# #-#-#-#-# wesnoth-ai.cpp.pot (PACKAGE VERSION) #-#-#-#-# # English 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: \n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 12:00 UTC\n" "PO-Revision-Date: 2019-03-12 10:59+1100\n" "Last-Translator: Wedge009 \n" "Language-Team: \n" "Language: en_GB\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 2.2.1\n" #. [ai]: id=ai_default_rca #: data/ai/ais/ai_default_rca.cfg:9 msgid "Multiplayer_AI^Default AI (RCA)" msgstr "Default AI (RCA)" #. [ai]: id=experimental_ai #: data/ai/ais/ai_generic_rush.cfg:10 msgid "Multiplayer_AI^Experimental AI" msgstr "Experimental AI" #. [ai]: id=idle_ai #: data/ai/ais/idle_ai.cfg:4 msgid "Multiplayer_AI^Dev AI: Idle AI" msgstr "Dev AI: Idle AI" #. [ai]: id=ai_default_rca_alternate_recruiting #: data/ai/dev/ai_default_rca_alternate_recruiting.cfg:10 msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting" msgstr "Dev AI: Default AI (RCA) with Alternate Recruiting" #. [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:10 msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)" msgstr "Dev AI: Default + Experimental Recruitment (Formula AI)" #. [ai]: id=formula_ai_poisoning #: data/ai/dev/formula_ai_poisoning.cfg:9 msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)" msgstr "Dev AI: Default + Poisoning (Formula AI)" #: data/ai/lua/patrol.lua:4 msgid "Use the Patrols Micro AI instead of patrol.lua." msgstr "Use the Patrols Micro AI instead of patrol.lua." #. [test]: id=The_Elves_Besieged #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5 msgid "The Elves Besieged" msgstr "The Elves Besieged" #. [unit]: type=Spearman, id=Konrad #. [side]: type=Spearman, id=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:34 #: data/ai/micro_ais/scenarios/patrols.cfg:92 msgid "Konrad" msgstr "Konrad" #. [side]: type=Spearman, id=Konrad #. [side]: type=Elvish Champion, id=Galdrad #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:156 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:177 msgid "Rebels" msgstr "Rebels" #. [unit]: id=Delfador, type=Elder Mage #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49 msgid "Delfador" msgstr "Delfador" #. [side]: type=Orcish Warlord, id=Urug-Telfar #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:86 msgid "Urug-Telfar" msgstr "Urug-Telfar" #. [side]: id=Vanak, type=Orcish Ruler #. [side]: type=Orcish Warlord, id=Urug-Telfar #. [side]: type=Orcish Warlord, id=Knafa-Tan #. [side]: type=Orcish Warlord, id=Maga-Knafa #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:99 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:114 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:133 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:24 msgid "Orcs" msgstr "Orcs" #. [side]: type=Orcish Warlord, id=Knafa-Tan #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:106 msgid "Knafa-Tan" msgstr "Knafa-Tan" #. [side]: type=Orcish Warlord, id=Maga-Knafa #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:125 msgid "Maga-Knafa" msgstr "Maga-Knafa" #. [side]: type=Elvish Champion, id=Galdrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:145 msgid "Galdrad" msgstr "Galdrad" #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:163 msgid "Chantal" msgstr "Chantal" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:214 msgid "" "Master Delfador! Look, there are orcs coming from all directions! What shall " "we do?" msgstr "" "Master Delfador! Look, there are orcs coming from all directions! What shall " "we do?" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:218 msgid "There are too many to fight, far too many. We must escape!" msgstr "There are too many to fight, far too many. We must escape!" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:224 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "This is a re-enactment 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 north-west, 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 the Micro AI wiki page at " "https://wiki.wesnoth.org/Micro_AIs for more information." #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:231 msgid "Move Konrad here" msgstr "Move Konrad here" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:247 msgid "Very well, we have made it this far! But where do we go next?" msgstr "Very well, we have made it this far! But where do we go next?" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:252 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 "" "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." #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:277 msgid "I... I don’t think I can make it anymore." msgstr "I... I don’t think I can make it any more." #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:281 msgid "Prince... you must keep fighting! Nooooooo!" msgstr "Prince... you must keep fighting! Nooooooo!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:285 msgid "It is over. I am doomed..." msgstr "It is over. I am doomed..." #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:299 msgid "I have... have failed in my duty to protect the prince! I am defeated." msgstr "I have... have failed in my duty to protect the prince! I am defeated." #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:303 msgid "Don’t die, Delfador! Please, you have to stay alive!" msgstr "Don’t die, Delfador! Please, you have to stay alive!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:307 msgid "Ugh!" msgstr "Ugh!" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:318 msgid "" "Oh, no! We have run out of time, they have arrived with reinforcements..." msgstr "" "Oh, no! We have run out of time, they have arrived with reinforcements..." #: 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 "" "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 Multi-pack AI (used in a different scenario), this Wolves AI combines " "all wolves of the side in the same pack." #: 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 "" "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 behaviour 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." #. [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 "Animals" #. [side]: id=Rutburt, type=Outlaw #: data/ai/micro_ais/scenarios/animals.cfg:41 msgid "Rutburt" msgstr "Rutburt" #. [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 "Humans" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:63 msgid "Forest Creatures" msgstr "Forest Creatures" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:77 msgid "Ghasts" msgstr "Ghasts" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:91 msgid "Spiders" msgstr "Spiders" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:105 msgid "Yetis" msgstr "Yetis" #. [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 "Wolves" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:133 msgid "Whelps" msgstr "Whelps" #. [set_menu_item]: id=m01_end_animals #. [event] #. [set_menu_item]: id=m04_end_animals #. [set_menu_item]: id=m01_end_swarm #. [set_menu_item]: id=m01_end_wolves #: data/ai/micro_ais/scenarios/animals.cfg:209 #: data/ai/micro_ais/scenarios/dragon.cfg:48 #: data/ai/micro_ais/scenarios/goto.cfg:382 #: data/ai/micro_ais/scenarios/guardians.cfg:86 #: data/ai/micro_ais/scenarios/lurkers.cfg:382 #: data/ai/micro_ais/scenarios/patrols.cfg:185 #: data/ai/micro_ais/scenarios/swarm.cfg:66 #: data/ai/micro_ais/scenarios/wolves.cfg:95 msgid "End Scenario" msgstr "End Scenario" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:224 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:200 #: data/ai/micro_ais/scenarios/goto.cfg:397 #: data/ai/micro_ais/scenarios/recruiting.cfg:126 #: data/ai/micro_ais/scenarios/swarm.cfg:75 #: data/ai/micro_ais/scenarios/swarm.cfg:188 #: data/ai/micro_ais/scenarios/wolves.cfg:104 #: data/ai/micro_ais/scenarios/wolves.cfg:273 msgid "Well, that was that." msgstr "Well, that was that." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:346 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 "" "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." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:353 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 "" "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" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:366 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:108 #: data/ai/micro_ais/scenarios/protect_unit.cfg:147 #: data/ai/micro_ais/scenarios/wolves.cfg:204 msgid "Question for the Player" msgstr "Question for the Player" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:370 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 save file.\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 the Micro AI wiki page at " "https://wiki.wesnoth.org/Micro_AIs for more information." #. [option] #: data/ai/micro_ais/scenarios/animals.cfg:378 msgid "I'll just watch the animals." msgstr "I'll just watch the animals." #. [option] #: data/ai/micro_ais/scenarios/animals.cfg:396 #: data/ai/micro_ais/scenarios/wolves.cfg:232 msgid "I want to have control of Side 1." msgstr "I want to have control of Side 1." #. [objectives] #: data/ai/micro_ais/scenarios/animals.cfg:402 msgid "Watch the animals do their things" msgstr "Watch the animals do their things" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/animals.cfg:404 #: data/ai/micro_ais/scenarios/goto.cfg:431 #: data/ai/micro_ais/scenarios/swarm.cfg:160 #: data/ai/micro_ais/scenarios/wolves.cfg:244 msgid "Use right-click option" msgstr "Use right-click option" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/animals.cfg:408 #: data/ai/micro_ais/scenarios/wolves.cfg:248 msgid "Death of Rutburt" msgstr "Death of Rutburt" #. [note] #: data/ai/micro_ais/scenarios/animals.cfg:412 #: data/ai/micro_ais/scenarios/goto.cfg:439 #: data/ai/micro_ais/scenarios/swarm.cfg:168 #: data/ai/micro_ais/scenarios/wolves.cfg:252 msgid "Check out the right-click menu options for additional actions" msgstr "Check the right-click menu options for additional actions" #. [message]: speaker=$second_unit.id #: data/ai/micro_ais/scenarios/animals.cfg:432 msgid "" "Yowl!\n" "Translation: Those Ogres are mean! We better stay away from them and their " "young." msgstr "" "Yowl!\n" "Translation: Those Ogres are mean! We better stay away from them and their " "young." #. [test]: id=bottleneck_defense #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5 msgid "Bottleneck Defense" msgstr "Bottleneck Defence" #. [side]: type=Orcish Leader, id=Big Bad Orc #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38 msgid "Big Bad Orc" msgstr "Big Bad Orc" #. [message]: speaker=LuaAI #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87 msgid "All right, chaps. Those orcs need to be stopped." msgstr "All right, chaps. Those orcs need to be stopped." #. [message]: speaker=Big Bad Orc #. [message]: speaker=Vanak #. [message]: speaker=Another Bad Orc #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93 #: data/ai/micro_ais/scenarios/guardians.cfg:573 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:140 msgid "They there! We them get!" msgstr "They there! We them get!" #. [message]: speaker=LuaAI #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:99 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 Defence 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 the Micro AI wiki page at " "https://wiki.wesnoth.org/Micro_AIs for more information." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:110 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 "" "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?" #. [option] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:112 msgid "I'll watch the two AIs fight it out." msgstr "I'll watch the two AIs fight." #. [option] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:115 msgid "I'll play the orcs." msgstr "I'll play the orcs." #. [objectives] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126 msgid "Take the pass" msgstr "Take the pass" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:128 msgid "Defeat all humans" msgstr "Defeat all humans" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:132 msgid "Death of Big Bad Orc" msgstr "Death of Big Bad Orc" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:136 msgid "Only one orc remains" msgstr "Only one orc remains" #. [message]: speaker=LuaAI #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:163 msgid "" "I may have fallen, but we will continue to defend the pass to the last man!" msgstr "" "I may have fallen, but we will continue to defend the pass to the last man!" #. [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 "Dragon" #. [side] #: data/ai/micro_ais/scenarios/dragon.cfg:21 msgid "team_name^Rowck" msgstr "Rowck" #. [side]: type=Dread Bat, id=Dreadful Bat #: data/ai/micro_ais/scenarios/dragon.cfg:33 msgid "Dreadful Bat" msgstr "Dreadful Bat" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:51 msgid "Rowck's Home" msgstr "Rowck's Home" #. [unit]: id=Rowck, type=Fire Dragon #: data/ai/micro_ais/scenarios/dragon.cfg:55 msgid "Rowck" msgstr "Rowck" #. [message]: speaker=Dreadful Bat #: data/ai/micro_ais/scenarios/dragon.cfg:85 msgid "Be careful to stay out of the way of that dragon. He's a mean one." msgstr "Be careful to stay out of the way of that dragon. He's a mean one." #. [message]: speaker=Rowck #: data/ai/micro_ais/scenarios/dragon.cfg:91 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 " "https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "Hello. 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 " "behaviour.\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 the Micro AI wiki page at https://" "wiki.wesnoth.org/Micro_AIs for more information." #. [objectives] #: data/ai/micro_ais/scenarios/dragon.cfg:104 msgid "Move the bats around to explore how Rowck reacts" msgstr "Move the bats around to explore how Rowck reacts" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:106 msgid "Defeat Rowck" msgstr "Defeat Rowck" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:110 msgid "Move the lead bat to the signpost" msgstr "Move the lead bat to the signpost" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/dragon.cfg:114 msgid "Death of the bat leader" msgstr "Death of the bat leader" #. [message]: speaker=Dreadful Bat #: data/ai/micro_ais/scenarios/dragon.cfg:149 msgid "I'm out of here." msgstr "I'm out of here." #. [test]: id=fast #: data/ai/micro_ais/scenarios/fast.cfg:5 msgid "Fast" msgstr "Fast" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/fast.cfg:67 msgid "" "This scenario presents a situation with so many units on the map, that there " "is a noticeable delay (a few seconds or so) before each move by the default " "AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate " "the difference, side 1 is played by the Fast Micro AI and side 2 by the " "default (RCA) AI.\n" "\n" "There is nothing to do here, just watch or use this scenario as a template " "or for your own tests." msgstr "" "This scenario presents a situation with so many units on the map that there " "is a noticeable delay (a few seconds or so) before each move by the default " "AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate " "the difference, side 1 is played by the Fast Micro AI and side 2 by the " "default (RCA) AI.\n" "\n" "There is nothing to do here, just watch or use this scenario as a template " "or for your own tests." # Appears to be the name of the AI, 'go to'. #. [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 "GoTo" #. [side]: id=Vaddan, type=Outlaw #: data/ai/micro_ais/scenarios/goto.cfg:27 msgid "Vaddan" msgstr "Vaddan" #. [side]: type=Poacher, id=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:60 msgid "Woodsmen" msgstr "Woodsmen" #. [side]: type=Saurian Flanker, id=leader4 #: data/ai/micro_ais/scenarios/goto.cfg:76 msgid "Saurians" msgstr "Saurians" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:125 msgid "team_name^Animals" msgstr "Animals" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:138 msgid "team_name^Ghosts" msgstr "Ghosts" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:185 msgid "General Minry" msgstr "General Minry" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:186 msgid "Lieutenant Gadoc" msgstr "Lieutenant Gadoc" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:187 msgid "Lieutenant Senvan" msgstr "Lieutenant Senvan" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:188 msgid "Sergeant Aethubry" msgstr "Sergeant Aethubry" #. [set_menu_item]: id=m01_new_footpad #: data/ai/micro_ais/scenarios/goto.cfg:339 msgid "Place Side 1 Footpad" msgstr "Place Side 1 Footpad" #. [set_menu_item]: id=m02_kill_unit #. [set_menu_item]: id=m05_kill_unit #: data/ai/micro_ais/scenarios/goto.cfg:350 #: data/ai/micro_ais/scenarios/swarm.cfg:117 #: data/ai/micro_ais/scenarios/wolves.cfg:157 msgid "Kill Unit under Cursor" msgstr "Kill Unit under Cursor" #. [set_menu_item]: id=m03_null_control #: data/ai/micro_ais/scenarios/goto.cfg:363 msgid "Turn off human control of Side 1" msgstr "Turn off human control of Side 1" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/goto.cfg:419 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 " "https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at https://" "wiki.wesnoth.org/Micro_AIs for more information." #. [objectives] #: data/ai/micro_ais/scenarios/goto.cfg:429 msgid "Watch the AI units do their things" msgstr "Watch the AI units operate" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/goto.cfg:435 msgid "Death of Vaddan" msgstr "Death of Vaddan" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:450 msgid "The bridge is out. What do we do now?" msgstr "The bridge is out. What do we do now?" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:454 msgid "Looks like we need to take the long way around to get to General Minry." msgstr "" "Looks like we need to take the long way around to get to General Minry." #. [message]: speaker=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:463 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 "" "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." #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:474 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 "" "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 " "behaviour is set up with a single [micro_ai] tag, one with " "'unique_goals=yes', the other without." #. [message]: speaker=ghost1 #: data/ai/micro_ais/scenarios/goto.cfg:484 msgid "Aaiiieeeeeee !!!" msgstr "Aaiiieeeeeee!!!" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:488 msgid "O no, a ghost!" msgstr "O no, a ghost!" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:492 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 "" "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." #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:551 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 "" "I'll take the route straight through the mountains. It's much shorter than " "following the trail all the way around in the south." #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:555 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 "" "You're crazy. It might be shorter as the crow flies, but it will take you " "for ever 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'." #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:591 msgid "I told you so!" msgstr "I told you so!" #. [message]: speaker=leader5 #: data/ai/micro_ais/scenarios/goto.cfg:601 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 "" "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." #. [message]: speaker=leader6 #: data/ai/micro_ais/scenarios/goto.cfg:610 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 "" "Hah, that's that pencil pusher Gadoc for you! Men, I want you to move " "towards 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." #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:628 msgid "" "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting " "for duty, sir." msgstr "" "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting " "for duty, sir." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:644 msgid "Ready to fight those saurians, soldier?" msgstr "Ready to fight those saurians, soldier?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:648 msgid "Yes, sir." msgstr "Yes, sir." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:656 msgid "" "Very good, $unit.language_name. Now go help your comrade get rid of that " "saurian infestation in the swamps." msgstr "" "Very good, $unit.language_name. Now help your comrade get rid of that " "saurian infestation in the swamps." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:664 msgid "Maybe if I ignore them, they'll just go away?" msgstr "Maybe if I ignore them, they'll just go away?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:683 msgid "Lieutenant Senvan's men reporting for duty, sir." msgstr "Lieutenant Senvan's men reporting for duty, sir." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:687 msgid "" "Ah, Lieutenant Senvan... Is every single one of you going to bother me " "individually as well?" msgstr "" "Ah, Lieutenant Senvan... Is every single one of you going to bother me " "individually as well?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:691 msgid "" "No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have " "reported to you." msgstr "" "No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have " "reported to you." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:695 msgid "" "Well, that's a relief. Somebody knows how to use his ... I mean, very well, " "off you go then.\n" "\n" msgstr "" "Well, that's a relief. Somebody knows how to use his ... I mean, very well, " "off you go then.\n" "\n" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:697 msgid "" "I wouldn't say anything negative about one of my superior officers now, " "would I?" msgstr "" "I wouldn't say anything negative about one of my superior officers now, " "would I?" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:735 msgid "We've all made it to the corners, let's get back together again." msgstr "We've all made it to the corners, let's get back together again." #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:776 msgid "We're back together, let's head out to the corners again." msgstr "We're back together, let's head out to the corners again." #. [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 "Guardians" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:31 #: data/ai/micro_ais/scenarios/swarm.cfg:19 msgid "Kraa" msgstr "Kraa" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:37 #: data/ai/micro_ais/scenarios/swarm.cfg:27 msgid "Gryphons" msgstr "Gryphons" #. [side]: type=Orcish Leader, id=Another Bad Orc #: data/ai/micro_ais/scenarios/guardians.cfg:50 msgid "Another Bad Orc" msgstr "Another Bad Orc" #. [unit]: type=Dwarvish Guardsman, id=guardian1 #: data/ai/micro_ais/scenarios/guardians.cfg:97 msgid "Guardian 1" msgstr "Guardian 1" #. [unit]: type=Dwarvish Guardsman, id=guardian2 #: data/ai/micro_ais/scenarios/guardians.cfg:108 msgid "Guardian 2" msgstr "Guardian 2" #. [unit]: type=Giant Rat, id=coward1 #: data/ai/micro_ais/scenarios/guardians.cfg:121 msgid "Coward 1" msgstr "Coward 1" #. [unit]: type=Giant Rat, id=coward2 #: data/ai/micro_ais/scenarios/guardians.cfg:145 msgid "Coward 2" msgstr "Coward 2" #. [unit]: type=Giant Rat, id=coward3 #: data/ai/micro_ais/scenarios/guardians.cfg:171 msgid "Coward 3" msgstr "Coward 3" #. [unit]: type=Giant Rat, id=coward4 #: data/ai/micro_ais/scenarios/guardians.cfg:198 msgid "Coward 4" msgstr "Coward 4" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:220 msgid "Move gryphons here to see different coward reactions" msgstr "Move gryphons here to see different coward reactions" #. [unit]: type=Troll, id=return1 #: data/ai/micro_ais/scenarios/guardians.cfg:229 msgid "Return Guardian 1" msgstr "Return Guardian 1" #. [unit]: type=Troll Whelp, id=return2 #: data/ai/micro_ais/scenarios/guardians.cfg:250 msgid "Return Guardian 2" msgstr "Return Guardian 2" #. [unit]: type=Troll Whelp, id=home1 #: data/ai/micro_ais/scenarios/guardians.cfg:272 msgid "Home Guard 1" msgstr "Home Guard 1" #. [unit]: type=Troll, id=home 2 #: data/ai/micro_ais/scenarios/guardians.cfg:284 msgid "Home Guard 2" msgstr "Home Guard 2" #. [unit]: type=Skeleton Archer, id=stationed1 #: data/ai/micro_ais/scenarios/guardians.cfg:297 msgid "Stationed Guardian 1" msgstr "Stationed Guardian 1" #. [unit]: type=Skeleton, id=stationed2 #: data/ai/micro_ais/scenarios/guardians.cfg:321 msgid "Stationed Guardian 2" msgstr "Stationed Guardian 2" #. [unit]: type=Troll, id=zone1 #: data/ai/micro_ais/scenarios/guardians.cfg:346 msgid "Gate Keeper" msgstr "Gate Keeper" #. [unit]: type=Dwarvish Guardsman, id=zone2 #: data/ai/micro_ais/scenarios/guardians.cfg:373 msgid "Home Keeper" msgstr "Home Keeper" #. [unit]: type=Naga Fighter, id=zone3 #: data/ai/micro_ais/scenarios/guardians.cfg:404 msgid "Water Guardian" msgstr "Water Guardian" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:425 msgid "Guarded Location" msgstr "Guarded Location" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:426 msgid "Station 1" msgstr "Station 1" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:427 msgid "Station 2" msgstr "Station 2" #. [message]: speaker=narrator #. [set_menu_item]: id=m01_guardian #: data/ai/micro_ais/scenarios/guardians.cfg:448 #: data/ai/micro_ais/scenarios/guardians.cfg:457 msgid "Standard WML Guardian" msgstr "Standard WML Guardian" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/guardians.cfg:458 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 "" "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)." #. [message]: speaker=narrator #. [set_menu_item]: id=m02_return #: data/ai/micro_ais/scenarios/guardians.cfg:464 #: data/ai/micro_ais/scenarios/guardians.cfg:473 msgid "Return Guardian" msgstr "Return Guardian" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/guardians.cfg:474 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 "" "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." #. [message]: speaker=narrator #. [set_menu_item]: id=m03_home #: data/ai/micro_ais/scenarios/guardians.cfg:485 #: data/ai/micro_ais/scenarios/guardians.cfg:494 msgid "Home Guard" msgstr "Home Guard" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/guardians.cfg:495 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 "" "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 behaviour." #. [message]: speaker=narrator #. [set_menu_item]: id=m04_stationed #: data/ai/micro_ais/scenarios/guardians.cfg:502 #: data/ai/micro_ais/scenarios/guardians.cfg:511 msgid "Stationed Guardian" msgstr "Stationed Guardian" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/guardians.cfg:512 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 "" "A 'stationed guardian' is another variation of the standard Wesnoth guardian " "with a somewhat more complex behaviour than that of the 'return guardian'. " "Two positions are defined for it, a 'station' and a 'guarded location', as " "well as a 'distance'. The behaviour 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 defence " "rating and attack from there.\n" " - If not in reach, move towards this unit." #. [message]: speaker=narrator #. [set_menu_item]: id=m05_coward #: data/ai/micro_ais/scenarios/guardians.cfg:524 #: data/ai/micro_ais/scenarios/guardians.cfg:533 msgid "Coward" msgstr "Coward" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/guardians.cfg:534 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 "" "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 towards 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 towards '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." #. [message]: speaker=narrator #. [set_menu_item]: id=m06_zone #: data/ai/micro_ais/scenarios/guardians.cfg:544 #: data/ai/micro_ais/scenarios/guardians.cfg:553 msgid "Zone Guardian" msgstr "Zone Guardian" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/guardians.cfg:554 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 "" "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 defence 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." #. [message]: speaker=Kraa #: data/ai/micro_ais/scenarios/guardians.cfg:569 msgid "Kraahhh!!!!" msgstr "Kraahhh!!!!" #. [message]: speaker=Kraa #: data/ai/micro_ais/scenarios/guardians.cfg:579 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 see how " "they react to us.\n" "\n" "Note to the player: the right-click context menu provides information about " "each of the units' behaviour.\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 the Micro AI wiki page at https://wiki.wesnoth.org/Micro_AIs for more information." #. [objectives] #: data/ai/micro_ais/scenarios/guardians.cfg:589 msgid "Move the Gryphons around to explore how the guardians react" msgstr "Move the Gryphons around to explore how the guardians react" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:591 #: data/ai/micro_ais/scenarios/patrols.cfg:256 msgid "Defeat all enemy units" msgstr "Defeat all enemy units" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:595 msgid "Move Kraa to the signpost" msgstr "Move Kraa to the signpost" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/guardians.cfg:599 msgid "Death of Kraa" msgstr "Death of Kraa" #. [note] #: data/ai/micro_ais/scenarios/guardians.cfg:603 msgid "" "Check out the right-click menu options for information on each guardian type" msgstr "" "Check the right-click menu options for information on each guardian type" #. [message]: speaker=Kraa #: data/ai/micro_ais/scenarios/guardians.cfg:660 msgid "" "Gryphons of the High Plains, it is time to return to said plains. Follow me." msgstr "" "Gryphons of the High Plains, it is time to return to said plains. Follow me." #. [test]: id=hang_out #: data/ai/micro_ais/scenarios/hang_out.cfg:5 msgid "Hang Out" msgstr "Hang Out" #. [side]: id=Bad Outlaw, type=Outlaw #: data/ai/micro_ais/scenarios/hang_out.cfg:23 msgid "team_name^Bad Outlaw" msgstr "Bad Outlaw" #. [side]: id=Good Bandit, type=Bandit #: data/ai/micro_ais/scenarios/hang_out.cfg:39 msgid "team_name^Good Bandit" msgstr "Good Bandit" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:61 msgid "Outlaw moves here" msgstr "Outlaw moves here" #. [message]: speaker=Good Bandit #: data/ai/micro_ais/scenarios/hang_out.cfg:120 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 https://wiki.wesnoth." "org/Micro_AIs for more information." msgstr "" "That outlaw over there is going to run for the keep in the south-east. He " "will only 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 the " "Micro AI wiki page at https://wiki.wesnoth.org/" "Micro_AIs for more information." #. [objectives] #: data/ai/micro_ais/scenarios/hang_out.cfg:127 msgid "" "Get into the outlaw's way before he can make it to the south-eastern keep" msgstr "" "Get into the outlaw's way before he can make it to the south-eastern keep" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/hang_out.cfg:129 msgid "Death of Bad Outlaw" msgstr "Death of Bad Outlaw" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:133 msgid "Death of Good Bandit" msgstr "Death of Good Bandit" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:137 msgid "Bad Outlaw makes it to the signpost" msgstr "Bad Outlaw makes it to the signpost" #. [message]: speaker=Good Bandit #: data/ai/micro_ais/scenarios/hang_out.cfg:151 msgid "We got him! Now whatever it is we are fighting for is safe." msgstr "We got him! Now whatever it is we are fighting for is safe." #. [message]: speaker=Bad Outlaw #: data/ai/micro_ais/scenarios/hang_out.cfg:178 msgid "" "I made it! Now we can keep fighting for whatever it is that we are fighting " "for." msgstr "" "I made it! Now we can keep fighting for whatever it is that we are fighting " "for." #. [test]: id=healer_support #: data/ai/micro_ais/scenarios/healer_support.cfg:5 msgid "Healer Support" msgstr "Healer Support" #. [side]: id=Rebels1, type=Elvish Ranger #: data/ai/micro_ais/scenarios/healer_support.cfg:21 msgid "Rebels 1" msgstr "Rebels 1" #. [side]: id=Rebels2, type=Elvish Marksman #: data/ai/micro_ais/scenarios/healer_support.cfg:35 msgid "Rebels 2" msgstr "Rebels 2" #. [message]: speaker=Rebels1 #: data/ai/micro_ais/scenarios/healer_support.cfg:81 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at " "https://wiki.wesnoth.org/Micro_AIs for more information." #. [message]: speaker=$unit.id #: data/ai/micro_ais/scenarios/healer_support.cfg:100 msgid "Argh! They got us..." msgstr "Argh! They got us..." #. [test]: id=lurkers #: data/ai/micro_ais/scenarios/lurkers.cfg:184 msgid "Lurkers of the Swamp" msgstr "Lurkers of the Swamp" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:198 msgid "Pekzs" msgstr "Pekzs" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:204 msgid "team_name^Pekzs" msgstr "Pekzs" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:220 msgid "Micro AI Lurkers (saurians, stationary)" msgstr "Micro AI Lurkers (saurians, stationary)" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:236 msgid "Micro AI Lurkers (saurians, wanderers)" msgstr "Micro AI Lurkers (saurians, wanderers)" #. [side]: type=Naga Warrior #: data/ai/micro_ais/scenarios/lurkers.cfg:252 msgid "Micro AI Lurkers (nagas)" msgstr "Micro AI Lurkers (nagas)" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:268 msgid "WML Lurkers (saurians)" msgstr "WML Lurkers (saurians)" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:284 msgid "Formula AI Lurkers (saurians)" msgstr "Formula AI Lurkers (saurians)" #. [set_menu_item]: id=m01_menu_lurker2 #: data/ai/micro_ais/scenarios/lurkers.cfg:387 msgid "Place a Side 2 lurker" msgstr "Place a Side 2 lurker" #. [set_menu_item]: id=m01_menu_lurker3 #: data/ai/micro_ais/scenarios/lurkers.cfg:399 msgid "Place a Side 3 lurker" msgstr "Place a Side 3 lurker" #. [set_menu_item]: id=m01_menu_lurker4 #: data/ai/micro_ais/scenarios/lurkers.cfg:411 msgid "Place a Side 4 lurker" msgstr "Place a Side 4 lurker" #. [set_menu_item]: id=m01_menu_lurker5 #: data/ai/micro_ais/scenarios/lurkers.cfg:423 msgid "Place a Side 5 lurker" msgstr "Place a Side 5 lurker" #. [set_menu_item]: id=m01_menu_lurker6 #: data/ai/micro_ais/scenarios/lurkers.cfg:435 msgid "Place a Side 6 lurker" msgstr "Place a Side 6 lurker" #. [message]: speaker=Pekzs #: data/ai/micro_ais/scenarios/lurkers.cfg:452 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 "" "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)." #. [message]: speaker=Pekzs #: data/ai/micro_ais/scenarios/lurkers.cfg:460 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 "" "Three different lurker behaviours 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 behaviour coded in " "WML (Side 5, grey) and Formula AI (Side 6, brown)." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/lurkers.cfg:474 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:151 #: data/ai/micro_ais/scenarios/patrols.cfg:238 #: data/ai/micro_ais/scenarios/recruiting.cfg:100 msgid "Notes" msgstr "Notes" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/lurkers.cfg:475 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 " "https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at https://" "wiki.wesnoth.org/Micro_AIs for more information." #. [objectives] #: data/ai/micro_ais/scenarios/lurkers.cfg:485 msgid "Watch the lurkers move around and fight them if you want" msgstr "Watch the lurkers move around and fight them if you want" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:487 msgid "Defeat all lurkers" msgstr "Defeat all lurkers" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:491 msgid "Move Pekzs to the signpost" msgstr "Move Pekzs to the signpost" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/lurkers.cfg:495 msgid "Death of Pekzs" msgstr "Death of Pekzs" #. [note] #: data/ai/micro_ais/scenarios/lurkers.cfg:499 msgid "Right-click on unoccupied swamp hexes to add more lurkers" msgstr "Right-click on unoccupied swamp hexes to add more lurkers" #. [message]: speaker=Pekzs #: data/ai/micro_ais/scenarios/lurkers.cfg:546 msgid "" "Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again " "ssometime." msgstr "" "Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again " "ssometime." #. [test]: id=messenger_escort #: data/ai/micro_ais/scenarios/messenger_escort.cfg:5 msgid "Messenger Escort" msgstr "Messenger Escort" #. [side]: id=Vanak, type=Orcish Ruler #: data/ai/micro_ais/scenarios/messenger_escort.cfg:18 msgid "Vanak" msgstr "Vanak" #. [event] #. [side] #. [unit]: type=Dragoon, id=messenger #: data/ai/micro_ais/scenarios/messenger_escort.cfg:37 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:73 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72 msgid "Messenger" msgstr "Messenger" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:123 msgid "Messenger Waypoint 1" msgstr "Messenger Waypoint 1" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:125 msgid "Messenger Waypoint 2" msgstr "Messenger Waypoint 2" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:127 msgid "Messenger Waypoint 3" msgstr "Messenger Waypoint 3" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:130 msgid "AI moves Messenger here" msgstr "AI moves Messenger here" #. [message]: speaker=messenger #: data/ai/micro_ais/scenarios/messenger_escort.cfg:145 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 "" "Men, I need to get to that signpost in the north, to get the message to our " "leader. Let's head there as quickly as we can." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/messenger_escort.cfg:152 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 " "https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at https://" "wiki.wesnoth.org/Micro_AIs for more information." #. [objective]: condition=win #: data/ai/micro_ais/scenarios/messenger_escort.cfg:165 msgid "Defeat the messenger" msgstr "Defeat the messenger" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:169 msgid "Messenger gets to the signpost" msgstr "Messenger gets to the signpost" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:173 msgid "Death of Vanak" msgstr "Death of Vanak" #. [message]: speaker=messenger #: data/ai/micro_ais/scenarios/messenger_escort.cfg:189 msgid "I made it! Now our people will be safe." msgstr "I made it! Now our people will be safe." #. [message]: speaker=messenger #: data/ai/micro_ais/scenarios/messenger_escort.cfg:204 msgid "Nooo! All is lost. We will never stop the orcs now!" msgstr "Nooo! All is lost. We will never stop the orcs now!" #. [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 "Patrols" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:19 msgid "Gertburt" msgstr "Gertburt" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:27 msgid "Bandits" msgstr "Bandits" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:41 msgid "team_name^Konrad" msgstr "Konrad" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:56 msgid "team_name^Urudin" msgstr "Urudin" #. [unit]: type=Orcish Slayer, id=Urudin #: data/ai/micro_ais/scenarios/patrols.cfg:114 msgid "Urudin" msgstr "Urudin" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:188 msgid "Konrad Waypoint 1" msgstr "Konrad Waypoint 1" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:190 msgid "Konrad Waypoint 2" msgstr "Konrad Waypoint 2" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:192 msgid "Konrad Final Waypoint" msgstr "Konrad Final Waypoint" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:195 msgid "Patrol Waypoint 1" msgstr "Patrol Waypoint 1" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:197 msgid "Patrol Waypoint 2" msgstr "Patrol Waypoint 2" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:199 msgid "Patrol Waypoint 3" msgstr "Patrol Waypoint 3" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:201 msgid "Patrol Waypoint 4" msgstr "Patrol Waypoint 4" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:204 msgid "Urudin retreats here" msgstr "Urudin retreats here" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/patrols.cfg:215 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 "" "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 centre 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." #. [message]: speaker=guard1 #: data/ai/micro_ais/scenarios/patrols.cfg:225 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 "" "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." #. [message]: speaker=Urudin #: data/ai/micro_ais/scenarios/patrols.cfg:229 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 "" "And I am Urudin. I will attack my enemies for a few turns, but will retreat " "towards the right edge of the map if my hit-points are below half of maximum " "or by Turn 5, whichever happens first.\n" "\n" "This is an AI separate from the Patrols of Side 2." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/patrols.cfg:239 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at https://wiki.wesnoth.org/Micro_AIs for more information." #. [objectives] #: data/ai/micro_ais/scenarios/patrols.cfg:254 msgid "Watch the patrols, attack them etc." msgstr "Watch the patrols, attack them etc." #. [objective]: condition=win #: data/ai/micro_ais/scenarios/patrols.cfg:260 msgid "Move Gertburt to the signpost" msgstr "Move Gertburt to the signpost" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/patrols.cfg:264 msgid "Death of Gertburt" msgstr "Death of Gertburt" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/patrols.cfg:281 msgid "" "Well, that was fun! I'll just hang out here now and watch those two guys " "walk and walk and ..." msgstr "" "Well, that was fun! I'll just hang out here now and watch those two guys " "walk and walk and ..." #. [message]: speaker=Gertburt #: data/ai/micro_ais/scenarios/patrols.cfg:325 msgid "Let's go home, chaps." msgstr "Let's go home, chaps." #. [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 "Protect Unit" #. [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 "Langzhar" #. [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 "Langzhar" #. [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 "Koorzhar" #. [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 "Koorzhar" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:119 msgid "Move Rossauba here" msgstr "Move Rossauba here" #. [message]: speaker=Koorzhar #: data/ai/micro_ais/scenarios/protect_unit.cfg:129 msgid "There's that traitor wizard. Let's get him." msgstr "There's that traitor wizard. Let's get him." #. [message]: speaker=Langzhar #: data/ai/micro_ais/scenarios/protect_unit.cfg:134 msgid "" "Men, you know the deal. We must protect Rossauba under all circumstances. " "Even my survival is not as important." msgstr "" "Men, you know the deal. We must protect Rossauba under all circumstances. " "Even my survival is not as important." #. [message]: speaker=Rossauba #: data/ai/micro_ais/scenarios/protect_unit.cfg:138 msgid "That's very kind of you, but ..." msgstr "That's very kind of you, but ..." #. [message]: speaker=Langzhar #: data/ai/micro_ais/scenarios/protect_unit.cfg:142 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 "" "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 north-west if it is safe." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/protect_unit.cfg:150 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at " "https://wiki.wesnoth.org/Micro_AIs for more information." #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:155 msgid "I'll watch the two AIs fight it out" msgstr "I'll watch the two AIs fight" #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:158 msgid "" "I'll play Langzhar's side (to see how Koorzhar's units " "target Rossauba)" msgstr "" "I'll play Langzhar's side (to see how Koorzhar's units " "target Rossauba)" #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:167 msgid "" "I'll play Koorzhar's side (to see how Langzhar's units " "protect Rossauba)" msgstr "" "I'll play Koorzhar's side (to see how Langzhar's units " "protect Rossauba)" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:179 msgid "Protect Rossauba while moving him to the signpost" msgstr "Protect Rossauba while moving him to the signpost" #. [objective]: condition=win #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:181 #: data/ai/micro_ais/scenarios/protect_unit.cfg:201 msgid "Rossauba makes it to the signpost" msgstr "Rossauba makes it to the signpost" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:185 msgid "Death of Rossauba" msgstr "Death of Rossauba" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:189 msgid "Death of Langzhar" msgstr "Death of Langzhar" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:195 msgid "Get rid of that traitor wizard Rossauba" msgstr "Get rid of that traitor wizard Rossauba" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect_unit.cfg:197 msgid "Defeat Rossauba" msgstr "Defeat Rossauba" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:205 msgid "Death of Koorzhar" msgstr "Death of Koorzhar" #. [message]: speaker=Rossauba #: data/ai/micro_ais/scenarios/protect_unit.cfg:230 msgid "I held out for as long as I could." msgstr "I held out for as long as I could." #. [message]: speaker=Rossauba #: data/ai/micro_ais/scenarios/protect_unit.cfg:248 msgid "I made it" msgstr "I made it" #. [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 "Recruiting" #. [message]: speaker=Koorzhar #: data/ai/micro_ais/scenarios/recruiting.cfg:88 msgid "" "This is a very simple scenario that can be used to test out different " "recruiting patterns." msgstr "" "This is a very simple scenario that can be used to test different recruiting " "patterns." #. [message]: speaker=Langzhar #: data/ai/micro_ais/scenarios/recruiting.cfg:94 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 "" "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." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/recruiting.cfg:101 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, and mages a middling probability. " "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 https://wiki.wesnoth.org/Micro_AIs for more " "information." msgstr "" "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, and mages a middling probability. " "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 the Micro AI " "wiki page at https://wiki.wesnoth.org/Micro_AIs for more information." #. [test]: id=micro_ai_test #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:5 msgid "Micro AI Tests" msgstr "Micro AI Tests" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:19 msgid "Grnk the Frail" msgstr "Grnk the Frail" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:27 msgid "team_name^Grnk" msgstr "Grnk" #. [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 "Swarm" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:60 msgid "Lurkers" msgstr "Lurkers" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:66 msgid "HttT: The Elves Besieged" msgstr "HttT: The Elves Besieged" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:69 msgid "Bottleneck" msgstr "Bottleneck" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:81 msgid "Healers" msgstr "Healers" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:87 msgid "Hang Out and Messenger" msgstr "Hang Out and Messenger" #. [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 "Simple Attack" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:93 msgid "Fast AI" msgstr "Fast AI" #. [set_menu_item]: id=m01_menu_bottleneck_defense #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:100 msgid "Bottleneck Defense Micro AI demo" msgstr "Bottleneck Defence Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:111 msgid "Bottleneck Defense Micro AI Demo" msgstr "Bottleneck Defence Micro AI Demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:112 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 "" "In the Bottleneck Defence 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 against the standard RCA AI or take over the orc side." #. [message]: speaker=Grnk #. [set_menu_item]: id=m02_swamp_lurkers #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:119 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:130 msgid "Swamp Lurker Micro AI demo" msgstr "Swamp Lurker Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:131 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 "" "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." #. [message]: speaker=Grnk #. [set_menu_item]: id=m03_guardians #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:138 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:149 msgid "Guardian Micro AI demo" msgstr "Guardian Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:150 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 "" "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)." #. [message]: speaker=Grnk #. [set_menu_item]: id=m04_patrol #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:157 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:168 msgid "Patrol Micro AI demo" msgstr "Patrol Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169 msgid "'Patrols' contains AI modifications for units following patrol routes." msgstr "'Patrols' contains AI modifications for units following patrol routes." #. [message]: speaker=Grnk #. [set_menu_item]: id=m05_recruiting #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:176 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:187 msgid "Recruiting Tests Micro AI demo" msgstr "Recruiting Tests Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:188 msgid "" "A simple scenario set up for the sole purpose of testing different " "recruiting patterns." msgstr "" "A simple scenario set up for the sole purpose of testing different " "recruiting patterns." #. [set_menu_item]: id=m06_protect #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:195 msgid "Protect Unit Micro AI demo" msgstr "Protect Unit Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:206 msgid "Protect Unit Micro AI Demo" msgstr "Protect Unit Micro AI Demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:207 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 "" "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, or take control of either " "side to explore how the opposing AI behaves." #. [message]: speaker=Grnk #. [set_menu_item]: id=m06a_protect #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:226 msgid "HttT: The Elves Besieged Micro AI demo" msgstr "HttT: The Elves Besieged Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:227 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 "" "This is a re-enactment 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." #. [message]: speaker=Grnk #. [set_menu_item]: id=m07_messenger #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:234 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245 msgid "Messenger Escort Micro AI demo" msgstr "Messenger Escort Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:246 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 "" "'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." #. [message]: speaker=Grnk #. [set_menu_item]: id=m08_animals #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:253 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:264 msgid "Animals Micro AI demo" msgstr "Animals Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:265 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 "" "This scenario demonstrates a number of different animals following " "customized AI behaviour, including wolves hunting deer in packs; dogs " "herding sheep; bears, spiders, yetis, boar and rabbits wandering and hunting/" "avoiding each other." #. [message]: speaker=Grnk #. [set_menu_item]: id=m09_wolves #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:272 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:283 msgid "Wolves Micro AI demo" msgstr "Wolves Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:284 msgid "" "Another demonstration of wolves wandering and attacking in packs, with a " "different behavior from that in 'Animals'." msgstr "" "Another demonstration of wolves wandering and attacking in packs, with a " "different behaviour from that in 'Animals'." #. [message]: speaker=Grnk #. [set_menu_item]: id=m10_swarm #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:291 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:302 msgid "Swarm Micro AI demo" msgstr "Swarm Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:303 msgid "This scenario features bats moving around semi-randomly in a swarm." msgstr "This scenario features bats moving around semi-randomly in a swarm." #. [message]: speaker=Grnk #. [set_menu_item]: id=m11_dragon #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:310 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:321 msgid "Dragon Micro AI demo" msgstr "Dragon Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:322 msgid "" "This scenario features a fire dragon displaying a hunt-and-rest behavior." msgstr "" "This scenario features a fire dragon displaying a hunt-and-rest behaviour." #. [set_menu_item]: id=m12_healer_support #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:329 msgid "Healer support Micro AI demo" msgstr "Healer support Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:340 msgid "Healer Support Micro AI demo" msgstr "Healer Support Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:341 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 "" "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." #. [message]: speaker=Grnk #. [set_menu_item]: id=m13_goto #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:348 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:359 msgid "Goto Micro AI demo" msgstr "GoTo Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:360 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 "" "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 go-to locations are given in a Standard Location Filter." #. [set_menu_item]: id=m14_hangout #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:367 msgid "Hang Out Micro AI demo" msgstr "Hang Out Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:378 msgid "Combined Hang Out and Messenger Escort Micro AI demo" msgstr "Combined Hang Out and Messenger Escort Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:379 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 "" "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 behaviour. 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." #. [message]: speaker=Grnk #. [set_menu_item]: id=m15_simple_attack #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:386 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:397 msgid "Simple Attack Micro AI demo" msgstr "Simple Attack Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:398 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 "" "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." #. [message]: speaker=Grnk #. [set_menu_item]: id=m16_fast #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:405 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:416 msgid "Fast Micro AI demo" msgstr "Fast Micro AI demo" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:417 msgid "" "A simple demonstration of the calculation time advantage of the Fast Micro " "AI over the default AI in scenarios with many units." msgstr "" "A simple demonstration of the calculation time advantage of the Fast Micro " "AI over the default AI in scenarios with many units." #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:430 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 "" "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." #. [objective]: condition=win #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:437 msgid "Move Grnk to one of the signposts" msgstr "Move Grnk to one of the signposts" #. [note] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:441 msgid "Right-click on a signpost to get information about the scenario" msgstr "Right-click on a signpost to get information about the scenario" #. [side]: id=Grospur, type=General #: data/ai/micro_ais/scenarios/simple_attack.cfg:18 msgid "Grospur" msgstr "Grospur" #. [side]: type=Ancient Lich, id=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:33 msgid "Uralt" msgstr "Uralt" #. [message]: speaker=sergeant #: data/ai/micro_ais/scenarios/simple_attack.cfg:125 msgid "General Grospur, what do we do? These undead will surely wipe us out." msgstr "General Grospur, what do we do? These undead will surely wipe us out." #. [message]: speaker=Grospur #: data/ai/micro_ais/scenarios/simple_attack.cfg:129 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 "" "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 advancing a level 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." #. [objectives] #: data/ai/micro_ais/scenarios/simple_attack.cfg:135 msgid "Watch the undead take care of business" msgstr "Watch the undead take care of business" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/simple_attack.cfg:137 msgid "Don't even try. You can't reach the Lich." msgstr "Don't even try. You can't reach the Lich." #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/simple_attack.cfg:141 msgid "Death of the last of Grospur's units" msgstr "Death of the last of Grospur's units" #. [note] #: data/ai/micro_ais/scenarios/simple_attack.cfg:145 msgid "When your leader dies, side leadership passes on to another unit" msgstr "When your leader dies, side leadership passes on to another unit" #. [message]: speaker=$second_unit.id #: data/ai/micro_ais/scenarios/simple_attack.cfg:172 msgid "" "What the ... ?!? They are not supposed to attack me. That just doesn't " "happen in Wesnoth!" msgstr "" "What the ... ?!? They are not supposed to attack me. That just doesn't " "happen in Wesnoth!" #. [message]: speaker=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:176 msgid "" "Hahahahaha!! I have given special instruction to my Soulless to attack all " "your 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 "" "Ha ha ha ha ha! I have given special instruction to my Soulless to attack " "all your 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 advancing " "a level, such that they can be eliminated afterwards. 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)." #. [message]: speaker=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:195 msgid "Rise, minions!" msgstr "Rise, minions!" #. [message]: speaker=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:241 msgid "And that's how the undead AI executes total annihilation ..." msgstr "And that's how the undead AI executes total annihilation ..." #. [side] #: data/ai/micro_ais/scenarios/swarm.cfg:41 msgid "Bats" msgstr "Bats" #. [set_menu_item]: id=m02_new_gryphon #: data/ai/micro_ais/scenarios/swarm.cfg:95 msgid "Place Side 1 Gryphon" msgstr "Place Side 1 Gryphon" #. [set_menu_item]: id=m03_new_bat #: data/ai/micro_ais/scenarios/swarm.cfg:106 msgid "Place Side 2 Bat" msgstr "Place Side 2 Bat" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/swarm.cfg:144 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 " "https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at https://" "wiki.wesnoth.org/Micro_AIs for more information." #. [objectives] #: data/ai/micro_ais/scenarios/swarm.cfg:154 msgid "Watch the bats move around and fight them if you want" msgstr "Watch the bats move around and fight them if you want" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/swarm.cfg:156 msgid "Defeat all bats" msgstr "Defeat all bats" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/swarm.cfg:164 msgid "Death of all gryphons" msgstr "Death of all gryphons" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:42 msgid "team_name^Wolves" msgstr "Wolves" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:56 msgid "More Wolves" msgstr "More Wolves" #. [set_menu_item]: id=m02_new_peasant #: data/ai/micro_ais/scenarios/wolves.cfg:124 msgid "Place Side 1 Peasant" msgstr "Place Side 1 Peasant" #. [set_menu_item]: id=m03_new_wolf2 #: data/ai/micro_ais/scenarios/wolves.cfg:135 msgid "Place Side 2 Wolf" msgstr "Place Side 2 Wolf" #. [set_menu_item]: id=m04_new_wolf3 #: data/ai/micro_ais/scenarios/wolves.cfg:146 msgid "Place Side 3 Wolf" msgstr "Place Side 3 Wolf" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/wolves.cfg:195 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 "" "This scenario features a different kind of wolf behaviour 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 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." #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/wolves.cfg:207 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 https://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" "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 the Micro AI wiki page at " "https://wiki.wesnoth.org/Micro_AIs for more information." #. [option] #: data/ai/micro_ais/scenarios/wolves.cfg:214 msgid "I'll just watch the two wolf sides." msgstr "I'll just watch the two wolf sides." #. [objectives] #: data/ai/micro_ais/scenarios/wolves.cfg:238 msgid "Watch the wolves move around and fight each other" msgstr "Watch the wolves move around and fight each other" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/wolves.cfg:240 msgid "No wolves left on one side" msgstr "No wolves left on one side" #. [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 "This situation should test the ability of AI to heal efficiently..." #. [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 "" "This situation should test the ability of AI to spread poison around..." #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:112 msgid "Undead target test" msgstr "Undead target test" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:119 msgid "Target choose test" msgstr "Target choose test" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:126 msgid "Regeneration attack test" msgstr "Regeneration attack test" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:133 msgid "Weapon test with low hp target" msgstr "Weapon test with low hp target" #. [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 "This situation should test the ability of AI to make an attack..." #. [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 "" "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." #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:6 msgid "AI Arena - small" msgstr "AI Arena - small" #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:7 msgid "Small ai arena" msgstr "Small ai arena" #. [set_menu_item]: id=repeat_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:61 msgid "Repeat last test" msgstr "Repeat last test" #. [set_menu_item]: id=select_another_ai #: data/ai/scenarios/scenario-AI_Arena_small.cfg:77 msgid "Select another ai" msgstr "Select another ai" #. [set_menu_item]: id=select_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:87 msgid "Select another test" msgstr "Select another test" #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:100 msgid "AI Developer" msgstr "AI Developer" #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:106 msgid "team_name^AI Developer" msgstr "AI Developer" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:117 msgid "Challenger AI" msgstr "Challenger AI" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:122 msgid "North" msgstr "North" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:129 msgid "Champion AI" msgstr "Champion AI" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:134 msgid "South" msgstr "South" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:173 msgid "Which AI do you wish to use, O Mighty AI Developer?" msgstr "Which AI do you wish to use, O Mighty AI Developer?" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:175 msgid "I am happy with the current AI of team 2, [$test_path_to_ai]" msgstr "I am happy with the current AI of team 2, [$test_path_to_ai]" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:178 msgid "My AI is the RCA AI (the current default)." msgstr "My AI is the RCA AI (the current default)." #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:187 msgid "" "I am the king of FORMULA AI, and I will use its vast powers for world " "domination." msgstr "" "I am the king of FORMULA AI, and I will use its vast powers for world " "domination." #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:196 msgid "I want to test formulaAI-based poisoning improvements" msgstr "I want to test formulaAI-based poisoning improvements" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:205 msgid "I've come with my own AI, and I am ready to test its strength" msgstr "I've come with my own AI, and I am ready to test its strength" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:210 msgid "And where is it located (path follows the usual WML convention)" msgstr "And where is it located (path follows the usual WML convention)" #. [text_input] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:212 msgid "AI Location:" msgstr "AI Location:" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:313 msgid "And so, the AI for team 2 was redeployed from file '$test_path_to_ai'" msgstr "And so, the AI for team 2 was redeployed from file '$test_path_to_ai'" #. [test]: id=lua_ai #: data/ai/scenarios/scenario-lua_ai.cfg:4 msgid "Lua AI Test scenario" msgstr "Lua AI Test scenario" #. [test]: id=lua_ai_old_syntax #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:5 msgid "Lua AI Test scenario (old syntax)" msgstr "Lua AI Test scenario (old syntax)" #. [unit]: type=Skeletal Dragon, id=Kiressh #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:87 msgid "Kiressh" msgstr "Kiressh" #, fuzzy #~| msgid "Messenger Waypoint 1" #~ msgid "Messanger Waypoint 1" #~ msgstr "Messenger Waypoint 1" #~ msgid "Multiplayer_AI^Strong AI (RCA)" #~ msgstr "Strong AI (RCA)" #~ msgid "Multiplayer_AI^Dev AI: Strategy formulation with RCA " #~ msgstr "Dev AI: Strategy formulation with RCA" #~ msgid "" #~ "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++ Akihara)" #~ msgstr "Dev AI: Default + Experimental Recruitment (C++ Akihara)" #~ msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++)" #~ msgstr "Dev AI: Default + Experimental Recruitment (C++)" #~ msgid "This situation should test the recruitment phase" #~ msgstr "This situation should test the recruitment phase" #~ msgid "Akihara's ai will be awesome, won't it?" #~ msgstr "Akihara's ai will be awesome, won't it?" #~ msgid "My AI is TESTING AI DEFAULT, implemented as ai_composite." #~ msgstr "My AI is TESTING AI DEFAULT, implemented as ai_composite." #~ msgid "Test scenario for Lua AI" #~ msgstr "Test scenario for Lua AI" #~ msgid "Patrol waypoint 1" #~ msgstr "Patrol waypoint 1" #~ msgid "Patrol waypoint 2" #~ msgstr "Patrol waypoint 2" #~ msgid "Formula priorities test" #~ msgstr "Formula priorities test" #~ msgid "first" #~ msgstr "first" #~ msgid "second" #~ msgstr "second" #~ msgid "third" #~ msgstr "third" #~ msgid "Location guarded (range = 3)" #~ msgstr "Location guarded (range = 3)" #~ msgid "Bilbo" #~ msgstr "Bilbo" #~ msgid "Sirené" #~ msgstr "Sirené" #~ msgid "Rark" #~ msgstr "Rark" #~ msgid "Test scenario for Lua AI with no Lua engine defined" #~ msgstr "Test scenario for Lua AI with no Lua engine defined" #~ msgid "Move to targets" #~ msgstr "Move to targets" #~ msgid "Test ai move-to-targets logic" #~ msgstr "Test ai move-to-targets logic" #~ msgid "AI under test" #~ msgstr "AI under test" #~ msgid "Idle AI" #~ msgstr "Idle AI"