 3" msgstr "" #. [unit]: type=Giant Rat, id=coward4 #: data/ai/micro_ais/scenarios/guardians.cfg:191 msgid "Coward 4" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:211 msgid "Move gryphons here to see different coward reactions" msgstr "" #. [unit]: type=Troll, id=return1 #: data/ai/micro_ais/scenarios/guardians.cfg:220 msgid "Return Guardian 1" msgstr "" #. [unit]: type=Troll Whelp, id=return2 #: data/ai/micro_ais/scenarios/guardians.cfg:239 msgid "Return Guardian 2" msgstr "" #. [unit]: type=Troll Whelp, id=home1 #: data/ai/micro_ais/scenarios/guardians.cfg:259 msgid "Home Guard 1" msgstr "" #. [unit]: type=Troll, id=home 2 #: data/ai/micro_ais/scenarios/guardians.cfg:271 msgid "Home Guard 2" msgstr "" #. [unit]: type=Skeleton Archer, id=stationed1 #: data/ai/micro_ais/scenarios/guardians.cfg:284 msgid "Stationed Guardian 1" msgstr "" #. [unit]: type=Skeleton, id=stationed2 #: data/ai/micro_ais/scenarios/guardians.cfg:306 msgid "Stationed Guardian 2" msgstr "" #. [unit]: type=Troll, id=zone1 #: data/ai/micro_ais/scenarios/guardians.cfg:329 msgid "Gate Keeper" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=zone2 #: data/ai/micro_ais/scenarios/guardians.cfg:354 msgid "Home Keeper" msgstr "" #. [unit]: type=Naga Fighter, id=zone3 #: data/ai/micro_ais/scenarios/guardians.cfg:383 msgid "Water Guardian" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:402 msgid "Guarded Location" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:403 msgid "Station 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:404 msgid "Station 2" msgstr "" #. [command] #. [set_menu_item]: id=m01_guardian #: data/ai/micro_ais/scenarios/guardians.cfg:422 #: data/ai/micro_ais/scenarios/guardians.cfg:428 msgid "Standard WML Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:428 msgid "" "This is the built-in WML guardian coded using 'ai_special=guardian'. These " "guardians attack if there is an enemy within their movement range, otherwise " "they do nothing (except maybe retreating to a village for healing)." msgstr "" #. [command] #. [set_menu_item]: id=m02_return #: data/ai/micro_ais/scenarios/guardians.cfg:433 #: data/ai/micro_ais/scenarios/guardians.cfg:439 msgid "Return Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:439 msgid "" "A 'return guardian' is a variation of the standard Wesnoth guardian. It has " "an assigned guard position (GP) to which it returns after attacks on " "approaching enemies:\n" "- If at GP with no enemy in reach, do nothing.\n" "- If at GP with enemy in reach, leave attack to default AI (note that this " "may include not attacking if the enemy is deemed too strong).\n" "- If not at GP, return there, no matter whether an enemy is in reach or " "not.\n" "- If enemies are blocking your way back, do your best to get there anyway.\n" "- If you end up next to an enemy on the way back, attack after the move." msgstr "" #. [command] #. [set_menu_item]: id=m03_home #: data/ai/micro_ais/scenarios/guardians.cfg:449 #: data/ai/micro_ais/scenarios/guardians.cfg:455 msgid "Home Guard" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:455 msgid "" "A 'home guard' is a variant on the 'guardian' AI special. With this variant, " "the unit has an assigned 'home' location, and will return there if not " "involved in combat and if not going to a village, whether for healing or to " "capture it this turn. (By contrast, the standard guardian AI will cause the " "unit to stay where it last attacked.) This differs from 'return guardian' in " "that a home guard will press the attack, possibly getting drawn quite far " "from 'home', rather than returning after each attack. (It can also be lured " "away by a string of closely-placed villages, but that is something a map " "builder can control.)\n" "This also demonstrates how to combine candidate actions from Formula AI and " "Lua AI in one side. The home guard is written in Formula AI, while the " "return and stationed guardians and the cowards are written in Lua AI. In " "addition the non-guardian units of the side follow the default AI behavior." msgstr "" #. [command] #. [set_menu_item]: id=m04_stationed #: data/ai/micro_ais/scenarios/guardians.cfg:461 #: data/ai/micro_ais/scenarios/guardians.cfg:467 msgid "Stationed Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:467 msgid "" "A 'stationed guardian' is another variation of the standard Wesnoth guardian " "with a somewhat more complex behavior than that of the 'return guardian'. " "Two positions are defined for it, a 'station' and a 'guarded location', as " "well as a 'distance'. The behavior is as follows:\n" "- If no enemy is within 'distance' of the guard's current position, do " "nothing.\n" "- Otherwise: If an enemy is within 'distance' of the guard, but not also " "within the same distance of the guarded location and the station (all of " "this simultaneously), move the guard in the direction of the station.\n" "- Otherwise:\n" " - Pick the enemy unit that is closest to the guarded location.\n" " - If we can reach it, pick the adjacent hex with the highest defense " "rating and attack from there.\n" " - If not in reach, move toward this unit." msgstr "" #. [command] #. [set_menu_item]: id=m05_coward #: data/ai/micro_ais/scenarios/guardians.cfg:478 #: data/ai/micro_ais/scenarios/guardians.cfg:484 msgid "Coward" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:484 msgid "" "Cowards are units that, like guardians, sit around doing nothing until an " "enemy comes into range. Unlike guardians, however, they run away once " "enemies approach. Applications might be wild animals, unarmed civilians " "getting in the way of a battle, etc. The coward macro can be called with two " "optional locations, 'seek' and 'avoid':\n" "- If neither is given, the coward retreats to the position farthest away " "from the approaching enemies.\n" "- If 'seek' is given, it preferentially goes toward that location (but " "getting away from enemies takes priority).\n" "- If 'avoid' is given, it in addition tries to avoid that location (with " "both maximizing distance from enemies and going toward 'seek' taking " "priority).\n" "- Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), " "in which case not a single hex, but a line of hexes is sought or avoided." msgstr "" #. [command] #. [set_menu_item]: id=m06_zone #: data/ai/micro_ais/scenarios/guardians.cfg:493 #: data/ai/micro_ais/scenarios/guardians.cfg:499 msgid "Zone Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:499 msgid "" "A zone guardian is a unit that, as the name says, guards a zone. It moves " "randomly inside this zone until an enemy enters it (or a separately defined " "enemy zone, see below). Applications might be the defense of a castle or a " "nesting area. The zone macro can be called with an optional enemy zone:\n" "- If not specified, the zone guard attacks any enemy coming inside its guard " "zone.\n" "- Otherwise, it attacks any enemy entering the enemy zone and once there are " "no more enemies, it goes back to patrol in its basic zone." msgstr "" #. [event]: id=Kraa profile profile} #: data/ai/micro_ais/scenarios/guardians.cfg:510 msgid "Kraahhh!!!!" msgstr "" #. [event]: id=Kraa profile profile} #: data/ai/micro_ais/scenarios/guardians.cfg:513 msgid "" "Gryphons of the High Plains, look at all these enemies. They don't behave " "normally. Most of them don't move at all unless we get close. Let's check " "out how they react to us.\n" "\n" "Note to the player: the right-click context menu provides information about " "each of the units' behavior.\n" "\n" "Another note: Most of the Guardian AIs are coded as Micro AIs. A Micro AI " "can be added and adapted to the need of a scenario easily using only WML and " "the [micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/guardians.cfg:522 msgid "Move the Gryphons around to explore how the guardians react" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:524 #: data/ai/micro_ais/scenarios/patrols.cfg:235 msgid "Defeat all enemy units" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:528 msgid "Move Kraa to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/guardians.cfg:532 msgid "Death of Kraa" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/guardians.cfg:536 msgid "" "Check out the right-click menu options for information on each guardian type" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:591 msgid "" "Gryphons of the High Plains, it is time to return to said plains. Follow me." msgstr "" #. [test]: id=hang_out #: data/ai/micro_ais/scenarios/hang_out.cfg:5 msgid "Hang Out" msgstr "" #. [side]: id=Bad Outlaw, type=Outlaw #: data/ai/micro_ais/scenarios/hang_out.cfg:23 msgid "team_name^Bad Outlaw" msgstr "" #. [side]: id=Good Bandit, type=Bandit #: data/ai/micro_ais/scenarios/hang_out.cfg:39 msgid "team_name^Good Bandit" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:61 msgid "Outlaw moves here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:116 msgid "" "That outlaw over there is going to run for the keep in the southeast. He's " "only going to recruit for three rounds before he'll start moving and he and " "his footpads are much faster than we are. Let's make haste or we'll never " "catch him.\n" "\n" "Note: This scenario uses a combination of two Micro AIs, the Hang Out Micro " "AI which makes the Side 2 units remain around the keep for two turns (while " "moving off castle tiles to allow for recruiting) and the Messenger Escort AI " "which takes over after that. A Micro AI can be added and adapted to the " "need of a scenario easily using only WML and the [micro_ai] tag. Check out " "the Micro AI wiki page at http://wiki.wesnoth." "org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/hang_out.cfg:122 msgid "" "Get into the outlaw's way before he can make it to the south-eastern keep" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/hang_out.cfg:124 msgid "Death of Bad Outlaw" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:128 msgid "Death of Good Bandit" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:132 msgid "Bad Outlaw makes it to the signpost" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:144 msgid "We got him! Now whatever it is we are fighting for is safe." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:168 msgid "" "I made it! Now we can keep fighting for whatever it is that we are fighting " "for." msgstr "" #. [test]: id=healer_support #: data/ai/micro_ais/scenarios/healer_support.cfg:5 msgid "Healer Support" msgstr "" #. [side]: id=Rebels1, type=Elvish Ranger #: data/ai/micro_ais/scenarios/healer_support.cfg:21 msgid "Rebels 1" msgstr "" #. [side]: id=Rebels2, type=Elvish Marksman #: data/ai/micro_ais/scenarios/healer_support.cfg:35 msgid "Rebels 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/healer_support.cfg:79 msgid "" "In this scenario, we demonstrate the use of the Healer Support Micro AI. " "This AI configures the healers of a side to stay behind the battle lines and " "heal injured and/or threatened units rather than participate in the attacks " "under all circumstances. It includes several configurable options (which are " "set differently for the two sides in this scenario) that determine how " "aggressive/careful the healers are, whether they also attack, how much risk " "they are willing to take, etc.\n" "\n" "For clarity, each healer announces her upcoming support move. If you don't " "want to see that each time, just hit 'esc' when it happens the first time.\n" "\n" "Note: The Healer Support AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/healer_support.cfg:95 msgid "Argh! They got us..." msgstr "" #. [test]: id=lurkers #: data/ai/micro_ais/scenarios/lurkers.cfg:172 msgid "Lurkers of the Swamp" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:186 msgid "Pekzs" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:192 msgid "team_name^Pekzs" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:208 msgid "Micro AI Lurkers (saurians, stationary)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:224 msgid "Micro AI Lurkers (saurians, wanderers)" msgstr "" #. [side]: type=Naga Warrior #: data/ai/micro_ais/scenarios/lurkers.cfg:240 msgid "Micro AI Lurkers (nagas)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:256 msgid "WML Lurkers (saurians)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:272 msgid "Formula AI Lurkers (saurians)" msgstr "" #. [set_menu_item]: id=m01_menu_lurker2 #: data/ai/micro_ais/scenarios/lurkers.cfg:371 msgid "Place a Side 2 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker3 #: data/ai/micro_ais/scenarios/lurkers.cfg:383 msgid "Place a Side 3 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker4 #: data/ai/micro_ais/scenarios/lurkers.cfg:395 msgid "Place a Side 4 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker5 #: data/ai/micro_ais/scenarios/lurkers.cfg:407 msgid "Place a Side 5 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker6 #: data/ai/micro_ais/scenarios/lurkers.cfg:419 msgid "Place a Side 6 lurker" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:434 msgid "" "In this scenario we demonstrate the Lurker Micro AI. A lurker is a unit that " "is capable of moving across most terrains, but that only stops on and " "attacks from specific terrain. It might also have the ability to hide on " "this terrain (which is the reason why this is called the Lurker AI).\n" "\n" "Lurkers move individually without any strategy and always attack the weakest " "enemy within their reach. If no enemy is in reach, the lurker does a random " "move instead - or it just sits and waits (lurks)." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:439 msgid "" "Three different lurker behaviors are set up here using the [micro_ai] tag " "with different parameters:\n" "\n" "Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, " "they do not move.\n" "\n" "Side 3 (green): saurians attacking only from swamp. If no enemy is in range, " "they wander randomly (on swamp only).\n" "\n" "Side 4 (purple): nagas wandering only on water terrain, but attacking from " "both water and swamp.\n" "\n" "We also added two other sides, which demonstrate lurker behavior coded in " "WML (Side 5, gray) and Formula AI (Side 6, brown)." msgstr "" #. [event] #. [event]: id=Konrad profile profile} #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/lurkers.cfg:449 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139 #: data/ai/micro_ais/scenarios/patrols.cfg:219 msgid "Notes" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:449 msgid "" "You can use the right-click context menu to add additional lurkers.\n" "\n" "Any unit not adjacent to swamp (and water, for the nagas) is safe from the " "lurkers, thus it is easy to keep Pekzs from being attacked.\n" "\n" "The Lua Lurker AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/lurkers.cfg:458 msgid "Watch the lurkers move around and fight them if you want" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:460 msgid "Defeat all lurkers" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:464 msgid "Move Pekzs to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/lurkers.cfg:468 msgid "Death of Pekzs" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/lurkers.cfg:472 msgid "Right-click on unoccupied swamp hexes to add more lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:517 msgid "" "Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again " "ssometime." msgstr "" #. [test]: id=messenger_escort #: data/ai/micro_ais/scenarios/messenger_escort.cfg:5 msgid "Messenger Escort" msgstr "" #. [side]: id=Vanak, type=Orcish Ruler #: data/ai/micro_ais/scenarios/messenger_escort.cfg:18 msgid "Vanak" msgstr "" #. [event] #. [side] #. [unit]: type=Dragoon, id=messenger #: data/ai/micro_ais/scenarios/messenger_escort.cfg:37 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:71 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72 msgid "Messenger" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:121 msgid "Messanger Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:123 msgid "Messenger Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:125 msgid "Messenger Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:128 msgid "AI moves Messenger here" msgstr "" #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/messenger_escort.cfg:137 msgid "" "Men, I need to get to that signpost in the north, to get the message to our " "leader. Let's head up there as quickly as we can." msgstr "" #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139 msgid "" "The Messenger Escort AI will try to move the dragoon messenger to the " "signpost in the north, while protecting him as well as possible with the " "other units. Vanak's orcs need to stop him.\n" "\n" "Note that the messenger route is set up through a series of waypoints here " "simply to demonstrate how to use waypoints. On this map, using only a single " "waypoint at the end of the route would work just as well (or probably even " "better).\n" "\n" "Also note that the messenger does not have to get exactly to each signpost " "(except for the last one), getting close is good enough.\n" "\n" "The Messenger Escort AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/messenger_escort.cfg:151 msgid "Defeat the messenger" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:155 msgid "Messenger gets to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:159 msgid "Death of Vanak" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:173 msgid "I made it! Now our people will be safe." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:185 msgid "Nooo! All is lost. We will never stop the orcs now!" msgstr "" #. [event] #. [test]: id=patrols #: data/ai/micro_ais/scenarios/patrols.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75 msgid "Patrols" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:19 msgid "Gertburt" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:27 msgid "Bandits" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:41 msgid "team_name^Konrad" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:56 msgid "team_name^Urudin" msgstr "" #. [unit]: type=Orcish Slayer, id=Urudin #: data/ai/micro_ais/scenarios/patrols.cfg:116 msgid "Urudin" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:182 msgid "Konrad Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:184 msgid "Konrad Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:186 msgid "Konrad Final Waypoint" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:189 msgid "Patrol Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:191 msgid "Patrol Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:193 msgid "Patrol Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:195 msgid "Patrol Waypoint 4" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:198 msgid "Urudin retreats here" msgstr "" #. [event]: id=Konrad profile profile} #: data/ai/micro_ais/scenarios/patrols.cfg:206 msgid "" "Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to " "you in this scenario.\n" "\n" "I am heading for the keep east of the central mountain via a couple " "waypoints in the south. I will stay there once I get there. By contrast, " "those two fellas in the center are perpetually circling the mountain, one of " "them always in the same direction, the other changing directions after every " "lap.\n" "\n" "All of this is implemented by use of the Patrol [micro_ai] tag." msgstr "" #. [event]: id=Konrad profile profile} #: data/ai/micro_ais/scenarios/patrols.cfg:213 msgid "" "By contrast, I am a zone guardian patrolling, in a way, the southernmost " "part of the map. This AI is implemented via the Guardian [micro_ai] tag. " "It is here mostly to demonstrate how to set up different Micro AIs for the " "same side. For more details on different types of guardian AIs, there is a " "separate test scenario specializing on those." msgstr "" #. [event]: id=Konrad profile profile} #: data/ai/micro_ais/scenarios/patrols.cfg:214 msgid "" "And I am Urudin. I will attack my enemies for a few turns, but will retreat " "toward the right edge of the map if my hitpoints are below half of maximum " "or by Turn 5, whatever happens first.\n" "\n" "This is an AI separate from the Patrols of Side 2." msgstr "" #. [event]: id=Konrad profile profile} #: data/ai/micro_ais/scenarios/patrols.cfg:219 msgid "" "You, as the player, are in charge of Gertburt's bandits in this scenario. " "You can either simply watch the patrols move around, or you can move units " "into their way. The three patrol units are instructed to behave differently " "when facing enemy units:\n" "\n" "Konrad only attacks Gertburt, or any enemy unit that blocks his final " "waypoint.\n" "\n" "The Swordsman never attacks at all.\n" "\n" "The Longbowman attacks any enemy unit he ends up next to at the end of his " "move.\n" "\n" "They all have in common, however, that getting to their next waypoint takes " "priority over attacking. They will thus prefer to move around enemies rather " "than straight for them. Also, if a waypoint is occupied by a unit they are " "not instructed to attack, they will (eventually) abandon that waypoint once " "they get close enough and move on to the next one.\n" "\n" "The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro " "AI can be added and adapted to the need of a scenario easily using only WML " "and the [micro_ai] tag. Check out the Micro AI wiki " "page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/patrols.cfg:233 msgid "Watch the patrols, attack them etc." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/patrols.cfg:239 msgid "Move Gertburt to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/patrols.cfg:243 msgid "Death of Gertburt" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:258 msgid "" "Well, that was fun! I'll just hang out here now and watch those two guys " "walk and walk and ..." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:299 msgid "Let's go home, chaps." msgstr "" #. [event] #. [test]: id=protect_unit #: data/ai/micro_ais/scenarios/protect_unit.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63 msgid "Protect Unit" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:18 #: data/ai/micro_ais/scenarios/recruiting.cfg:17 msgid "Langzhar" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:24 #: data/ai/micro_ais/scenarios/recruiting.cfg:23 msgid "team_name^Langzhar" msgstr "" #. [side]: id=Koorzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:34 #: data/ai/micro_ais/scenarios/recruiting.cfg:32 msgid "Koorzhar" msgstr "" #. [side]: id=Koorzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:41 #: data/ai/micro_ais/scenarios/recruiting.cfg:38 msgid "team_name^Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:122 msgid "Move Rossauba here" msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect_unit.cfg:129 msgid "There's that traitor wizard. Let's get him." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect_unit.cfg:131 msgid "" "Men, you know the deal. We must protect Rossauba under all circumstances. " "Even my survival is not as important." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect_unit.cfg:132 msgid "That's very kind of you, but ..." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect_unit.cfg:133 msgid "" "No buts! You stay behind the lines and do not engage in battle unless there " "is no risk to your life, is that understood? And get to that signpost in " "the northwest if it is safe." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/protect_unit.cfg:140 msgid "" "In this scenario, the AI playing the humans in the east (Langzhar) is " "instructed to protect the wizard Rossauba, while moving him safely to the " "signpost. On the other side, Koorzhar's units (in the west) will primarily " "attack Rossauba, even if a better target is available. Do you want to play " "either of the sides or let the AIs battle it out among themselves?\n" "\n" "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/protect_unit.cfg:145 msgid "I'll watch the two AIs fight it out" msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/protect_unit.cfg:148 msgid "" "I'll play Langzhar's side (to see how Koorzhar's units " "target Rossauba)" msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/protect_unit.cfg:157 msgid "" "I'll play Koorzhar's side (to see how Langzhar's units " "protect Rossauba)" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:169 msgid "Protect Rossauba while moving him to the signpost" msgstr "" #. [objective]: condition=lose #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect_unit.cfg:171 #: data/ai/micro_ais/scenarios/protect_unit.cfg:191 msgid "Rossauba makes it to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:175 msgid "Death of Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:179 msgid "Death of Langzhar" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:185 msgid "Get rid of that traitor wizard Rossauba" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect_unit.cfg:187 msgid "Defeat Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:195 msgid "Death of Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:218 msgid "I held out for as long as I could." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:232 msgid "I made it" msgstr "" #. [event] #. [test]: id=recruiting #: data/ai/micro_ais/scenarios/recruiting.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:78 msgid "Recruiting" msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/recruiting.cfg:81 msgid "" "This is a very simple scenario that can be used to test out different " "recruiting patterns." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/recruiting.cfg:84 msgid "" "Just watch the recruiting of both sides and see if it is what you would " "expect. The recruitment lists cover level 0 to level 2 units, in order to " "make differences more obvious." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/recruiting.cfg:86 msgid "" "If you have not changed anything in the scenario code, Side 1 uses the " "Random Recruitment Micro AI, with swordsmen and peasants having been given " "higher probability than the other units. This is not meant as a good " "recruitment pattern, it simply serves as a demonstration how to use the AI.\n" "\n" "Side 2 uses the Rush Recruitment Micro AI (which is also used in the " "Experimental AI).\n" "\n" "A Micro AI can be added and adapted to the need of a scenario easily using " "only WML and the [micro_ai] tag. Check out the Micro " "AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more " "information." msgstr "" #. [test]: id=micro_ai_test #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:5 msgid "Micro AI Tests" msgstr "" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:19 msgid "Grnk the Frail" msgstr "" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:27 msgid "team_name^Grnk" msgstr "" #. [event] #. [test]: id=swarm #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:51 #: data/ai/micro_ais/scenarios/swarm.cfg:5 msgid "Swarm" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:60 msgid "Lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:66 msgid "HttT: The Elves Besieged" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:69 msgid "Bottleneck" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:81 msgid "Healers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:87 msgid "Hang Out and Messenger" msgstr "" #. [event] #. [test]: id=simple_attack #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:90 #: data/ai/micro_ais/scenarios/simple_attack.cfg:5 msgid "Simple Attack" msgstr "" #. [set_menu_item]: id=m01_menu_bottleneck_defense #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:97 msgid "Bottleneck Defense Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:106 msgid "Bottleneck Defense Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:106 msgid "" "In the Bottleneck Defense Micro AI scenario, a small group of human soldiers " "is instructed to hold a pass against a large horde of orcs. You can either " "watch them fight it out against the standard RCA AI or take over the orc " "side." msgstr "" #. [command] #. [set_menu_item]: id=m02_swamp_lurkers #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:112 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:121 msgid "Swamp Lurker Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:121 msgid "" "Swamp lurkers are dumb, impulse-driven creatures which can move across most " "terrain, but only stop on swamp. They move individually without any strategy " "and always attack the weakest enemy within their reach. If no enemy is in " "reach, the lurker does a random move instead." msgstr "" #. [command] #. [set_menu_item]: id=m03_guardians #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:127 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:136 msgid "Guardian Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:136 msgid "" "In 'Guardians', several variations of the standard Wesnoth guardian are " "shown, including a \"coward\" unit that runs away from any approaching unit " "(an \"inverse guardian\", in a way)." msgstr "" #. [command] #. [set_menu_item]: id=m04_patrol #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:142 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:151 msgid "Patrol Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:151 msgid "'Patrols' contains AI modifications for units following patrol routes." msgstr "" #. [command] #. [set_menu_item]: id=m05_recruiting #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:157 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:166 msgid "Recruiting Tests Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:166 msgid "" "A simple scenario set up for the sole purpose of testing different " "recruiting patterns." msgstr "" #. [set_menu_item]: id=m06_protect #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:172 msgid "Protect Unit Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:181 msgid "Protect Unit Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:181 msgid "" "This scenario demonstrates one side protecting a wizard while moving him to " "a goal location. At the same time, the other side is modified to do priority " "attacks on the wizard, even if a better target (by the default AI criteria) " "is available. You can watch the two AIs fight it out, or take control of " "either side to explore how the opposing AI behaves." msgstr "" #. [command] #. [set_menu_item]: id=m06a_protect #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:188 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:197 msgid "HttT: The Elves Besieged Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:197 msgid "" "This is a reenactment of scenario \"The Elves Besieged\" of the mainline " "campaign \"Heir to the Throne\", just that the AI is playing Konrad's side " "here. The same algorithm as for scenario \"Protect Unit\" is used." msgstr "" #. [command] #. [set_menu_item]: id=m07_messenger #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:203 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:212 msgid "Messenger Escort Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:212 msgid "" "'Messenger Escort' has the AI actively protect a messenger while he makes " "his way to the edge of the map. The escort will also try to open the path " "for the messenger if there are enemies in the way." msgstr "" #. [command] #. [set_menu_item]: id=m08_animals #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:218 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:227 msgid "Animals Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:227 msgid "" "This scenario demonstrates a number of different animals following " "customized AI behavior, including wolves hunting deer in packs; dogs herding " "sheep; bears, spiders, yetis, boar and rabbits wandering and hunting/" "avoiding each other." msgstr "" #. [command] #. [set_menu_item]: id=m09_wolves #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:233 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:242 msgid "Wolves Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:242 msgid "" "Another demonstration of wolves wandering and attacking in packs, with a " "different behavior from that in 'Animals'." msgstr "" #. [command] #. [set_menu_item]: id=m10_swarm #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:248 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:257 msgid "Swarm Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:257 msgid "This scenario features bats moving around semi-randomly in a swarm." msgstr "" #. [command] #. [set_menu_item]: id=m11_dragon #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:263 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:272 msgid "Dragon Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:272 msgid "" "This scenario features a fire dragon displaying a hunt-and-rest behavior." msgstr "" #. [set_menu_item]: id=m12_healer_support #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:278 msgid "Healer support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:287 msgid "Healer Support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:287 msgid "" "This scenario contains a simple demonstration of setting up the Healer " "Support Micro AI, which uses the healers of a side to back up injured or " "threatened units rather than having them participate in combat under all " "circumstances." msgstr "" #. [command] #. [set_menu_item]: id=m13_goto #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:293 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:302 msgid "Goto Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:302 msgid "" "This scenario contains several example usages of the Goto Micro AI, which is " "a highly configurable method of sending a unit (or units) to a location or " "set of locations. The units to be moved are defined using a Standard Unit " "Filter, while the goto locations are given in a Standard Location Filter." msgstr "" #. [set_menu_item]: id=m14_hangout #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:308 msgid "Hang Out Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:317 msgid "Combined Hang Out and Messenger Escort Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:317 msgid "" "This scenario is a demonstration of the Hang Out Micro AI which keeps units " "around a (customizable) location until a (customizable) condition is met. " "After that the units are released to follow other AI behavior. The scenario " "also shows how to combine two Micro AIs on the same side by having the " "Messenger Escort Micro AI take over at that point." msgstr "" #. [command] #. [set_menu_item]: id=m14_simple_attack #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:323 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:332 msgid "Simple Attack Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:332 msgid "" "This scenario demonstrates how certain attacks can be executed with higher " "priority than the standard Wesnoth attacks and how the AI can be forced to " "do attacks that it would otherwise avoid." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:342 msgid "" "Move me to any of the signposts to go to a Micro AI demonstration.\n" "\n" "Information about each demonstration can be accessed by right-clicking on " "the respective signpost." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:348 msgid "Move Grnk to one of the signposts" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:352 msgid "Right-click on a signpost to get information about the scenario" msgstr "" #. [side]: id=Grospur, type=General #: data/ai/micro_ais/scenarios/simple_attack.cfg:18 msgid "Grospur" msgstr "" #. [side]: type=Ancient Lich, id=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:33 msgid "Uralt" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:123 msgid "General Grospur, what do we do? These undead will surely wipe us out." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:124 msgid "" "Don't be such a chicken, Sergeant! I have placed units with lots of " "experience around the perimeter. The undead will not dare to attack them. " "And those few that sneak through... we can easily dispose of them once they " "make it inside.\n" "\n" "In other words, the Wesnoth AI does generally not attack units one XP " "from leveling if there is no chance of killing the unit with a single " "attack. However, some of the attacks by the undead are handled by the Simple " "Attack Micro AI in this scenario. General Grospur might be in for a surprise." "" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/simple_attack.cfg:129 msgid "Watch the undead take care of business" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/simple_attack.cfg:131 msgid "Don't even try. You can't reach the Lich." msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/simple_attack.cfg:135 msgid "Death of the last of Grospur's units" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/simple_attack.cfg:139 msgid "When your leader dies, side leadership passes on to another unit" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:164 msgid "" "What the ... ?!? They are not supposed to attack me. That just doesn't " "happen in Wesnoth!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:165 msgid "" "Hahahahaha !! I have given special instruction to my Soulless to attack all " "you almost-advanced units first. Also watch how those same Soulless will " "throw themselves mercilessly at your pitiful soldiers after that, saving my " "more valuable skeleton minions for later. I have taken the term 'disposable " "units' to a whole new level. Watch in awe !!\n" "\n" "Translation: The undead side includes two instances of the Simple Attack " "Micro AI. The first makes the Soulless attack all units 1 XP from leveling " "up, such that they can be eliminated afterward. The second executes all " "remaining attacks possible by Soulless (and Walking Corpses), without regard " "for their own safety. Only after that does the default Wesnoth attack " "mechanism kick in to attack with the remaining units (skeletons)." msgstr "" #. [then] #: data/ai/micro_ais/scenarios/simple_attack.cfg:181 msgid "Rise, minions!" msgstr "" #. [else] #: data/ai/micro_ais/scenarios/simple_attack.cfg:224 msgid "And that's how the undead AI executes total annihilation ..." msgstr "" #. [side] #: data/ai/micro_ais/scenarios/swarm.cfg:41 msgid "Bats" msgstr "" #. [set_menu_item]: id=m02_new_gryphon #: data/ai/micro_ais/scenarios/swarm.cfg:91 msgid "Place Side 1 Gryphon" msgstr "" #. [set_menu_item]: id=m03_new_bat #: data/ai/micro_ais/scenarios/swarm.cfg:102 msgid "Place Side 2 Bat" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/swarm.cfg:137 msgid "" "This scenario features bats moving around in a swarm. Without adjacent " "enemies, they simply try to stay together and at a certain distance from " "enemies. However, if an enemy unit is close to any bat, the swarm scatters. " "This is particular fun to watch when one places an enemy unit in the middle " "of the swarm. After being scattered, the swarm members slowly rejoin, but " "not in a very organized way. Sub-swarms or individual bats might roam around " "for quite some time before they find their way back. It is also possible " "that individual bats (or small groups) split off from the larger swarm at " "times.\n" "\n" "The player controls a side of gryphons, each of which is given 99 moves so " "that the reaction of the swarm to enemies can be tested easily. There are " "also several right-click options, for example for adding bats or gryphons or " "for taking units off the map.\n" "\n" "Note: The Swarm AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/swarm.cfg:146 msgid "Watch the bats move around and fight them if you want" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/swarm.cfg:148 msgid "Defeat all bats" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/swarm.cfg:156 msgid "Death of all gryphons" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:42 msgid "team_name^Wolves" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:56 msgid "More Wolves" msgstr "" #. [set_menu_item]: id=m02_new_peasant #: data/ai/micro_ais/scenarios/wolves.cfg:120 msgid "Place Side 1 Peasant" msgstr "" #. [set_menu_item]: id=m03_new_wolf2 #: data/ai/micro_ais/scenarios/wolves.cfg:131 msgid "Place Side 2 Wolf" msgstr "" #. [set_menu_item]: id=m04_new_wolf3 #: data/ai/micro_ais/scenarios/wolves.cfg:142 msgid "Place Side 3 Wolf" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/wolves.cfg:188 msgid "" "This scenario features a different kind of wolf behavior from 'Animals'. " "First, there can be an arbitrary number of wolf packs and the pack size on " "each side is a free parameter (set to 3 for Side 2 and 4 for Side 3 in this " "scenario). At the beginning of the scenario, close wolves are grouped into " "packs in a semi-methodical way. Wolves of the same pack begin by joining " "each other on the map. After that, they stay together until only one wolf is " "left, which then tries to join up with an incomplete pack or with other " "single wolves. Individual wolves entering the map during the scenario behave " "in that way as well.\n" "\n" "Second, wolves do not actively hunt here. For the most part they just wander " "(often long distance). However, the pack ferociously (and without regard for " "its own health) attacks any enemy units that come into range, as long as " "that does not mean separating the pack by more than a few hexes. Staying " "together, or joining with a new wolf assigned to the pack, is the only thing " "that takes priority over satisfying the wolves' thirst for blood.\n" "\n" "To emphasize which wolf belongs to which pack, the pack number will be " "displayed below each wolf in this scenario once the AI takes control of a " "side the first time." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/wolves.cfg:199 msgid "" "It is possible to include a human-controlled Side 1, so that the action " "stops once every turn for looking around (or for messing with things in " "debug mode). In human-controlled mode, several options are available through " "the right-click menu, such as adding additional wolves to either side, " "taking wolves off the map, adding peasants to the human-controlled side or " "ending the scenario. This enables easy exploring of the wolf AI behavior " "under different circumstances.\n" "\n" "Note that the leader of the human-controlled side, Rutburt, can move 99 " "hexes per turn, so that it is always possible to keep him out of harm's " "way.\n" "\n" "Also note that the wolves AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/wolves.cfg:206 msgid "I'll just watch the two wolf sides." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/wolves.cfg:225 msgid "Watch the wolves move around and fight each other" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/wolves.cfg:227 msgid "No wolves left on one side" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0001-healing.cfg:17 msgid "This situation should test the ability of AI to heal efficiently..." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:17 msgid "This situation should test the ability of AI to spread poison around..." msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:112 msgid "Undead target test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:119 msgid "Target choose test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:126 msgid "Regeneration attack test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:133 msgid "Weapon test with low hp target" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0003-simple_combat.cfg:17 msgid "This situation should test the ability of AI to make an attack..." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0004-filtered_combat.cfg:17 msgid "" "This situation should test the ability of AI to obey own unit and enemy unit " "filters while making attacks. Only dwarves should attack. Dark Adepts are " "not to be attacked." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0005-recruitment_test.cfg:17 msgid "This situation should test the recruitment phase" msgstr "" #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:6 msgid "AI Arena - small" msgstr "" #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:7 msgid "Small ai arena" msgstr "" #. [set_menu_item]: id=repeat_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:64 msgid "Repeat last test" msgstr "" #. [set_menu_item]: id=select_another_ai #: data/ai/scenarios/scenario-AI_Arena_small.cfg:80 msgid "Select another ai" msgstr "" #. [set_menu_item]: id=select_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:90 msgid "Select another test" msgstr "" #. [side]: id=leader1, type=Lich #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:103 #: data/ai/scenarios/scenario-test_move_to_targets.cfg:31 msgid "AI Developer" msgstr "" #. [side]: id=leader1, type=Lich #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:109 #: data/ai/scenarios/scenario-test_move_to_targets.cfg:36 msgid "team_name^AI Developer" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:120 msgid "Challenger AI" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:125 msgid "North" msgstr "" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:132 msgid "Champion AI" msgstr "" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:137 msgid "South" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:176 msgid "Which AI do you wish to use, O Mighty AI Developer?" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:178 msgid "I am happy with the current AI of team 2, [$test_path_to_ai]" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:181 msgid "Akihara's ai will be awesome, won't it?" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:190 msgid "My AI is TESTING AI DEFAULT, implemented as ai_composite." msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:199 msgid "" "I am the king of FORMULA AI, and I will use its vast powers for world " "domination." msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:208 msgid "I've come with my own AI, and I am ready to test its strength" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:213 msgid "and where is it located (path follows the usual WML convention)" msgstr "" #. [text_input] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:215 msgid "AI Location:" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:222 msgid "I want to test formulaAI-based poisoning improvements" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:325 msgid "and so, the AI for team 2 was redeployed from file '$test_path_to_ai'" msgstr "" #. [test]: id=lua_ai #: data/ai/scenarios/scenario-lua-ai.cfg:5 msgid "Test scenario for Lua AI" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:44 #: data/ai/scenarios/scenario-no_engine.cfg:44 msgid "Patrol waypoint 1" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:49 #: data/ai/scenarios/scenario-no_engine.cfg:49 msgid "Patrol waypoint 2" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:54 #: data/ai/scenarios/scenario-no_engine.cfg:54 msgid "Formula priorities test" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:59 #: data/ai/scenarios/scenario-no_engine.cfg:59 msgid "first" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:64 #: data/ai/scenarios/scenario-no_engine.cfg:64 msgid "second" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:69 #: data/ai/scenarios/scenario-no_engine.cfg:69 msgid "third" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:74 #: data/ai/scenarios/scenario-no_engine.cfg:74 msgid "Location guarded (range = 3)" msgstr "" #. [unit]: type=Skeletal Dragon, id=Kiressh #: data/ai/scenarios/scenario-lua-ai.cfg:154 #: data/ai/scenarios/scenario-no_engine.cfg:154 msgid "Kiressh" msgstr "" #. [unit]: type=Orcish Archer #: data/ai/scenarios/scenario-lua-ai.cfg:160 #: data/ai/scenarios/scenario-no_engine.cfg:160 msgid "Bilbo" msgstr "" #. [unit]: type=Walking Corpse #: data/ai/scenarios/scenario-lua-ai.cfg:165 #: data/ai/scenarios/scenario-no_engine.cfg:165 msgid "Sirené" msgstr "" #. [unit]: type=Wolf Rider #: data/ai/scenarios/scenario-lua-ai.cfg:171 #: data/ai/scenarios/scenario-no_engine.cfg:171 msgid "Rark" msgstr "" #. [test]: id=lua_ai_no_engine #: data/ai/scenarios/scenario-no_engine.cfg:5 msgid "Test scenario for Lua AI with no Lua engine defined" msgstr "" #. [test]: id=move_to_targets #: data/ai/scenarios/scenario-test_move_to_targets.cfg:7 msgid "Move to targets" msgstr "" #. [test]: id=move_to_targets #: data/ai/scenarios/scenario-test_move_to_targets.cfg:8 msgid "Test ai move-to-targets logic" msgstr "" #. [side]: type=Orcish Slayer #: data/ai/scenarios/scenario-test_move_to_targets.cfg:46 msgid "AI under test" msgstr "" #. [side]: id=leader3, type=Mage of Light #: data/ai/scenarios/scenario-test_move_to_targets.cfg:60 msgid "Idle AI" msgstr "" #~ msgid "End scenario" #~ msgstr "Avsluta scenariot"