# #-#-#-#-# wesnoth-ai.cpp.pot (PACKAGE VERSION) #-#-#-#-# # Slovak 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: wescamp-i 18n\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 12:00 UTC\n" "PO-Revision-Date: 2019-01-23 22:32+0100\n" "Last-Translator: Svistwarrior273 \n" "Language-Team: \n" "Language: sk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" "X-Generator: Poedit 2.0.4\n" #. [ai]: id=ai_default_rca #: data/ai/ais/ai_default_rca.cfg:9 msgid "Multiplayer_AI^Default AI (RCA)" msgstr "Základná UI (RCA)" #. [ai]: id=experimental_ai #: data/ai/ais/ai_generic_rush.cfg:10 msgid "Multiplayer_AI^Experimental AI" msgstr "Experimentálna UI" #. [ai]: id=idle_ai #: data/ai/ais/idle_ai.cfg:4 msgid "Multiplayer_AI^Dev AI: Idle AI" msgstr "Dev UI: Nečinná UI" #. [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 UI: Základná UI (RCA) s alternatívnym spôsobom verbovania" #. [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 UI: Základná + Experimentálne verbovanie (Formula UI)" #. [ai]: id=formula_ai_poisoning #: data/ai/dev/formula_ai_poisoning.cfg:9 msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)" msgstr "Dev UI: Základná + Otravovanie jedom (Formula UI)" #: data/ai/lua/patrol.lua:4 msgid "Use the Patrols Micro AI instead of patrol.lua." msgstr "Použitie Hliadkovú UI namiesto patrol.lua." #. [test]: id=The_Elves_Besieged #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5 msgid "The Elves Besieged" msgstr "Elfovia v obkľúčení" #. [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 "Konrád" #. [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 "Rebeli" #. [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 "Orkovia" #. [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 "" "Majster Delfador! Pozrite, prichádzajú orkovia zo všetkých strán! Čo budeme " "robiť?" #. [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 "" "Je ich príliš, omnoho viac na to, aby sme s nimi mohli bojovať. Musíme ujsť!" #. [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 "" "Toto je variácia na scénu 'Elfovia v obkľúčení' z výpravy 'Dedič trónu' s " "tým, že počítač hrá za stranu Konráda. Cieľom je dopraviť Konráda k " "smerovníku na severozápade, pričom by mal Konrád aj Delfador prežiť. Umelá " "inteligencia je použitá zo scény 'Ochráň jednotku'.\n" "\n" "Poznámka: Ochranárska UI je naprogramovaná ako Mikro UI. Mikro UI môže byť " "pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:231 msgid "Move Konrad here" msgstr "Dostaň Konráda sem" #. [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 "Výborne, potiaľto sme to zvládli! Ale kam pôjdeme ďalej?" #. [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 "" "V DT by sme teraz cestovali na sever, a pokúsili sa dostať na ostrov Alduin. " "Ale v tejto demo-výprave zostaneme tu." #. [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 "Ja... Nemyslím, že to zvládnem aj naďalej." #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:281 msgid "Prince... you must keep fighting! Nooooooo!" msgstr "Princ... musíte ostať bojovať! Nieeeeeee!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:285 msgid "It is over. I am doomed..." msgstr "Je po všetkom. Som stratený..." #. [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 "Ja som... nesplnil svoju povinnosť ochrániť princa! Som porazený." #. [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 "Nezomieraj, Delfador! Prosím, musíš ostať nažive!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:307 msgid "Ugh!" msgstr "Uf!" #. [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 "Ach, nie! Minul sa nám čas, prišli im posily..." #: 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 "" "Všeobecne: Tieto UI sú nastavené tak, aby simulovali (do určitej " "miery), ako sa tieto zvieratá správajú v reálnom živote. To zahŕňa fakt, že " "sú to zvieratá, čiže nie sú nejak veľmi múdre. Napríklad, vlky zvyknú loviť " "vo svorkách, ale ľahko sa rozptýlia, keď sa v ich dosahu zjaví korisť. Tiež " "sú celkom zdatní (aj keď nie veľmi) v dolapovaní jeleňa. Z veľkej časti je " "to tak aj zámerne.\n" "\n" "Medvede (namiesto nich Ghastovia), Pavúky a Yetiovia väčšinou len " "blúdia po svojich častiach mapy. Nepletú sa do cesty ostatným (a psom), ale " "ak sa ocitnú v úzkych, tak zaútočia. Napádajú ďalšie, slabšie zvieratá " "(jelene atď), ak sa ocitnú v ich dosahu.\n" "\n" "Vlci lovia vo svorke. Aktívne naháňajú najbližšieho jeleňa (aspoň tak " "dlho, pokiaľ zostane v lese) a pokúšajú sa ho zahnať do úzkych (nie vždy sa " "im to podarí), ale ľahko sa nechajú rozptýliť inou korisťou, ktorá sa zjaví " "v ich blízkosti. Vlci sa snažia vyhýbať sa medveďom, pavúkom, psom a yetimu, " "s výnimkou prípadu, keď sa na nich chystajú zaútočiť. Ak ich necháte sa " "pohybovať dostatočne dlho, naučia sa, že nie je múdre útočiť na sloníkov. " "Keď v okolí nie je žiadny jeleň, náhodne blúdia terénom. Všimnite si, " "narozdiel od Vlčej Viacsvorkovej UI (použitého v inom scenári), táto Vlčia " "UI kombinuje všetkých vlkov na jednej hernej strane do jednej veľkej svorky." #: 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 "" "Každý jeleň (namiesto neho Netopier upír) sa náhodne potuluje po " "lesnatých políčkach, s výnimkou prípadu, keď sa v jeho dosahu zjavia " "nepriatelia, vtedy utečie na najvzdialenejšie miesto, na ktoré sa aktuálne " "je schopný dostať.\n" "\n" " Slony (namiesto nich Ohyzdi) majú rovnaké správanie ako jeleň, okrem " "toho, keď sa v blízkosti jedného z nich nachádza nepriateľ. Ten potom okúsi " "plný hnev rozzúreného samca/kanca.\n" "\n" " Sloníci (namiesto nich Mladí Ohyzdi) slepo nasledujú najbližšieho " "dospelého slona s výnimkou prípadu, že tam žiadny nie je. Vtedy sa správajú " "rovnako ako jeleň.\n" "\n" "Zajace (namiesto nich Potkany) sa taktiež náhodne potulujú, ale " "navyše zmiznú do svojich dier (namiesto nich balíky slamy; ak sú nejaké v " "blízkosti), keď sa v ich okolí objavia nepriatelia. Vylezú z nich von na " "začiatku ťahu, ak je to bezpečné.\n" "\n" "Pastierske psy (namiesto nich Poskokovia)sa snažia mať svoje ovce v " "bezpečí. To zahŕňa udržiavanie ich v oblasti, ktorú na lúke vyhradili psy, " "ktoré sú tak umiestnené medzi ovce a prichádzajúcich nepriateľov. Na nich " "zaútočia, ak sa dostanú príliš blízko. Zrejme by ste mali nechať scenár sa " "nejakú tú chvíľu odohrávať, predtým než zbadáte zaujímavú interakciu medzi " "psami/vlkmi. Ak žiadny ochranný alebo podobný ťah nie je potrebný, psy sa " "pohybujú po náhodných miestach chodníka.\n" "\n" "Ovce (namiesto nich Trollie mláďatá) neorganizovane blúdia s výnimkou " "prípadu, keď je vedľa nich pastiersky pes, vtedy od neho utekajú preč. Pes " "toto využíva tak, že sa postaví na vonkajšiu stranu od ovce, ak je to možné. " "Ovce taktiež utekajú pred prichádzajúcimi nepriateľmi. Ovca, psy a lesné " "tvory (jelene, slony, zajace) sa naučili, že navzájom si nie sú hrozbou, a " "tak sa nechávajú navzájom na pokoji, demonštrujúc tak veľké sebaovládanie " "dobre trénovaného salašníckeho psa." #. [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 "Zvieratá" #. [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 "Ľudia" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:63 msgid "Forest Creatures" msgstr "Lesné tvory" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:77 msgid "Ghasts" msgstr "Ghastovia" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:91 msgid "Spiders" msgstr "Pavúky" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:105 msgid "Yetis" msgstr "Yetiovia" #. [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 "Vlci" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:133 msgid "Whelps" msgstr "Mláďatá" #. [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 "Ukončiť scénu" #. [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 "Dobre, to bolo." #. [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 "" "Dôležité: Zvieracie Mikro UI v tomto scenári sú " "napísané pre taký počet zvieracích jednotiek, aký sa nenachádza v hlavných " "výpravách Wesnothu, napr. medvede, ovce a pastierske psy, alebo jelene. V " "tomto scenári boli tieto jednotky nahradené štandardnejšími." #. [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 "" "Toto je zábavný malý scenár s kopou rôznych zvieracích UI, väčšinou iba na " "sledovanie. Tieto zvieracie UI sa správajú nasledovne: \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 "Otázka pre Hráča" #. [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 "" "Je možné zahrnúť aj človekom kontrolovanú stranu 1, takže akcia sa každé " "kolo zastaví a bude možné sa porozhliadať (alebo narobiť s vecami bordel v " "režime ladenia).\n" "\n" "Všimnite si, že tu nie je žiadny koniec scenára. Za účelom demonštrácie, " "akákoľvek zabitá jednotka je nahradená ďalšou rovnakého typu na začiatku " "nasledujúceho ťahu. Za účelom skončenia scenára, je tu príslušná voľba " "pravým tlačítkom myši - ale funguje iba v človekom-kontrolovanom režime. V " "režime UI budete musieť stlačiť 'Esc' alebo znovunačítať posledný uložený " "súbor.\n" "\n" "Taktiež berte na vedomie: Zvieracie UI sú naprogramované ako Mikro UI. Mikro " "UI môže byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a " "tagu [micro_ai]. Pozrite si Mikro UI wiki stránku na https://wiki.wesnoth.org/Micro_AIs pre viac informácii." #. [option] #: data/ai/micro_ais/scenarios/animals.cfg:378 msgid "I'll just watch the animals." msgstr "Budem len sledovať zvieratá." #. [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 "Chcem mať pod kontrolou stranu 1." #. [objectives] #: data/ai/micro_ais/scenarios/animals.cfg:402 msgid "Watch the animals do their things" msgstr "Sleduj zvieratá, ako si riešia svoje veci" #. [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 "Použi voľbu pravým kliknutím myši" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/animals.cfg:408 #: data/ai/micro_ais/scenarios/wolves.cfg:248 msgid "Death of Rutburt" msgstr "Smrť Rutburta" #. [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 "Pozri si voľby v menu po pravom kliknutí myši pre dodatočné akcie" #. [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" "Preklad: Títo ohyzdi sú drsní! Bude lepšie, ak zostaneme od nich a ich " "mladých ďalej." #. [test]: id=bottleneck_defense #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5 msgid "Bottleneck Defense" msgstr "Prekážková Obrana" #. [side]: type=Orcish Leader, id=Big Bad Orc #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38 msgid "Big Bad Orc" msgstr "Veľký Zlý Ork" #. [message]: speaker=LuaAI #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87 msgid "All right, chaps. Those orcs need to be stopped." msgstr "OK, chlapi. Týchto orkov musíme zastaviť." #. [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 "Sú tam! Dostaneme ich!" #. [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 "" "Musíme udržať tento priechod tak dlho, ako sa len bude dať. Dajme našich " "najsilnejších bojovníkov do prvej línie a sťahujme zranených naspäť kvôli " "liečeniu. Ak budeme dostatočne opatrní, stále by sme to mohli dokonca " "vyhrať. Pridám sa k vám akonáhle dokončím verbovanie a trochu si zabojujem.\n" "\n" "Poznámka: UI Prekážkovej Obrany je naprogramovaná ako Mikro UI. Mikro UI " "môže byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácii." #. [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 "" "V tomto scenári, UI hrajúca za ľudí dostalo pokyn sformovať defenzívnu líniu " "v priesmyku a udržať orkov tak dlho, ako to len bude možné. Chceš hrať za " "orkskú stranu alebo to necháš na základnú (RCA) UI?" #. [option] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:112 msgid "I'll watch the two AIs fight it out." msgstr "Budem sa pozerať, ako to UI vybojujú." #. [option] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:115 msgid "I'll play the orcs." msgstr "Budem hrať za orkov." #. [objectives] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126 msgid "Take the pass" msgstr "Získaj kontrolu nad priesmykom" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:128 msgid "Defeat all humans" msgstr "Poraz všetkých ľudí" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:132 msgid "Death of Big Bad Orc" msgstr "Smrť Veľkého Zlého Orka" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:136 msgid "Only one orc remains" msgstr "Zostáva iba jeden ork" #. [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 "" "Mohol som padnúť, ale v obrane priesmyku budeme pokračovať do posledného " "muža!" #. [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 "Drak" #. [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 "Hrôzostrašný Netopier" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:51 msgid "Rowck's Home" msgstr "Rowkov Domov" #. [unit]: id=Rowck, type=Fire Dragon #: data/ai/micro_ais/scenarios/dragon.cfg:55 msgid "Rowck" msgstr "Rowk" #. [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 "Buď opatrný a nechoď do cesty tomu drakovi. Je to drsňák." #. [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 "" "Ahojte. Som Rowk a tu sú veci, ktoré robím:\n" "Keď vyhladnem, náhodne blúdim po mape až pokiaľ sa nedostanem do dosahu " "nejakého nepriateľa. Ak nejakých mám v dohľade, zaútočím a zožeriem toho " "najslabšieho z nich. Potom ustúpim naspäť do môjho hniezda, kde zostanem " "určitý počet ťahov, alebo kým sa plne nevyliečim.\n" "Zopár detailov (herné prvky, nie bugy, ale to sa môže v prípade potreby " "zmeniť):\n" "- Ak bude moja cesta domov pri návrate zablokovaná, základná RCA UI prevezme " "moje správanie.\n" "- Avšak zaútočím na každého nepriateľa, ktorý obsadí môj hex určený na " "odpočinok, ak sa mi tam podarí dostať.\n" "- Zabitie ma donúti vrátiť sa domov, iba ak bolo spôsobené v rámci ofenzívy, " "nie pri obrane.\n" "- Príležitostne sa počas túlania sa nebudem chvíľku hýbať (aj drak musí " "občas odpočívať!)\n" "\n" "Poznámka: Lovecká UI je naprogramovaná ako Mikro UI. Mikro UI môže byť " "pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [objectives] #: data/ai/micro_ais/scenarios/dragon.cfg:104 msgid "Move the bats around to explore how Rowck reacts" msgstr "" "Pošli netopierov na rôzne miesta, aby si zistil, ako bude Rowk reagovať" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:106 msgid "Defeat Rowck" msgstr "Poraz Rowka" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:110 msgid "Move the lead bat to the signpost" msgstr "Dostaň vodcu netopierov k smerovke" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/dragon.cfg:114 msgid "Death of the bat leader" msgstr "Smrť vodcu netopierov" #. [message]: speaker=Dreadful Bat #: data/ai/micro_ais/scenarios/dragon.cfg:149 msgid "I'm out of here." msgstr "Som odtiaľto preč." #. [test]: id=fast #: data/ai/micro_ais/scenarios/fast.cfg:5 msgid "Fast" msgstr "Rýchla" #. [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 "" "Táto scéna predstavuje situáciu s toľkými jednotkami na mape, že pred každým " "ťahom štandardnej UI dochádza k dlhým prestávkam (niekoľko sekúnd). Naopak, " "Rýchla Mikro UI má omnoho kratšie pauzy. Na predvedenie rozdielu hrá stranu " "1 Rýchla Mikro UI a stranu 2 predvolená (RCA) UI.\n" "\n" "V scéne netreba nič robiť, len sledujte alebo použite túto scénu ako šablónu " "alebo pre vlastné testy." #. [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 "Choď" #. [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 "Lesníci" #. [side]: type=Saurian Flanker, id=leader4 #: data/ai/micro_ais/scenarios/goto.cfg:76 msgid "Saurians" msgstr "Saurovia" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:125 msgid "team_name^Animals" msgstr "Zvieratá" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:138 msgid "team_name^Ghosts" msgstr "Duchovia" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:185 msgid "General Minry" msgstr "Generál Minry" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:186 msgid "Lieutenant Gadoc" msgstr "Poručík Gadoc" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:187 msgid "Lieutenant Senvan" msgstr "Poručík Senvan" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:188 msgid "Sergeant Aethubry" msgstr "Seržant Aethubry" #. [set_menu_item]: id=m01_new_footpad #: data/ai/micro_ais/scenarios/goto.cfg:339 msgid "Place Side 1 Footpad" msgstr "Umiestni sem Poskoka strany 1" #. [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 "Zabi jednotku pod kurzorom myši" #. [set_menu_item]: id=m03_null_control #: data/ai/micro_ais/scenarios/goto.cfg:363 msgid "Turn off human control of Side 1" msgstr "Vypni kontrolu človeka nad stranou 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 "" "Tento scenár demonštruje viacero rôznych využití Chodiacej Mikro UI. Všetky " "UI strany sú kontrolované touto MUI jedným rovnakým spôsobom (okrem saurov, " "ktorí bežia pod Obsmŕdačským Mikro UI). Počas scenára budú zobrazované rôzne " "správy poukazujúce na to, čo práve jednotky robia.\n" "\n" "Hráč kontroluje stranu 1. Je tu k dispozícii pravo-tlačítkové kontextové " "menu pre pridávanie jednotiek strany 1 do mapy a tak isto aj ich následné " "odstraňovanie. Toto je užitočné väčšinou pre zistenie reakcii strážnikov " "strany 3.\n" "\n" "Poznámka: Chodiaca UI je naprogramovaná ako Mikro UI. Mikro UI môže byť " "pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [objectives] #: data/ai/micro_ais/scenarios/goto.cfg:429 msgid "Watch the AI units do their things" msgstr "Pozoruj UI jednotky, ako robia svoje veci" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/goto.cfg:435 msgid "Death of Vaddan" msgstr "Smrť Vaddana" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:450 msgid "The bridge is out. What do we do now?" msgstr "Most je preč. Čo urobíme teraz?" #. [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 "" "Zdá sa, že budeme musieť ísť veľkou obkľukou, aby sme sa dostali ku " "Generálovi Minrymu." #. [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 "" "Chlapci, ignorujte všetkých naokolo okrem toho podvodníka Vaddana a jeho " "mužov. Zostaňte na mieste až pokiaľ sa ktorákoľvek z jeho jednotiek " "nedostane 8 alebo hexov od vás.\n" "\n" "Poznámka: Toto je demonštrácia toho, ako môže byť Chodiaca Mikro UI použitá " "na nakódovanie strážnických jednotiek, aj keď jedna z vyhradených " "Strážnických Mikro UI bude na tento účel často vhodnejšia." #. [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 "" "Štyri netopiere sa striedajú medzi utekaním do rohov mapy (každý jeden do " "iného rohu) a vracaním sa v skupine sem naspäť. Celé správanie je nastavené " "pomocou jediného [micro_ai] tagu, jedno s 'unique_goals=yes', druhé bez neho." #. [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 "Ach nie, duch!" #. [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 "" "Neboj sa, títo duchovia sú naozaj hanbliví. Nikto nevie prečo, ale každý rok " "v tomto čase sa objavia na severe a pohybujú sa smerom na juh. Taktiež, čo " "je veľmi nezvyčajné pre duchov, vyzerajú byť z každého vystrašení a snažia " "sa strániť všetkých jednotiek, ako to len ide -- s výnimkou netopierov a " "saurov, s ktorými z nejakého dôvodu vychádzajú dobre. Takže pokiaľ ich " "nezaženieme do úzkych, nechajú nás tak." #. [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 "" "Pôjdem rovno cez hory. Je to omnoho kratšie ako ísť po chodníku celú cestu " "okolo smerom na juh." #. [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 "" "Si blázon. Možno vzdušnou čiarou to je kratšie, ale dostať sa cez tieto hory " "ti zaberie celú večnosť.\n" "\n" "Poznámka: Poslovia sú kontrolovaní Chodiacimi Mikro UI, ktoré sa líšia " "jediným riadkom, 'use_straight_line=yes/no'." #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:591 msgid "I told you so!" msgstr "Hovoril som ti to!" #. [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 "" "Muži, choďte dolu k Riečnej Pevnosti a prijmite rozkazy od seržanta " "Aethubryho. Chcem, aby sa každý jeden z vás u neho nahlásil predtým, ako " "pôjdeme na východ bojovať s týmito saurami." #. [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, toľko od toho perohryza Gadoca! Muži, síce chcem od vás, aby ste išli " "do Riečnej Pevnosti, ale úplne stačí, ak sa seržantovi Aethubrymu ohlási len " "jeden z vás. Hneď potom môže ísť zvyšok rovno do bitky." #. [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 z oddielu poručíka Gadoca sa prišiel " "ohlásiť, pane." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:644 msgid "Ready to fight those saurians, soldier?" msgstr "Si pripravený bojovať s tými saurami, vojak?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:648 msgid "Yes, sir." msgstr "Áno, pane." #. [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 "" "Výborne, $unit.language_name. Teraz choď pomôcť svojim druhom zlikvidovať " "ten saurský útok v močiaroch." #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:664 msgid "Maybe if I ignore them, they'll just go away?" msgstr "Možno ak ich budem ignorovať, jednoducho odídu preč?" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:683 msgid "Lieutenant Senvan's men reporting for duty, sir." msgstr "Muži poručíka Senvana sa vám prišli ohlásiť, pane." #. [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 "Ach, poručík Senvan... Každý z vás ma hodláte obťažovať po jednom?" #. [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 "" "Nie, pane. Poručík Senvan nám prikázal smerovať do bitky akonáhle sa vám " "ohlásim." #. [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 "" "Dobre, to je teda úľava. Zdá sa, že niekto vie, ako využiť svoj ... Teda, " "mal som na mysli, že môžete už vyraziť.\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 "" "Nepovedal by som nič negatívne o jednom z mojich nariadených, alebo snáď hej?" #. [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 "Všetci sme sa dostali do rohov, poďme sa teraz spoločne vrátiť." #. [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 "Spoločne sme sa vrátili, tak zase každý smerujme naspäť do rohov." #. [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 "Strážcovia" #. [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 "Gryfovia" #. [side]: type=Orcish Leader, id=Another Bad Orc #: data/ai/micro_ais/scenarios/guardians.cfg:50 msgid "Another Bad Orc" msgstr "Ďalší Zlý Ork" #. [unit]: type=Dwarvish Guardsman, id=guardian1 #: data/ai/micro_ais/scenarios/guardians.cfg:97 msgid "Guardian 1" msgstr "Strážca 1" #. [unit]: type=Dwarvish Guardsman, id=guardian2 #: data/ai/micro_ais/scenarios/guardians.cfg:108 msgid "Guardian 2" msgstr "Strážca 2" #. [unit]: type=Giant Rat, id=coward1 #: data/ai/micro_ais/scenarios/guardians.cfg:121 msgid "Coward 1" msgstr "Zbabelec 1" #. [unit]: type=Giant Rat, id=coward2 #: data/ai/micro_ais/scenarios/guardians.cfg:145 msgid "Coward 2" msgstr "Zbabelec 2" #. [unit]: type=Giant Rat, id=coward3 #: data/ai/micro_ais/scenarios/guardians.cfg:171 msgid "Coward 3" msgstr "Zbabelec 3" #. [unit]: type=Giant Rat, id=coward4 #: data/ai/micro_ais/scenarios/guardians.cfg:198 msgid "Coward 4" msgstr "Zbabelec 4" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:220 msgid "Move gryphons here to see different coward reactions" msgstr "Dostaň gryfonov sem, aby si uvidel rôzne reakcie zbabelcov" #. [unit]: type=Troll, id=return1 #: data/ai/micro_ais/scenarios/guardians.cfg:229 msgid "Return Guardian 1" msgstr "Vracajúci sa Strážca 1" #. [unit]: type=Troll Whelp, id=return2 #: data/ai/micro_ais/scenarios/guardians.cfg:250 msgid "Return Guardian 2" msgstr "Vracajúci sa Strážca 1" #. [unit]: type=Troll Whelp, id=home1 #: data/ai/micro_ais/scenarios/guardians.cfg:272 msgid "Home Guard 1" msgstr "Domový Strážca 1" #. [unit]: type=Troll, id=home 2 #: data/ai/micro_ais/scenarios/guardians.cfg:284 msgid "Home Guard 2" msgstr "Domový Strážca 2" #. [unit]: type=Skeleton Archer, id=stationed1 #: data/ai/micro_ais/scenarios/guardians.cfg:297 msgid "Stationed Guardian 1" msgstr "Umiestnený Strážca 1" #. [unit]: type=Skeleton, id=stationed2 #: data/ai/micro_ais/scenarios/guardians.cfg:321 msgid "Stationed Guardian 2" msgstr "Umiestnený Strážca 2" #. [unit]: type=Troll, id=zone1 #: data/ai/micro_ais/scenarios/guardians.cfg:346 msgid "Gate Keeper" msgstr "Dverník" #. [unit]: type=Dwarvish Guardsman, id=zone2 #: data/ai/micro_ais/scenarios/guardians.cfg:373 msgid "Home Keeper" msgstr "Domovník" #. [unit]: type=Naga Fighter, id=zone3 #: data/ai/micro_ais/scenarios/guardians.cfg:404 msgid "Water Guardian" msgstr "Vodný Strážca" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:425 msgid "Guarded Location" msgstr "Strážené Miesto" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:426 msgid "Station 1" msgstr "Miesto 1" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:427 msgid "Station 2" msgstr "Miesto 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 "Štandardný WML Strážca" #. [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 "" "Toto je zabudovaný WML strážca nakódovaný použitím 'ai_special=guardian'. " "Títo strážcovia zaútočia v prípade, že sa v dosahu ich pohybu objaví " "nepriateľ, inak nerobia nič (okrem ústupu do dediny kvôli liečeniu)." #. [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 "Vracajúci sa Strážca" #. [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 "" "'Vracajúci sa strážca' je variáciou klasického Wesnothského strážcu. Má " "priradenú strážnu pozíciu (SP), na ktorú sa vráti po útoku na " "prichádzajúcich nepriateľov:\n" "- Ak na SP nie je žiadny nepriateľ v dosahu, nerob nič.\n" "- Ak na SP je nejaký nepriateľ v dosahu, útok nechaj na základnú UI (to môže " "zahŕňať prípad neútočenia, ak pokladá nepriateľa za príliš silného).\n" "- Ak sa nenachádzaš na SP, vrátiš sa tam bez ohľadu na to, či je nepriateľ " "na dosah alebo nie.\n" "- Ak nepriatelia blokujú tvoju cestu späť, urob čo len môžeš, aby si sa tam " "aj tak dostal.\n" "- Ak pri ceste naspäť skončíš vedľa nepriateľa, po vyplytvaní dostupných " "ťahov zaútoč." #. [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 "Domový Strážca" #. [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 "" "'Domový strážca' je variantou 'strážcovského' UI špeciálu. S touto variantou " "má jednotka priradenú 'domovskú' pozíciu, na ktorú sa vráti, ak sa medzitým " "nezapletie do boja alebo nezájde do dediny, či už kvôli liečeniu, alebo " "kvôli jej zabratiu ešte tento ťah. (Na rozdiel od štandardnej strážcovskej " "UI, ktorá zostane tam, kde naposledy na niekoho zaútočila) Týmto sa líši od " "'vracajúceho sa strážcu', domový zaútočí aj vtedy, keď sa tým dostane celkom " "ďaleko od 'domova', namiesto toho, aby sa po každom útoku vrátil. (Taktiež " "môže byť odlákaný reťazou blízko umiestnených dedín, ale to je už niečo, čo " "môže tvorca mapy udržať pod kontrolou.)\n" "Toto tiež demonštruje spôsob, ako kombinovať kandidátske akcie od Formula UI " "a Lua UI na jednej hernej strane. Domová stráž je napísaná v Formula UI, " "zatiaľ čo vracajúci sa a umiestnení strážcovia zasa v Lua UI. Navyše, " "nestrážiace jednotky tej konkrétnej strany sa budú držať správania základnej " "UI." #. [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 "Umiestnený Strážca" #. [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 "" "'Umiestnený strážca' je ďalšou variantou štandardného Wesnothského strážcu s " "trochu komplexnejším správaním, ako má 'vracajúci sa strážca'. Má definované " "2 pozície, 'stanovisko' a 'strážené miesto', takisto aj 'vzdialenosť'. " "Správanie je nasledujúce:\n" "- Ak žiadny nepriateľ nie je vo 'vzdialenosti' od strážcovej aktuálnej " "pozície, nerob nič.\n" "- Inak: Ak nepriateľ je vo 'vzdialenosti' od strážcu, ale nie v rovnakej " "vzdialenosti od stráženého miesta a stanoviska (všetko z tohto naraz), pohni " "strážcu smerom k stanovisku.\n" "- Inak: \n" " - Vyber si nepriateľskú jednotku, ktorá je najbližšie k stráženému " "miestu.\n" " - Ak sa k nej sme schopní dostať, vyber si priľahlý hex s najlepšou " "obranou a zaútoč odtiaľ.\n" " - Ak nie je v dosahu, pohni sa smerom k tejto jednotke." #. [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 "Zbabelec" #. [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 "" "Zbabelci sú jednotky, ktoré rovnako ako strážcovia nerobia nič, až pokiaľ sa " "v ich dosahu objaví nepriateľ. Avšak na rozdiel od nich utečú presne opačným " "smerom ako odkiaľ prichádzajú nepriatelia. Využitím môžu byť divé zvieratá, " "neozbrojení civilisti, ktorí sa dostali do oblasti bitky atď. Zbabelecké " "makro môže byť zavolané s 2 voliteľnými pozíciami, 'hľadaj' a 'vyhni sa':\n" "- Ak žiadna z nich nie je udaná, zbabelec ustúpi na najvzdialenejšiu možnú " "pozíciu od prichádzajúcich nepriateľov.\n" "- Ak je udaná 'hľadaj', tak zvykne ustupovať smerom k tejto pozícii (ale " "útek pred nepriateľmi má stále vyššiu prioritu).\n" "- Ak je udaná 'vyhni sa', tak sa navyše snaží vyhnúť tejto pozícii (aj útek " "pred nepriateľmi aj pochod smerom k 'hľadanej' pozícii má vyššiu prioritu).\n" "- Obe 'hľadaj' a 'vyhni sa' môžu pozostávať aj z len jednej súradnice ('x' " "alebo 'y'), v takom prípade hľadá alebo sa vyhýba celej línii hexov." #. [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 "Strážca Zóny" #. [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 "" "Strážca zóny je jednotka, ktorá, ako hovorí jej názov, stráži zónu. Náhodne " "sa pohybuje vo vnútri tejto zóny, pokiaľ do nej nevstúpi nepriateľ (alebo do " "zvlášť definovanej nepriateľskej zóny, pozri nižšie).Využitím môže byť " "obrana hradu alebo hniezda. Zónové makro môže byť zavolané s voliteľnou " "nepriateľskou zónou:\n" "- Ak nie je udaná, strážca zóny zaútočí na kohokoľvek, kto príde dovnútra " "jeho zóny.\n" "- Inak zaútočí na každého, kto vojde do nepriateľskej zóny, a keď už tam " "nebudú žiadni nepriatelia, vráti sa hliadkovať späť do svojej základnej zóny." #. [message]: speaker=Kraa #: data/ai/micro_ais/scenarios/guardians.cfg:569 msgid "Kraahhh!!!!" msgstr "Kraaaaaa!!!" #. [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 "" "Gryfovia z Vysokých Pláni, pozrite sa na všetkých týchto nepriateľov. " "Nesprávajú sa normálne. Väčšina z nich sa vôbec nehýbe, pokiaľ sa k nim " "nedostaneme blízko. Poďme vyskúšať, ako na nás budú reagovať.\n" "\n" "Poznámka pre hráča: kontextové menu po pravom kliknutí myši obsahuje " "informácie o správaní každej z jednotiek.\n" "\n" "Ďalšia poznámka: Mnohé zo Strážcovských UI sú naprogramované ako Mikro UI. " "Mikro UI môže byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím " "WML a tagu [micro_ai]. Pozrite si Mikro UI wiki " "stránku na https://wiki.wesnoth.org/Micro_AIs pre viac informácii." #. [objectives] #: data/ai/micro_ais/scenarios/guardians.cfg:589 msgid "Move the Gryphons around to explore how the guardians react" msgstr "" "Posielaj Gryfov na rôzne miesta, aby si zistil, ako budú strážnici reagovať" #. [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 "Poraz všetky nepriateľské jednotky" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:595 msgid "Move Kraa to the signpost" msgstr "Dostaň Kraa k smerovke" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/guardians.cfg:599 msgid "Death of Kraa" msgstr "Smrť Kraa-a" #. [note] #: data/ai/micro_ais/scenarios/guardians.cfg:603 msgid "" "Check out the right-click menu options for information on each guardian type" msgstr "" "Pozri si možnosti v menu po pravom kliknutí myši pre zobrazenie informácii o " "každom type strážcu" #. [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 "Gryfovia z Vysokých Pláni, je čas sa vrátiť. Nasledujte ma." #. [test]: id=hang_out #: data/ai/micro_ais/scenarios/hang_out.cfg:5 msgid "Hang Out" msgstr "Zdržiavanie" #. [side]: id=Bad Outlaw, type=Outlaw #: data/ai/micro_ais/scenarios/hang_out.cfg:23 msgid "team_name^Bad Outlaw" msgstr "Zlý Štvanec" #. [side]: id=Good Bandit, type=Bandit #: data/ai/micro_ais/scenarios/hang_out.cfg:39 msgid "team_name^Good Bandit" msgstr "Dobrý Bandita" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:61 msgid "Outlaw moves here" msgstr "Štvanec sa pohne sem" #. [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 "" "Ten štvanec tam plánuje utekať do pevnosti na juhovýchode. Predtým, ako sa " "začne hýbať, bude 3 kolá verbovať a on i jeho poskoci sú omnoho rýchlejší " "ako my. Poponáhľajme sa, inak ho nikdy nechytíme.\n" "\n" "Poznámka: Tento scenár používa kombináciu dvoch Mikro UI, Zdržiavacej Mikro " "UI, ktorá nechá jednotky strany 2 zotrvať pri pevnosti po dobu 2 ťahov " "(zatiaľ čo ich bude iba posúvať von z hradu, aby uvoľnila miesta pre nových " "regrútov) a Poslo-eskortovaciu UI, ktorá bude riešiť eskortu. Mikro UI môže " "byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácii." #. [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 "" "Dostaň sa štvancovi do cesty predtým, než sa on dostane do juhovýchodnej " "pevnosti" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/hang_out.cfg:129 msgid "Death of Bad Outlaw" msgstr "Smrť Zlého Štvanca" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:133 msgid "Death of Good Bandit" msgstr "Smrť Dobrého Banditu" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:137 msgid "Bad Outlaw makes it to the signpost" msgstr "Zlý Štvanec sa dostane k smerovke" #. [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 "Máme ho! Teraz je všetko, za čo bojujeme, v bezpečí." #. [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 "Dokázal som to! Teraz môžeme pokračovať v boji za našu vec." #. [test]: id=healer_support #: data/ai/micro_ais/scenarios/healer_support.cfg:5 msgid "Healer Support" msgstr "Podpora Liečiteľa" #. [side]: id=Rebels1, type=Elvish Ranger #: data/ai/micro_ais/scenarios/healer_support.cfg:21 msgid "Rebels 1" msgstr "Rebeli 1" #. [side]: id=Rebels2, type=Elvish Marksman #: data/ai/micro_ais/scenarios/healer_support.cfg:35 msgid "Rebels 2" msgstr "Rebeli 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 "" "V tomto scenári demonštrujeme použitie Liečiteľsko-podpornej Mikro UI. Táto " "UI ovláda liečiteľov strany tak, aby zostali za vojnovými líniami a liečili " "zranených, prípadne ohrozené jednotky, namiesto toho, aby sa zúčastňovali " "útokov za každých okolností. Zahŕňa rôzne konfigurovateľné možnosti (ktoré " "sú nastavené rôzne pre dve strany v tomto scenári) určujúce ako agresívni/" "opatrní liečitelia sú, či budú občas aj útočiť a koľko budú riskovať, atď.\n" "\n" "Pre ujasnenie, každý liečiteľ ohlási svoj podporný ťah. Ak to nechceš každý " "krát vidieť, jednoducho stlač 'Esc', keď sa to udeje po prvý krát.\n" "\n" "Poznámka: Liečiteľsko-podporná UI je naprogramovaná ako Mikro UI. Mikro UI " "môže byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácii." #. [message]: speaker=$unit.id #: data/ai/micro_ais/scenarios/healer_support.cfg:100 msgid "Argh! They got us..." msgstr "Ach! Dostali nás..." #. [test]: id=lurkers #: data/ai/micro_ais/scenarios/lurkers.cfg:184 msgid "Lurkers of the Swamp" msgstr "Obsmŕdači z Močiara" #. [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 "Mikro UI Obsmŕdači (saurovia, umiestnení)" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:236 msgid "Micro AI Lurkers (saurians, wanderers)" msgstr "Mikro UI Obsmŕdači (saurovia, pútnici)" #. [side]: type=Naga Warrior #: data/ai/micro_ais/scenarios/lurkers.cfg:252 msgid "Micro AI Lurkers (nagas)" msgstr "Mikro UI Obsmŕdači (hadí ľudia)" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:268 msgid "WML Lurkers (saurians)" msgstr "WML Obsmŕdači (saurovia)" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:284 msgid "Formula AI Lurkers (saurians)" msgstr "Formula UI Obsmŕdači (saurovia)" #. [set_menu_item]: id=m01_menu_lurker2 #: data/ai/micro_ais/scenarios/lurkers.cfg:387 msgid "Place a Side 2 lurker" msgstr "Umiestni obsmŕdača strany 2" #. [set_menu_item]: id=m01_menu_lurker3 #: data/ai/micro_ais/scenarios/lurkers.cfg:399 msgid "Place a Side 3 lurker" msgstr "Umiestni obsmŕdača strany 3" #. [set_menu_item]: id=m01_menu_lurker4 #: data/ai/micro_ais/scenarios/lurkers.cfg:411 msgid "Place a Side 4 lurker" msgstr "Umiestni obsmŕdača strany 4" #. [set_menu_item]: id=m01_menu_lurker5 #: data/ai/micro_ais/scenarios/lurkers.cfg:423 msgid "Place a Side 5 lurker" msgstr "Umiestni obsmŕdača strany 5" #. [set_menu_item]: id=m01_menu_lurker6 #: data/ai/micro_ais/scenarios/lurkers.cfg:435 msgid "Place a Side 6 lurker" msgstr "Umiestni obsmŕdača strany 6" #. [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 "" "V tomto scenári demonštrujeme Obsmŕdačskú Mikro UI. Obsmŕdač je jednotka, " "ktorá je schopná sa pohybovať po väčšine terénov, ale zastaví sa a útočí iba " "z jedného špecifického typu. Tiež môže mať schopnosť sa na tomto teréne " "schovať (čo je aj dôvod, prečo sa nazýva Obsmŕdačská UI).\n" "\n" "Obsmŕdači sa hýbu individuálne bez akejkoľvek stratégie a vždy útočia na " "najslabšieho nepriateľa, ktorého práve majú v dosahu. Ak sa žiadny v ich " "blízkosti nenachádza, urobí namiesto toho náhodný ťah - alebo proste začne " "sedieť a čakať (a obsmŕdať)." #. [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 "" "Tri rôzne obsmŕdačské správania sú tu nastavené použitím [micro_ai] tagu s " "rôznymi parametrami:\n" "\n" "Strana 2 (modrí): saurovia útočia iba z močiara. Ak žiadny nepriateľ nie je " "na dosah, nehýbu sa.\n" "\n" "Strana 3 (zelení): saurovia útočia iba z močiara. Ak žiadny nepriateľ nie je " "na dosah, začnú náhodne blúdiť (iba v močiari).\n" "\n" "Strana 4 (fialoví): hadí ľudia blúdia iba po vodnom teréne, ale útočia aj z " "vody aj z močiara.\n" "\n" "Pridali sme tiež ďalšie 2 strany, ktoré demonštrujú obsmŕdačské správanie " "nakódované vo WML (strana 5, šedí) a Formula UI (strana 6, hnedí)." #. [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 "Poznámky" #. [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 "" "Môžete použiť kontextové menu po pravom kliknutí myši pre pridanie " "dodatočných obsmŕdačov.\n" "\n" "Akákoľvek jednotka nenachádzajúca sa v blízkosti močiara (a vody, v prípade " "hadích ľudí) je od obsmŕdačov v bezpečí, teda je ľahké zabrániť útoku na " "Pekzsa.\n" "\n" "Lua Obsmŕdačská UI je naprogramovaná ako Mikro UI. Mikro UI môže byť pridaná " "a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu [micro_ai]. " "Pozrite si Mikro UI wiki stránku na https://" "wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [objectives] #: data/ai/micro_ais/scenarios/lurkers.cfg:485 msgid "Watch the lurkers move around and fight them if you want" msgstr "" "Sleduj obsmŕdačov, ako sa pohybujú po okolí a bojuj s nimi, ak sa ti chce" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:487 msgid "Defeat all lurkers" msgstr "Poraz všetkých obsmŕdačov" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:491 msgid "Move Pekzs to the signpost" msgstr "Dostaň Pekzsa k smerovke" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/lurkers.cfg:495 msgid "Death of Pekzs" msgstr "Smrť Pekzsa" #. [note] #: data/ai/micro_ais/scenarios/lurkers.cfg:499 msgid "Right-click on unoccupied swamp hexes to add more lurkers" msgstr "" "Klikni pravým tlačítkom myši na prázdne močiarne hexy, ak chceš pridať viac " "obsmŕdačov" #. [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 "" "Dzzzakujemmm za pomoccc proti týýýýmto obsmŕŕŕdačččom. Dúfam, že vássss " "zassse znovu niekedy uvidííímmmm." #. [test]: id=messenger_escort #: data/ai/micro_ais/scenarios/messenger_escort.cfg:5 msgid "Messenger Escort" msgstr "Eskorta Posla" #. [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 "Posol" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:123 msgid "Messenger Waypoint 1" msgstr "Poslov smerový bod 1" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:125 msgid "Messenger Waypoint 2" msgstr "Poslov smerový bod 2" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:127 msgid "Messenger Waypoint 3" msgstr "Poslov smerový bod 3" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:130 msgid "AI moves Messenger here" msgstr "UI pošle Posla sem" #. [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 "" "Muži, potrebujem sa dostať k tej smerovke na severe, aby som odovzdal správu " "nášmu veliteľovi. Poďme na sever tak rýchlo, ako to len pôjde." #. [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 "" "Poslo-eskortovacie UI sa pokúsi dostať posla dragúna k smerovke na severe, " "ochraňujúc ho pri tom tak, ako je to len možné s ostatnými jednotkami. " "Vanakovi orkovia ho potrebujú zastaviť.\n" "\n" "Všimni si, že poslova cesta je nastavená prostredníctvom série smerových " "bodov, ktoré sú tu za účelom demonštrácie ich použitia. Na tejto mape by " "použitie len jediného smerového bodu (cieľu cesty) fungovalo tiež (alebo " "možno dokonca ešte lepšie).\n" "\n" "Taktiež, posol nemusí bezprostredne prísť ku každému smerovému bodu (s " "výnimkou toho posledného), ak sa dostane dosť blízko, je to postačujúce.\n" "\n" "Poslo-eskortovacie UI je naprogramované ako Mikro UI. Mikro UI môže byť " "pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozri si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [objective]: condition=win #: data/ai/micro_ais/scenarios/messenger_escort.cfg:165 msgid "Defeat the messenger" msgstr "Poraz posla" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:169 msgid "Messenger gets to the signpost" msgstr "Posol sa dostane k smerovke" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:173 msgid "Death of Vanak" msgstr "Smrť Vanaka" #. [message]: speaker=messenger #: data/ai/micro_ais/scenarios/messenger_escort.cfg:189 msgid "I made it! Now our people will be safe." msgstr "Dokázal som to! Teraz budú naši ľudia v bezpečí." #. [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 "Nieee! Všetko je stratené. Nikdy sa nám už nepodarí zastaviť orkov!" #. [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 "Hliadky" #. [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 "Banditi" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:41 msgid "team_name^Konrad" msgstr "Konrád" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:56 msgid "team_name^Urudin" msgstr "Urudín" #. [unit]: type=Orcish Slayer, id=Urudin #: data/ai/micro_ais/scenarios/patrols.cfg:114 msgid "Urudin" msgstr "Urudín" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:188 msgid "Konrad Waypoint 1" msgstr "Konrádov smerový bod 1" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:190 msgid "Konrad Waypoint 2" msgstr "Konrádov smerový bod 2" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:192 msgid "Konrad Final Waypoint" msgstr "Konrádov cieľový smerový bod" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:195 msgid "Patrol Waypoint 1" msgstr "Smerový bod hliadky 1" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:197 msgid "Patrol Waypoint 2" msgstr "Smerový bod hliadky 2" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:199 msgid "Patrol Waypoint 3" msgstr "Smerový bod hliadky 3" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:201 msgid "Patrol Waypoint 4" msgstr "Smerový bod hliadky 4" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:204 msgid "Urudin retreats here" msgstr "Urudín ustúpi sem" #. [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 "" "Ahojte! Som Konrádov dvojník. Ideme vám v tomto scenári predviesť Hliadkovú " "UI.\n" "\n" "Smerujem k pevnosti východne od centrálnej hory prostredníctvo niekoľkých " "smerových bodov na juhu. Akonáhle tam prídem, tak tam aj zostanem. Na " "rozdiel odo mňa, títo dvaja chlapi v strede neustále krúžia okolo hory, " "jeden z nich stále v rovnakom smere, zatiaľ čo ten druhý svoj smer mení " "každé kolo.\n" "\n" "Všetko z tohto je implementované pomocou Hliadkového [micro_ai] tagu." #. [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 "" "Ja naopak som strážcom zóny v najjužnejšej časti mapy. Táto UI je " "implementované cez Strážcovský [micro_ai] tag. Je tu z veľkej časti len " "preto, aby demonštroval, ako nastaviť rozličné Mikro UI pre jednu a tú istú " "hernú stranu. Pre viac detailov o rôznych typov strážcovských UI tu je " "oddelený špeciálny scenár." #. [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 "" "A ja som Urudín. Budem útočiť na svojich nepriateľov po dobu niekoľkých " "ťahov, ale ustúpim k pravému okraju mapy, keď moje body zdravia klesnú pod " "polovicu, prípadne nastane 5 ťah, bez ohľadu na to, čo z toho sa udeje ako " "prvé.\n" "\n" "Táto UI je nezávislá od Hliadkovej na strane 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 "" "Ty, ako hráč, máš na starosti v tomto scenári Gertburtových banditov. Môžeš " "sa buď jednducho pozerať na hliadky, ako sa hýbu mape, ale im poslať do " "cesty nejaké jednotky. Tri hliadkové jednotky dostali zvlášť inštrukcie, ako " "čeliť nepriateľským vojakom:\n" "\n" "Konrád zaútočí iba na Gertburta, alebo akúkoľvek inú jednotku blokujúcu " "cestu k jeho cieľovému smerovému bodu.\n" "\n" "Bojovník nezaútočí vôbec.\n" "\n" "Strelec z dlhého luku zaútočí na každú jednotku, ktorá bude stáť vedľa neho " "pri konci jeho ťahu.\n" "\n" "Avšak, všetci majú niečo spoločné - dostať sa k ich ďalšiemu smerovému bodu " "má vyššiu prioritu ako útočenie. Teda zvyknú sa skôr pohybovať okolo " "nepriateľov než priamo k nim. Taktiež, ak je smerový bod obsadený jednotkou, " "na ktorú nedostali inštrukciu zaútočiť, eventuálne sa vykašlú na konkrétny " "smerový bod akonáhle prídu dostatočne blízko a vyberú sa k ďalšiemu.\n" "\n" "Hliadková UI kontrolujúce jednotky strany 2 je naprogramovaná ako Mikro UI. " "Mikro UI môže byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím " "WML a tagu [micro_ai]. Pozrite si Mikro UI wiki " "stránku na https://wiki.wesnoth.org/Micro_AIs pre viac informácii." #. [objectives] #: data/ai/micro_ais/scenarios/patrols.cfg:254 msgid "Watch the patrols, attack them etc." msgstr "Sleduj hliadky, útoč na ne, atď." #. [objective]: condition=win #: data/ai/micro_ais/scenarios/patrols.cfg:260 msgid "Move Gertburt to the signpost" msgstr "Dostaň Gertburta k smerovke" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/patrols.cfg:264 msgid "Death of Gertburt" msgstr "Smrť Gertburta" #. [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 "" "Dobre, to bola zábava! Teraz sa tu budem už len poflakovať a pozerať sa, " "ako tí dvaja chlapci chodia, chodia a chodia..." #. [message]: speaker=Gertburt #: data/ai/micro_ais/scenarios/patrols.cfg:325 msgid "Let's go home, chaps." msgstr "Poďme domov, chlapi." #. [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 "Ochráň Jednotku" #. [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 "Langzar" #. [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 "Langhar" #. [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 "Korzár" #. [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 "Korzár" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:119 msgid "Move Rossauba here" msgstr "Dostaň Rossaubu sem" #. [message]: speaker=Koorzhar #: data/ai/micro_ais/scenarios/protect_unit.cfg:129 msgid "There's that traitor wizard. Let's get him." msgstr "Tam je ten čarodejník zradca. Poďme ho chytiť." #. [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 "" "Muži, poznáte dohodu. Musíme Rossaubu ochrániť za každých okolností. Dokonca " "ani moje vlastné prežitie nie je tak dôležité." #. [message]: speaker=Rossauba #: data/ai/micro_ais/scenarios/protect_unit.cfg:138 msgid "That's very kind of you, but ..." msgstr "To je od teba veľmi milé, ale ..." #. [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 "" "Žiadne ale! Zostaneš za líniami a nebudeš sa zapájať do bitky, iba ak to " "bolo úplne bez rizika, rozumel si? A dostaň sa k tej smerovke na " "severozápade, ak je to bezpečné." #. [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 "" "V tomto scenári, UI hrajúca za ľudí na východe (Langzar) dostalo pokyn " "ochrániť čarodejníka Rossaubu a bezpečne ho doviesť k smerovke. Na opačnej " "strane, Korzárove jednotky (na západe) sa budú koncentrovať hlavne naňho, " "dokonca aj keď bude poruke lepší cieľ. Chceš hrať za jednu zo strán, alebo " "celú bitku necháš na UI?\n" "\n" "Poznámka: Ochranárske UI je naprogramované ako Mikro UI. Mikro UI môže byť " "pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:155 msgid "I'll watch the two AIs fight it out" msgstr "" "Budem sa pozerať, ako si to tie dve UI medzi sebou vybojujú" #. [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 "" "Budem hrať za Langzarovu stranu (aby som videl ako Korzárove " "jednotky mieria na Rossaubu)" #. [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 "" "Budem hrať za Korzárovu stranu (aby som videl ako Langzarove " "jednotky ochraňujú Rossaubu)" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:179 msgid "Protect Rossauba while moving him to the signpost" msgstr "Ochraňuj Rossaubu zatiaľ čo pôjde k smerovke" #. [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 sa dostane k smerovke" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:185 msgid "Death of Rossauba" msgstr "Smrť Rossaubu" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:189 msgid "Death of Langzhar" msgstr "Smrť Langzara" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:195 msgid "Get rid of that traitor wizard Rossauba" msgstr "Zbav sa toho zradcovského čarodejníka Rossaubu" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect_unit.cfg:197 msgid "Defeat Rossauba" msgstr "Poraz Rossaubu" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:205 msgid "Death of Koorzhar" msgstr "Smrť Korzára" #. [message]: speaker=Rossauba #: data/ai/micro_ais/scenarios/protect_unit.cfg:230 msgid "I held out for as long as I could." msgstr "Držal som sa tak dlho, ako to len šlo." #. [message]: speaker=Rossauba #: data/ai/micro_ais/scenarios/protect_unit.cfg:248 msgid "I made it" msgstr "Dokázal som to" #. [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 "Verbovanie" #. [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 "" "Toto je veľmi jednoduchý scenár, ktorý môže byť využitý na testovanie " "rôznych verbovacích vzorov." #. [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 "" "Iba sleduj verbovanie oboch strán a urči či to je tak, ako si očakával. " "Verbovacie zoznamy obsahujú jednotky úrovní 0 až 2 za účelom vyniknutia " "vzájomných rozdielov." #. [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 "" "Ak si nič nezmenil v kóde scenára, strana 1 používa Náhodne verbujúcu Mikro " "UI s bojovníkmi a sedliakmi, ktorým bol nastavený vyšší koeficient " "pravdepodobnosti ako ostatným jednotkám. Mágovia dostali strednú " "pravdepodobnosť. Toto nie je myslené ako ukážka dobrého verbovacieho vzorca, " "jednoducho len ako demonštrácia fungovania konkrétnej UI.\n" "\n" "Strana 2 používa Náhlivo verbujúcu Mikro UI (ktorá je tiež použitá v " "Experimentálnej UI).\n" "\n" "Mikro UI môže byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím " "WML a tagu [micro_ai]. Pozrite si Mikro UI wiki " "stránku na https://wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [test]: id=micro_ai_test #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:5 msgid "Micro AI Tests" msgstr "Testy Mikro UI" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:19 msgid "Grnk the Frail" msgstr "Krehký Grnk" #. [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 "Húf" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:60 msgid "Lurkers" msgstr "Obsmŕdači" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:66 msgid "HttT: The Elves Besieged" msgstr "DT: Elfovia v obkľúčení" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:69 msgid "Bottleneck" msgstr "Prekážka" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:81 msgid "Healers" msgstr "Liečitelia" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:87 msgid "Hang Out and Messenger" msgstr "Zdržovanie a posol" #. [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 "Jednoduchý útok" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:93 msgid "Fast AI" msgstr "Rýchla UI" #. [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 "Demo Mikro UI prekážkovej obrany" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:111 msgid "Bottleneck Defense Micro AI Demo" msgstr "Demo Mikro UI prekážkovej obrany" #. [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 "" "V scenári s Mikro UI prekážkovej obrany, malá skupinka ľudských vojakov " "dostala úlohu obrániť priesmyk proti veľkej bande orkov. Môžeš buď sledovať " "ich boj proti štandardnej RCA UI alebo prevziať kontrolu nad orkskou stranou." #. [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 "Demo Mikro UI močiarnych obsmŕdačov" #. [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 "" "Močiarni obsmŕdači sú hlúpe, impulzívne riadené stvorenia, ktoré sú schopné " "sa pohybovať po väčšine terénov, ale zastavia sa iba v močiari. Hýbu sa " "individuálne bez akejkoľvek stratégie a vždy útočia na najslabšieho " "nepriateľa v ich dosahu. Ak tam žiadny nie je, namiesto toho urobia náhodný " "ťah." #. [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 "Demo strážcovskej Mikro UI" #. [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 "" "V scenári 'Strážcovia' je ukázaných niekoľko variant štandardných " "Wesnothských strážcov, vrátane \"zbabelca\", ktorý uteká preč od akéhokoľvek " "prichádzajúceho nepriateľa (čiže svojim spôsobom presný opak strážcu)." #. [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 "Demo hliadkovej Mikro UI" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169 msgid "'Patrols' contains AI modifications for units following patrol routes." msgstr "" "Scenár 'Hliadky' obsahuje modifikácie UI pre jednotky nasledujúce hliadkové " "trasy." #. [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 "Demo Mikro UI verbovacích testov" #. [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 "" "Jednoduchý scenár vzniknutý iba za účelom testovania rôznych verbovacích " "vzorov." #. [set_menu_item]: id=m06_protect #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:195 msgid "Protect Unit Micro AI demo" msgstr "Demo ochranárskej Mikro UI" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:206 msgid "Protect Unit Micro AI Demo" msgstr "Demo ochranárskej Mikro UI" #. [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 "" "Tento scenár demonštruje jednu stranu ochraňujúcu čarodejníka na jeho ceste " "na cieľovú pozíciu. V rovnakom čase, druhá strana upravená tak, aby svoje " "útoky sústredila najmä na čarodejníka, hoci aj ak by sa v jej dosahu " "nachádzal lepší cieľ (čo je v inom prípade štandardné kritérium pre UI). " "Môžeš pozorovať ich vzájomný boj, alebo prebrať kontrolu nad jednou zo " "strán, aby si preskúmal správanie UI protivníka." #. [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 "DT: Elfovia v obkľúčení Mikro UI 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 "" "Toto je rekonštrukcia scenára \"Elfovia v obkľúčení\" z výpravy \"Dedič Trónu" "\", s tým rozdielom, že tu za Konrádovu stranu hrá UI. Cieľom je dostať " "Konráda k smerovke na severozápade, udržiavajúc jeho aj Delfadora nažive. Je " "použité rovnaké UI ako v scenári \"Ochráň jednotku\"." #. [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 "Demo Poslo-eskortovacej Mikro UI" #. [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 "" "'Eskorta Posla' má UI aktívne ochraňujúce posla, ktorý zatiaľ putuje k " "okraju mapy. Eskorta sa tiež snaží uvoľniť pre neho cestu, v prípade, že sa " "na nej nachádzajú nepriatelia." #. [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 "Demo Zvieracej Mikro UI" #. [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 "" "Tento scenár demonštruje niekoľko rôznych zvierat dodržiavajúcich " "prispôsobené správanie UI, zahŕňajúc vlkov loviacich jeleňa vo svorke; psov " "pasúcich ovce; medvede, pavúky, yetiov, kance a zajace potulujúce sa, resp. " "loviace/vyhýbajúce sa navzájom." #. [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 "Demo Vlčieho Mikro UI" #. [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 "" "Ďalšia demonštrácia vlkov potulujúcich sa a útočiacich vo svorkách, s trochu " "odlišným správaním než tým predstaveným v scenári 'Zvieratá'." #. [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 "Demo Húfneho Mikro UI" #. [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 "Tento scenár zachytáva polonáhodne sa pohybujúcich netopierov v húfe." #. [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 "Demo Dračieho Mikro UI" #. [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 "Tento scenár zachytáva ohnivého draka a 'spi-a-oddychuj' správanie." #. [set_menu_item]: id=m12_healer_support #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:329 msgid "Healer support Micro AI demo" msgstr "Demo Mikro UI liečiteľskej podpory" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:340 msgid "Healer Support Micro AI demo" msgstr "Demo Mikro UI liečiteľskej podpory" #. [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 "" "Tento scenár obsahuje jednoduchú demonštráciu nastavenia Mikro UI " "liečiteľskej podpory, ktorá používa liečiteľov na zálohovanie zranených a " "ustupujúcich jednotiek namiesto nechávania ich aktívne sa zúčastňovať boja " "za každých okolností." #. [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 "Demo Chodiacej Mikro UI" #. [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 "" "Tento scenár obsahuje niekoľko ukážkových využití Chodiacej Mikro UI, čo je " "vysoko konfigurovateľná metóda posielania jednotky (alebo jednotiek) na " "určitú pozíciu alebo množinu pozícii. Jednotky určené na pohyb sú definované " "použitím Štandardného Jednotkového Filtra, zatiaľ čo cieľové pozície sú dané " "Štandardným Pozičným Filtrom." #. [set_menu_item]: id=m14_hangout #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:367 msgid "Hang Out Micro AI demo" msgstr "Demo Zdržiavacej Mikro UI" #. [message]: speaker=Grnk #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:378 msgid "Combined Hang Out and Messenger Escort Micro AI demo" msgstr "Kombinované demo Zdržiavacej a Poslo-eskortovacej Mikro UI" #. [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 "" "Tento scenár je demonštráciou Zdržiavacej Mikro UI, ktorá necháva jednotky " "na určitom mieste, až pokiaľ sa nesplní určitá podmienka. Po jej splnení " "budú môcť jednotky nasledovať iné UI. Scenár tiež ukazuje ako skombinovať " "dve Mikro UI na rovnakej hernej strane prevzatím kontroly Poslo-ochranárskej " "Mikro UI v tomto bode hry." #. [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 "Demo Jednoduchej útočnej Mikro UI" #. [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 "" "Tento scenár demonštruje ako môžu byť určité útoky vykonané s vyššou " "prioritou, než akú majú štandardné Wesnothské útoky a ako môže byť UI " "prinútená do útočných akcií, ktorým by sa za normálnych okolností vyhla." #. [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 "Demo Rýchlej Mikro UI" #. [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 "" "Jednoduchá demonštrácia výhodnejšieho času výpočtu Rýchlej Mikro UI oproti " "štandardnej UI v scénach s veľa jednotkami." #. [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 "" "Dostaň ma ku ktorejkoľvek zo smeroviek, aby sme prešli k demonštrácii " "Chodiacej Mikro UI.\n" "\n" "Informácie o každej demonštrácii sú prístupné pomocou kliknutia pravým " "tlačidlom myši na ľubovoľnú smerovku." #. [objective]: condition=win #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:437 msgid "Move Grnk to one of the signposts" msgstr "Dostaň Grnka k jednej zo smeroviek" #. [note] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:441 msgid "Right-click on a signpost to get information about the scenario" msgstr "" "Klikni pravým tlačidlom myši na smerovku pre získanie informácii o scenári" #. [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 "Generál Grospur, čo urobíme? Títo nemŕtvi nás určite vyhladia." #. [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 "" "Nebuď ako kura, seržant! Po obvode som rozmiestnil jednotky s množstvom " "skúseností. Nemŕtvi sa neodvážia na ne zaútočiť. A tých pár, ktorí sa cez ne " "prešmyknú... sa môžeme ľahko zbaviť, keď už ich budeme mať dnu.\n" "\n" "Inými slovami, Wesnothská UI by nezaútočila na jednotky s 1 XP od " "povýšenia, ak by tu nebola žiadna šanca ich jedným útokom zabiť. Avšak, " "niektoré z útokov nemŕtvych sú v tomto scenári v réžii jednoduchého útočného " "UI. Generál Grospur sa môže dočkať veľkého prekvapenia." #. [objectives] #: data/ai/micro_ais/scenarios/simple_attack.cfg:135 msgid "Watch the undead take care of business" msgstr "Sleduj nemŕtvych, ako to vybavia" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/simple_attack.cfg:137 msgid "Don't even try. You can't reach the Lich." msgstr "Ani to neskúšaj. Ku kostejovi sa nemôžeš dostať." #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/simple_attack.cfg:141 msgid "Death of the last of Grospur's units" msgstr "Smrť posledných Grospurových jednotiek" #. [note] #: data/ai/micro_ais/scenarios/simple_attack.cfg:145 msgid "When your leader dies, side leadership passes on to another unit" msgstr "Keď tvoj veliteľ zomrie, vodcovstvo prejde na inú jednotku" #. [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 "" "Čo do ... ?!? Nemali na mňa zaútočiť. Toto sa jednoducho vo Wesnothe nestane!" #. [message]: speaker=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:176 #, fuzzy #| msgid "" #| "Hahahahaha !! I have given special instruction to my Soulless to attack " #| "all you almost-advanced units first. Also watch how those same Soulless " #| "will throw themselves mercilessly at your pitiful soldiers after that, " #| "saving my more valuable skeleton minions for later. I have taken the " #| "term 'disposable units' to a whole new level. Watch in awe !!\n" #| "\n" #| "Translation: The undead side includes two instances of the Simple " #| "Attack Micro AI. The first makes the Soulless attack all units 1 XP from " #| "leveling up, such that they can be eliminated afterward. The second " #| "executes all remaining attacks possible by Soulless (and Walking " #| "Corpses), without regard for their own safety. Only after that does the " #| "default Wesnoth attack mechanism kick in to attack with the remaining " #| "units (skeletons)." 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 "" "Hahahahaha !! Dal som špeciálnu inštrukciu mojim Bezduchým útočiť na všetky " "tvoje skoro povýšené jednotky ako na prvé. Tiež sa pozeraj, ako sa títo istí " "Bezduchí bez zľutovania vrhajú na tvoje biedne jednotky, čim tak šetria " "mojich cennejších kostlivých služobníkov na neskôr. Dotiahol som pojem " "'jednorazové jednotky' na úplne novú úroveň. V úžase sledujte !!\n" "\n" " Preklad: Nemŕtva strana obsahuje dve inštancie Jednoduchej útočnej Mikro " "UI. Prvá donúti Bezduchých zaútočiť na jednotky, ktorým chýba 1 XP do " "povýšenia, takže následne môžu byť eliminované. Druhá vykoná všetky " "ostávajúce dostupné útoky Bezduchých (a Chodiacich Mŕtvol), bez ohľadu na " "ich vlastné bezpečie. Až potom spustí klasická Wesnothská UI útočný " "mechanizmus, čiže vyrazí do útoku so zostávajúcimi jednotkami (kostlivcami)." "" #. [message]: speaker=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:195 msgid "Rise, minions!" msgstr "Povstaňte, služobníci!" #. [message]: speaker=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:241 msgid "And that's how the undead AI executes total annihilation ..." msgstr "A tak nemŕtve UI totálne ľudí rozdrvilo ..." #. [side] #: data/ai/micro_ais/scenarios/swarm.cfg:41 msgid "Bats" msgstr "Netopiere" #. [set_menu_item]: id=m02_new_gryphon #: data/ai/micro_ais/scenarios/swarm.cfg:95 msgid "Place Side 1 Gryphon" msgstr "Umiestni gryfa strany 1" #. [set_menu_item]: id=m03_new_bat #: data/ai/micro_ais/scenarios/swarm.cfg:106 msgid "Place Side 2 Bat" msgstr "Umiestni netopiera strany 2" #. [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 "" "Tento scenár zahŕňa netopierov pohybujúcich sa v húfe. Bez nepriateľov v " "okolí, budú sa jednoducho snažiť zostať pokope a v určitej vzdialenosti od " "nepriateľov. Avšak, ak je nepriateľská jednotka blízko niektorému " "netopierovi, húf sa rozptýli. Je celkom zábavné sledovať, keď niekto " "umiestni nepriateľa doprostred húfu. Po rozptýlení sa, húf sa pomaly znovu " "dáva dohromady, aj keď nie veľmi organizovane. Pod-húfy alebo len " "individuálne netopiere sa môžu nejaký čas potulovať, až pokiaľ nenájdu cestu " "naspäť. Taktiež je možné, že sa (alebo aj ich menšie skupiny) občas oddelia " "od väčšieho húfu.\n" "\n" "Hráč kontroluje gryfskú stranu, z ktorej každý má k dispozícii 99 ťahov, " "takže reakcia húfu môže byť ľahko otestovaná. Je tu tiež niekoľko možností " "po kliknutí pravým tlačítkom myši, napríklad pridávanie netopierov a gryfov, " "alebo odstraňovanie jednotiek z mapy.\n" "\n" "Poznámka: Húfna UI je naprogramovaná ako Mikro UI. Mikro UI môže byť pridaná " "a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu [micro_ai]. " "Pozrite si Mikro UI wiki stránku na https://" "wiki.wesnoth.org/Micro_AIs pre viac informácií." #. [objectives] #: data/ai/micro_ais/scenarios/swarm.cfg:154 msgid "Watch the bats move around and fight them if you want" msgstr "Sleduj netopierov ako sa pohybujú a bojuj s nimi ak chceš" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/swarm.cfg:156 msgid "Defeat all bats" msgstr "Poraz všetkých netopierov" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/swarm.cfg:164 msgid "Death of all gryphons" msgstr "Smrť všetkých gryfov" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:42 msgid "team_name^Wolves" msgstr "Vlci" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:56 msgid "More Wolves" msgstr "Ďalší vlci" #. [set_menu_item]: id=m02_new_peasant #: data/ai/micro_ais/scenarios/wolves.cfg:124 msgid "Place Side 1 Peasant" msgstr "Umiestni sedliaka strany 1" #. [set_menu_item]: id=m03_new_wolf2 #: data/ai/micro_ais/scenarios/wolves.cfg:135 msgid "Place Side 2 Wolf" msgstr "Umiestni vlka strany 2" #. [set_menu_item]: id=m04_new_wolf3 #: data/ai/micro_ais/scenarios/wolves.cfg:146 msgid "Place Side 3 Wolf" msgstr "Umiestni vlka strany 3" #. [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 "" "Tento scenár zahŕňa rôzne typy vlčích správaní zo scenára 'Zvieratá'. Po " "prvé, môže tu byť ľubovoľný počet vlčích svoriek a veľkosť každej svorky na " "každej hernej strane je voliteľným parametrom (nastavenou hodnotou v tomto " "scenári je 3 pre stranu 2 a 4 pre stranu 3). Na začiatku scenára, vlci " "blízko seba sú zoskupení do svoriek semi-metodickým spôsobom. Vlci z " "rovnakej svorky začínajú spájaním sa s ostatnými na mape. Potom zostanú " "spolu až do okamihu, kým nezostane len jeden jediný vlk, ktorý sa potom " "pokúsi pripojiť do neúplnej svorky, prípadne k ďalším opusteným vlkom. " "Individuálni vlci zjavujúci sa v tomto scenári postupne sa tak budú správať " "tiež.\n" "\n" "Po druhé, vlci tu nebudú aktívne loviť. Vo väčšine prípadov budú len spolu " "blúdiť po mape (často aj veľké vzdialenosti). Avšak, svorka zúrivo zaútočí " "(bez ohľadu na svoje vlastné zdravie) na každého jedného nepriateľa, ktorý " "príde do ich dosahu okrem prípadu, keď by to znamenalo rozdelenie svorky na " "viac ako pár hexov od seba. Zostať spolu alebo sa pridať k novému vlkovi " "zaradenému do svorky má vyššiu priority ako uspokojiť vlčiu túžbu po krvi.\n" "\n" "Na zdôraznenie toho, ktorý vlk patrí do ktorej svorky, číslo príslušnej " "svorky bude zobrazené pod každým vlkom, odkedy sa UI prvýkrát zmocní " "kontroly tejto strany." #. [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 "" "Je možné zahrnúť aj človekom kontrolovanú stranu 1, takže akcia sa zastaví " "na začiatku každého ťahu (možnosť rozhliadnutia sa, prípadne hrania sa s " "vecami v režime ladenia). V človekom kontrolovanom režime je k dispozícii " "niekoľko možností prostredníctvom menu po kliknutí pravým tlačidlom myši, " "napr. pridávanie ďalších vlkov na niektorú zo strán, odstraňovanie vlkov z " "mapy, pridávanie sedliakov k strane kontrolovanej človekom alebo skončenie " "scenára. Toto umožňuje jednoduché skúmanie správania vlčej UI za rôznych " "okolností.\n" "\n" "Všimni si, že vodca človekom kontrolovanej strany, Rutburt, sa môže hýbať 99 " "políčok za 1 ťah, čiže je tak vždy možné predísť jeho zraneniu.\n" "\n" "Taktiež si všimni, že vlčia UI je naprogramovaná ako Mikro UI. Mikro UI môže " "byť pridaná a adaptovaná k cieľu scenára ľahko iba použitím WML a tagu " "[micro_ai]. Pozrite si Mikro UI wiki stránku na " "https://wiki.wesnoth.org/Micro_AIs pre viac informácii." #. [option] #: data/ai/micro_ais/scenarios/wolves.cfg:214 msgid "I'll just watch the two wolf sides." msgstr "Budem len pozorovať dve vlčie strany.