# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-# # Afrikaans translations for Battle for Wesnoth package. # Copyright (C) 2005 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2005. # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 15:00+0300\n" "PO-Revision-Date: 2005-12-14 12:40+0200\n" "Last-Translator: \n" "Language-Team: Afrikaans\n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:109 msgid "Underground" msgstr "Ondergronds" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 #, fuzzy msgid "heals +4" msgstr "gesondmaak" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 #, fuzzy msgid "female^heals +4" msgstr "Dief" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #, fuzzy msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Gesond maak:\n" "Laat die eenheid toe om aangrensende, goedgesinde eenhede gesond te maak aan " "die begin van die beurt.\n" "\n" "'n Eenheid wat deur 'n gesondmaker versorg word, kan soveel as 4 LP per " "beurt gesondmaak.\n" "'n Gesondmaker mag vir 'n totaal van 8 LP per beurt genees, vir al die " "eenhede wat dit versorg.\n" "'n Vergiftigde eenheid kan nie deur 'n gesondmaker van sy vergiftiging " "genees word nie en moet die sorg van 'n dorp of 'n eenheid wat kan genees " "opsoek." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 #, fuzzy msgid "heals +8" msgstr "gesondmaak" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 #: data/core/macros/abilities.cfg:29 #, fuzzy msgid "female^heals +8" msgstr "Dief" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #, fuzzy msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Genesers:\n" "Hierdie eenheid kombineer kruie-medisyne met toorkrag om eenhede sodoende " "vinniger te genees as wat normaalweg op 'n slagveld moontlik is.\n" "\n" "Hierdie eenheid sal vir alle aangrensende goedgesinde, beseerde eenhede aan " "die begin van elke beurt sorg.\n" "'n Eenheid wat deur 'n geneser versorg word mag tot soveel as 8 LP per beurt " "genees word.\n" "'n Geneser mag vir 'n totaal van 18 LP per beurt genees, vir al die eenhede " "wat dit versorg.\n" "'n Geneser kan 'n eenheid van gif genees, maar die eenheid sal geen " "addisionele gesondmaak kry totdat dit totaal van die gif genees is nie." #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Editor" msgstr "Terreinverstellings" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269 #, fuzzy #| msgid "Terrain Modifiers" msgid "Scenario Editor" msgstr "Terreinverstellings" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:109 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:129 msgid "Label Tool" msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:130 msgid "" "Put text labels on the map.\n" "\n" "• Left-click will open a dialog box to create a new label or edit an " "existing one.\n" "• Right-click deletes.\n" "• Drag-and-drop with the left mouse button moves labels.\n" "\n" "This tool is only available in Scenario Mode; the decorations are " "implemented in the scenario using WML’s text='[label]' tag." msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:145 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:146 msgid "" "The Item Tool allows placing decorations such as windmills, bookcases and " "monoliths. Multiple items can be placed on the same hex.\n" "\n" "text='Note:' the tool doesn’t support deleting items once " "placed, nor does it support undo. Mistakes can currently only be fixed by " "editing the generated WML file.\n" "\n" "This tool is only available in Scenario Mode; the decorations are not part " "of the terrain and are implemented in the scenario using WML’s " "text='[item]' tag." msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:159 msgid "Village Ownership Tool" msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:160 msgid "" "This tool assigns ownership of villages at the start of a scenario. The " "villages must first be placed on the terrain with the " "dst='editor_tool_paint' text='Paint Tool'.\n" "\n" "• Left-click will assign the village to the currently-selected side.\n" "• Right-click will set the village back to unowned.\n" "\n" "This tool is only available in Scenario Mode; ownership information is " "stored by adding WML text='[village]' tags to the " "appropriate text='[side]'." msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:174 msgid "Unit Tool" msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:175 msgid "" "Place units belonging to the currently-selected side.\n" "\n" "• Left-click will place a unit.\n" "• Left drag-and-drop will move an already-placed unit.\n" "• Various operations are added to the right-click menu when the hex contains " "a unit.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[unit]' tags to the appropriate " "text='[side]'." msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:190 msgid "Named Areas" msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:191 msgid "" "This tool create sets of tiles that can be used in WML scripts’ Standard " "Location Filters (a concept explained in detail on the Wiki), by using the " "area’s id in the filter’s text='area=' attribute. For " "example:\n" "\n" "• assigning a local time zone to this set of hexes\n" "• filtering the set of hexes which trigger an event when a unit moves on to " "them\n" "\n" "To use the tool:\n" "\n" "• select hexes using the dst='editor_tool_select' text='select tool'\n" "• in the Areas menu, select Add New Area\n" "• then in the Areas menu, select Save Selection to Area\n" "• then in the Areas menu, select Rename Selected Area and choose a name for " "the area\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[time_area]' tags to the scenario. Although the tag’s " "name implies time, it is now more generic and can be used for other purposes " "without needing to change the time-of-day schedule in the area." msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:212 msgid "Playlist Manager" msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:213 msgid "" "Shows a list of music tracks known to the editor, with toggle-boxes to " "enable them.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[music]' tags to the scenario." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:223 msgid "Map/Scenario Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:224 msgid "" "Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario.\n" "\n" "The editor can be launched from the text='Map Editor' " "option at the title screen.\n" "\n" "
text='Editing Modes'
\n" "\n" "The editor features two modes of operation: terrain mode and scenario mode.\n" "\n" "The dst='..editor_mode_terrain' text='Terrain Mode' is similar to " "a simple paint application, with tools to dst='editor_tool_paint' " "text='paint', dst='editor_tool_fill' text='fill', " "dst='editor_tool_select' text='select (and copy)', and " "dst='editor_tool_paste' text='paste'. It also has the tool for " "setting the leaders’ dst='editor_tool_starting' text='starting " "locations'.\n" "\n" "The dst='..editor_mode_scenario' text='Scenario Mode', in " "addition to the tools available in terrain mode, adds support for adding " "dst='editor_tool_label' text='labels', " "dst='editor_tool_scenery' text='scenery items', " "dst='editor_tool_unit' text='units' in addition to the leader, " "and assigning dst='editor_tool_village' text='village ownership' " "at the start of the scenario. There’s also a dst='editor_playlist' " "text='playlist manager' for the music.\n" "\n" "text='Warning: the Scenario Mode is buggy in 1.14.' Improving " "it is one of the main blockers for the 1.16 release, however in 1.14 its " "quality is far below that of the game and the terrain mode." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:238 msgid "" "
text='What you do *not* get'
\n" "\n" "• Exactly the same map rendering as in-game\n" "\n" "The map won’t look exactly the same in the game as it does in the editor, " "because this depends on the terrain rules. For example, when many mountain " "hexes are clustered together the terrain rules will try to combine them into " "mountain ranges and large graphics spanning multiple hexes.\n" "\n" "• Event handlers and scripting\n" "\n" "The editor is not a tool to help you scripting the scenario’s event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "\n" "The editor can load most maps from older versions of Wesnoth, but not all. " "Maps from 1.3.2 and later will normally be supported, unless they use " "terrains which are no longer in mainline Wesnoth. Maps from add-ons which " "have their own terrains will need that add-on to tell the editor about their " "terrains." msgstr "" #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:258 msgid "" "The terrain editor’s functionality is similar to a simple paint " "application.\n" "\n" "The right-hand sidebar contains, from top to bottom, the mini-map, the " "toolkit (see the pages for each tool), tool options, and " "dst='editor_palette' text='Palette'.\n" "\n" "When saved using “Save Map As” and saving to the default directory, the " "resulting map can be found in the “Custom Maps” game type of the multiplayer " "“Create Game” dialog." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:270 msgid "" "The scenario editor mode adds support for some map-related WML features, " "such as areas and scenery items. Most scenarios will still require " "additional WML to be written using a different tool; the scenario editor " "does not support scripting the scenario’s events." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:272 msgid "" "
text='Checking whether the editor is in scenario mode'
\n" "\n" "You can check which mode the editor is in by looking at the menu bar.\n" "\n" "• In scenario mode the “Areas” and “Side” menus are enabled.\n" "• In terrain-only mode the “Areas” and “Side” menus are grayed-out." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:279 msgid "" "
text='Entering scenario mode'
\n" "\n" "To start a new map in scenario mode, choose “New Scenario” from the “File” " "menu.\n" "\n" "If you’re already editing a map in terrain mode, use “Save Scenario As” from " "the “File” menu; this will switch to scenario mode.\n" "\n" "To load a map that was created in the scenario editor, use “Load Map” from " "the “File” menu, and select the .cfg file (not a .map file)." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:287 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves exactly one file, either a .map (for terrain mode) or " "a .cfg (for scenario mode). In scenario mode the terrain map is saved inside " "the .cfg file; there is no separate .map file. If you start editing in " "terrain mode and then switch to scenaro mode then an old .map file might " "remain, but this is not updated by the scenario editor.\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that use a " "separate .map file (which can't be created by the scenario editor), the " "editor may follow the link and open the corresponding .map in terrain-only " "mode, as if the .map file was chosen in the file selector." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:299 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:300 msgid "" "When loading a .cfg file, the scenario editor understands files created by " "the scenario editor, but is likely to have difficulty with files that have " "been edited by hand.\n" "\n" "Files created by the scenario editor omit the opening [scenario] and closing " "[/scenario] tags. If you are creating a campaign (or other add-on), then " "those tags need to be added; there is more detail about this in the " "dst='editor_map_format' text='map file format' documentation.\n" "\n" "One workflow is to create a separate WML file, also with the .cfg extension, " "which uses the WML preprocessor to include the editor-created file. This " "separate file contains both the [scenario] tag and any hand-edited WML such " "as events. With this workflow, the add-on’s file structure could look like " "this:\n" "\n" "
text='For Wesnoth 1.14'
\n" "\n" "• _main.cfg:\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in " "these four lines:\n" " ◦ [scenario]\n" " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" " ◦ [/scenario]\n" " ◦ [+scenario]\n" "\n" "The first three of those lines insert the scenario-generated file inside a " "[scenario] tag. The ‘+’ sign on the fourth line means that two scenario tags " "will be combined, with attributes in the second one overriding attributes in " "the first one.\n" "\n" "
text='1.16 and later'
\n" "\n" "If your add-on will only be used on 1.16 and later, there are new features " "to load .cfg files via map_file, and to avoid repeating the add-on’s name " "within the .cfg files.\n" "\n" "• _main.cfg:\n" " ◦ use “[binary_path]” to add add-on’s directories to the binary path, " "which makes “map_file” search the “maps” directory.\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to " "load that file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:338 msgid "Editor Mask Usage" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:339 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "" #. [topic]: id=editor_time_schedule #. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser #: data/core/editor/help.cfg:347 #, fuzzy #| msgid "Time of Day" msgid "ToD and Schedule Editor" msgstr "Tyd van die Dag" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:348 msgid "" "This button at the top-right of the screen accesses the time-of-day preview " "and the schedule editor.\n" "\n" "In terrain mode, this displays the map as it will be recolored at different " "times of day.\n" "\n" "In scenario mode, the button accesses an editor for individual schedules for " "dst='editor_named_area' text='time areas'." msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:359 msgid "Editor Palette" msgstr "" #. [topic]: id=editor_palette #. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:361 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units. When using the Starting Locations Tool, the palette changes " "to a list of “Player 1”, “Player 2”, etc.\n" "\n" "text='Filter'\n" "\n" "There is a filter function to show only a subset of the available items — " "this is the leftmost of the four buttons at the top of the palette, and the " "graphic changes depending on what is selected. Examples:" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:366 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:367 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:368 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:379 msgid "Wesnoth Map Format" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:380 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:382 msgid "" "
text='Native'
\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "only non-terrain information provided by the map syntax is the set of " "locations created by the dst='editor_tool_starting' text='Starting " "Locations Tool'. The files can be edited with a general purpose text " "editor like notepad.\n" "\n" "These files can be used directly for multiplayer games, the number of " "players is automatically determined by the number of starting positions. " "When saved in the default directory, the map can be found in the “Custom " "Maps” game type of the multiplayer “Create Game” dialog; you may need to " "refresh the cache (press F5 on the title screen) before a newly-created map " "appears.\n" "\n" "These files can be used in a scenario’s .cfg file, with the scenario’s WML " "providing additional information such as teams, custom events, and complex " "side setups. The .cfg file loads the map file with either of:\n" "\n" "• map_file=maps/01_First_Map.map text='— supported since Wesnoth " "1.14'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— a WML preprocessor " "include'\n" "\n" "The text='map_file' method is preferred over using a " "preprocessor include." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:395 msgid "" "
text='Embedded'
\n" "\n" "The map data can stored as part of a scenario’s .cfg file, directly in the " "text='map_data' attribute. In other words, in the place " "that the preprocessor would include it when using the preprocessor-include " "method.\n" "\n" "
text='Using Embedded Format in Terrain Mode'
\n" "\n" "If you are editing the map and not using the Scenario Mode support, then " "it’s trivial to move the data to a native map file before opening it in the " "editor. This conversion is recommended — the editor supports editing the " "content of map_data while leaving everything else in the file untouched, but " "this is rarely-used code. Maps opened this way are marked (E) in the Window " "menu." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:403 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the data as a .cfg file with embedded map " "data. When loading a .cfg file, the scenario editor understands files " "created by the scenario editor itself, but is likely to have difficulty with " "files that have been edited by hand; problems can be avoided by " "dst='editor_separate_events_file' text='using a separate .cfg file' for the hand-edited parts." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:407 msgid "" "
text='Which scenario files use the [scenario] tag'
\n" "\n" "Files created by the scenario editor have the contents of a WML scenario " "element, but don’t include the opening [scenario] and closing [/scenario] " "tags. For each .cfg file in the userdata folder’s editor/scenarios " "subfolder, the game will automatically try to load a scenario from it to " "include in the “Custom Scenarios” list (files that fail to load are " "ignored). In this folder each file is a separate item - files that fail to " "parse as a scenario are ignored, and files must not contain the [scenario][/" "scenario] tags.\n" "\n" "The opposite applies when a scenario is part of a campaign or other add-on. " "Typically each scenario has its own .cfg file, however this is unnecessary - " "all of the WML in an add-on will be combined by the preprocessor, it doesn’t " "matter whether the add-on is written as separate files or not. The engine " "needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags " "to know which WML is part of each scenario." msgstr "" #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121 #, fuzzy msgid "Deep Underground" msgstr "Ondergronds" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy msgid "Great River" msgstr "Groot Trol" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 #, fuzzy msgid "Great Ocean" msgstr "Groot Trol" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' east of the dst='green_isle' text='Green Isle' and " "west of the dst=great_continent text='Great Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 #, fuzzy msgid "Green Isle" msgstr "Groen" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:59 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 #, fuzzy msgid "Kingdom of Wesnoth" msgstr "-- Die Geskrifte van Wesnoth" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='Notable cities:'
\n" " • Weldyn: The capital of Wesnoth.\n" " • Aldril: City lying on the Bay of Pearls.\n" " • Blackwater Port: City lying south of the Bay of Pearls.\n" " • Carcyn: Located between the Grey Woods and the Great River.\n" " • Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " • Soradoc: The northernmost border outpost of Wesnoth, controls the " "confluence of the Weldyn River and the Great River.\n" " • Fort Tahn: The southernmost border outpost, controls the north/south " "road crossing the River Aethen.\n" " • Tath: Important fort city north of Dan’Tonk, exerts control over the " "wilderness country around the east of the Brown Hills and north to the Ford " "of Abez.\n" "\n" "
text='Notable land features:'
\n" " • Gryphon Mountain: Home of the fabled Gryphons.\n" " • Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces.\n" " • Weldyn River: It branches from the Great River and goes south.\n" " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, " "this plain is Wesnoth’s bread basket and home to most of its population.\n" " • Dulatus Hills: These rolling hills bordering the Great Central Plain " "provide much of Wesnoth’s livestock and agriculture.\n" " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-" "populated and occasionally very dangerous.\n" " • Horse Plains: Region of rolling plains just south of the Great River, " "bounded by Glyn’s Forest to the west and the River Weldyn to the east; the " "southern reach merges into the Central Plain. Home of the powerful Clans; " "the best horses in Wesnoth are bred here.\n" " • Estmark Hills: Largish range rising south of the Great River and east " "of the Weldyn River. The northernmost portion, nearest the River Weldyn, has " "at various times been settled by Wesnothians, but the Kingdom’s control is " "tenuous at best and banditry is common.\n" " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of " "Haldric II’s sons.\n" " • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the dst='great_river' " "text='Great River' to the north, a loosely defined line with Wesnoth " "to the east, the Bay of Pearls to the south, and the dst='great_ocean' " "text='ocean' to the west. More information is found in the historical " "narrative of Wesnoth.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "
text='Notable cities:'
\n" " • Glamdrol: An Orcish tribal capital.\n" " • Wesmere: The location of the Ka’lian — the Elvish Council.\n" " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " "the southern Heart Mountains. A major trade center.\n" " • Dallben and Delwyn: Human villages originally built by settlers who " "crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='Heart Mountains': A virtually " "impassable barrier between the river country and the Northern Plains.\n" " • Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " • Swamp of Dread: a very large bog located between the Heart Mountains " "and the Great River. A notoriously dangerous place.\n" " • Lake Vrug: A large mountain lake whose river carves the only pathway " "through the Northern Mountains.\n" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "comes out of Lake Vrug. This is the elvish name; among humans it is called " "Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='Great River': The origin of this " "river is somewhere in the east of the northern lands." msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the dst='great_ocean' text='ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 #, fuzzy msgid "Heart Mountains" msgstr "Berge" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "" #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "Tyd van die Dag" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Inleiding" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Spel-omstandighede" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:457 msgid "Traits" msgstr "Karaktertrekke" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Eenhede" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Vaardighede" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Wapen Bonusse" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:472 msgid "Terrains" msgstr "Terreine" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:525 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:598 #, fuzzy msgid "Commands" msgstr "Bevelvoerder" #. [topic]: id=..introduction #: data/core/help.cfg:96 #, fuzzy msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "Die Stryd om Wesnoth is 'n beurt-basis fantasie strategie spel wat ietwat " "ongewoon is by hedendaagse modernde strategie spele. Terwyl ander spele " "strewe na kompleksiteit, streef Die Stryd om Wesnoth na eenvoudigheid in " "beide reëls en speelbaarheid. Dit maak egter nie die spel maklik nie, want " "van hierdie eenvoudingheid kom 'n magdom van strategie, wat die spel maklik " "maak om te leer, maar dit 'n uitdaging maak om te bemeester." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Meer omtrent die Spel" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 #, fuzzy msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "Sekere eenhede het vermoëns wat ander eenhede of direk beïnvloed, of 'n " "invloed het op hoe die eenheid op ander eenhede reageer. Hierdie vermoëns " "sal onder hierdie onderwerp gelys word wanneer jy hulle teëkom." #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 #, fuzzy msgid "Unknown Unit" msgstr "Onbekende scenario: '" #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', that pit your troops against the troops " "of one or more adversaries. Multiple scenarios that follow on from each " "other, telling a story, make up text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' introduces the basics of " "Wesnoth gameplay in the context of a scenario. Most material covered in the " "tutorial is explained more in-depth in these pages, so you can always refer " "back here if you forget something.\n" "\n" "After you master the basics, try out a beginner campaign, such as " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "Hou in gedagte dat indien jy tydens die spel jou muis oor items sou beweeg, " "daar oor baie van hulle inligting in die status paneel sal verskyn, " "gewoonlik 'n kort beskrywing wat die item verduidelik. Dit is veral baie " "nuttig wanneer jy nuwe dst=abilities text=vermoëns vir die eerste " "keer teëkom." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Werwing en Terugroeping" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "If you right-clicked on a castle hex and selected recruit, the new unit " #| "will appear in that square. Otherwise, it will appear in a free square " #| "near the keep. You may only recruit as many units as you have free hexes " #| "in your castle, and you cannot spend more gold than you actually have on " #| "recruiting." msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "As jy met die regtermuisknop op die kasteel-heksagonaal gekliek en werf " "gekies het, sal die nuwe eenheid op daardie blok verskyn. Andersins sal dit " "op 'n leë blok naby die vesting verskyn. Jy mag slegs soveel eenhede werf as " "wat jy leë heksagonale in jou kasteel beskikbaar het en jy kan nie meer goud " "spandeer as wat jy werklik beskikbaar het nie." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 #, fuzzy msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='..terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the text='Recruit' button to recruit it." msgstr "" "Elke kant begin met een leier in hulle vesting. Aan die begin van enige " "veldslag en soms daartydens, sal dit vir jou nodig wees om dst=units " "text=eenhede te werf vir jou leër. Om te kan werf moet jou leier " "(byvoorbeeld, Konrad in die Troonopvolger veldtog) op die Vestingblok van 'n " "dst=terrain_castle text=Kasteel wees. Jy mag dan werwing doen " "deur of op Werf op die keusebalk te kies of deur met die regtermuis op 'n " "heksagonaal te kliek en dan text=Werf te kies. Dit gee dan " "vir jou die werwingskeuses waar die eenhede wat beskikbaar is vir werwing " "gelys word asook hoeveel hulle kos in terme van goud. Kliek op 'n eenheid om " "sy statistieke te vertoon, en kliek dan op die werf knop op hom te werf." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 #, fuzzy msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Gewerfde eenhede kom met willekeurige dst=traits text=Eienskappe " "wat hulle statistieke sal verander." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:204 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. " "Recalling costs a standard 20 gold and presents you with a list of all " "surviving units from previous scenarios." msgstr "" "\n" "\n" "In latere scenarios mag jy ook oorlewendes herroep van vroeëre veldslagte. " "Terugroep kos 'n standaard bedrag van 20 goud en gee jou die keuse van " "oorlewende eenhede uit vorige scenarios." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 #, fuzzy msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "Eenhede kos nie alleen goud om te Werf of Terug te roep nie, hulle vereis " "ook geld om te ondersteun. Sien dst=income_and_upkeep text='Inkomste en " "Onderhoud' vir meer inligting." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Inkomste en Onderhoud" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 #, fuzzy msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. Thus, if you " "have ten villages, you would normally gain 12 gold each turn. Your upkeep " "costs are subtracted from this income, as detailed below." msgstr "" "\n" "\n" "Inkomste is eenvoudig. Jy kry 'n basiese inkomste van 2 goud per beurt. Vir " "elke dorp wat jy beheer, kry jy 'n verder goud per beurt. As jy dus tien " "dorpe beheer, sal jy normaalweg 12 goud per beurt verdien. Jou " "Onderhoudskoste word vanaf hierdie inkomste afgetrek soos hieronder " "uiteengesit." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 #, fuzzy msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" "In Wesnoth, is dit nie voldoende om eenvoudig eenhede te werf en te veg nie. " "Jy moet jou goud ook dophou, veral in veldtogte, waar jy oorblywende goud " "van een scenario na 'n volgende kan oordra. Daar is twee aspekte wat oorweeg " "moet word; Inkomste en Onderhoud." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 #, fuzzy msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "Onderhoud is ook heel eenvoudig. Elke eenheid vereis 'n hoeveelheid " "Onderhoud wat gelykstaande aan sy vlak is. Jy kan soveel vlakke " "text=aan eenhede onderhou as wat jy dorpe besit sonder om " "enige onderhoud te betaal. Vir elke vlak van 'n eenheid bo die aantal dorpe " "wat jy besit, moet jy een goud per beurt betaal. As jy byvoorbeeld twaalf " "vlak een eenhede en tien dorpe het, sal jy twee goud se onderhoud per beurt " "moet betaal." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 #, fuzzy msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "Onderhoudskoste word afgetrek vanaf jou Inkomste, dus in die geval waar jy " "twaalf vlakke vir eenhede het en tien dorpe besit, sal jou gevolglike " "Inkomste 10 goud per beurt wees." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 #, fuzzy msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" "Daar is een belangrike uitsondering op Onderhoud: eenhede met die Lojaliteit " "karaktertrek vereis nooit enige onderhoud nie. Eenhede waarmee jy die " "scenario begin (soos Konrad of Delfador) of eenhede wat by jou aansluit " "tydens 'n scenario (soos die Ruiter in die tweede scenario van " "Troonopvolger) sal gewoonlik die Lojaliteit karaktertrek hê." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Lewenspunte en Ervaring" #. [topic]: id=hitpoints #: data/core/help.cfg:238 #, fuzzy msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" "Elke eenheid het slegs 'n sekere aantal lewenspunte (LP). As die lewenspunte " "van 'n eenheid laer as 1 val, sterf die eenheid. Elke eenheid het ook 'n " "sekere aantal ervaringspunte (EP). 'n Vars gewerfde eenheid begin met geen " "ervaringspunte en doen ervaring op deur met vyande te veg." #. [topic]: id=hitpoints #: data/core/help.cfg:242 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "" "Die lewe- en ervaringspunte word beide op die statuspaneel aangedui deur van " "twee getalle gebruik te maak (die huidige waarde en die maksimum waarde wat " "die eenheid kan hê)." #. [topic]: id=hitpoints #: data/core/help.cfg:244 #, fuzzy msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='advancement' text='advance'." msgstr "" "Die lewenspunte word ook aangedui deur 'n energiewyser langs elke eenheid, " "wat groen, geel of rooi kan wees. 'n Eenheid met ten minste 1 ervaringspunt " "het 'n blou ervaringswyser wat wit word as die eenheid op die punt is om " "dst=experience_and_advancement text=bevorder te word." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "Bevorder na: " #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" "\n" "\n" "Daar word van elke Eenheid 'n sekere hoeveelheid ervaring vereis om bevorder " "te word (dit is 20% minder vir eenhede met die Intelligensie eienskap). " "Wanneer hulle hierdie hoeveelheid bereik, word hulle onmiddelik na die " "volgende vlak bevorder, en word hulle ook ten volle gesond. In sommige " "gevalle sal jy 'n keuse gebied word tussen verskillende opsies vir " "bevordering." #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " "level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "" "As beide eenhede 'n geveg oorleef, kry hulle 'n sekere aantal ervaringspunte " "by wat gelykstaande aan die vlak van die eenheid wat hulle geveg het. As 'n " "eenheid 'n ander in 'n geveg dood, kry dit egter nog meer ervaring by - 4 " "vir 'n vlak 0 eenheid, 8 vir 'n vlak 1, 16 vir 'n vlak 2, 24 vir 'n vlak 3 " "eenheid ensovoorts." #. [topic]: id=advancement #: data/core/help.cfg:254 #, fuzzy msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" "\n" "\n" "Terwyl die meeste eenhede drie vlakke het, is dit nie so vir almal nie. Soms " "het eenhede (soos die dst=unit_Mage text=Towenaar) vier vlakke. " "Wanneer 'n eenheid sy maksimum vlak bereik het, mag dit 'n Na Maksimum Vlak " "Bevordering (NMVB) tot sy beskikking hê. Die NMVB sal die eenheid verander " "elke keer as die eenheid die ervaringsdoelwit bereik, maar die eenheid sal " "op dieselfde vlak bly. Die tipiese NMVB effek is om die eenheid se maksimum " "aantal LP's met 3 te verhoog vir elke 100 EP bygekry. Neem kennis dat slegs " "'n klein aantal eenhede, byvoorbeeld die Necrophage, gesond word as gevolg " "van die NMVB effek. Die meeste eenhede kry slegs die bonus by die Maksimum " "LP." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Beweging" #. [topic]: id=movement #: data/core/help.cfg:264 #, fuzzy msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "elke eenheid het 'n sekere aantal bewegingspunte wat opgebruik word wanneer " "dit na 'n nuwe blok beweeg word, wat afhang van die soort Terrein van " "daardie blok. Grasvlakte sal byvoorbeeld byna altyd 1 bewegingspunt kos om " "op te beweeg. Presies hoeveel bewegingspunte opgebruik word, hang egter ook " "af van die soort eenheid - in woude sal elwe slegs 1 bewegingspunt gebruik " "terwyl die meeste mens en ork eenhedie 2 punte opgebruik en ruiters 3 punte. " "Jy kan leer hoeveel bewegingspunte 'n eenheid vereis om 'n sekere soort " "terrein te betree deur met die regtermuisknop daarop te kliek en Eenheid " "Beskrywing te kies en deur dan na die text='Terrein Veranderlikes' te kyk." #. [topic]: id=movement #: data/core/help.cfg:264 #, fuzzy msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" "Skuiwe in Stryd om Westoth is eenvoudig. Kliek op die eenheid wat jy wil " "skuif om dit te kies en kliek dan op die heksagonaal waarheen jy dit wil " "skuif. Wanneer 'n eenheid gekies is, sal al die moontlike plekke waarna dit " "kan beweeg gemerk word en al die ander heksagonale sal verdof word. Deur die " "muis oor 'n gemerkte blok te beweeg sal die verdedigingsaanslag vertoon wat " "die eenheid sou hê as hy daarheen sou beweeg. Deur die muis oor 'n dowwe " "blok te beweeg sal die aantal beurte wat benodig word om dit te bereik " "vertoon word en deur daarop te kliek sal veroorsaak dat die eenheid na die " "blok sou beweeg op die vinnigste roete oor die opvolgende beurte." #. [topic]: id=movement #: data/core/help.cfg:266 #, fuzzy msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit — except for level 0 units — generates a zone " "of control in the hexes immediately surrounding it, and any enemy unit " "entering those hexes immediately ends its movement. Learning how to use " "zones of control to your advantage is an important part of Wesnoth, as only " "dst='ability_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "'n Ander ding om in gedagte te hou terwyl jy Beheersones beweeg. Elke " "eenheid skep 'n beheersone in die blokke onmiddelik rondom dit en enige " "vyandige eenheid wat daardie blokke betree sal dadelik sy beweging beeïndig. " "Deur te leer hoe om beheersones tot jou voordeel te gebruik is 'n belangrike " "deel van Wesnoth, aangesien slegs dst=ability_skirmisher " "text='Skermutselaars' beheersones kan ignoreer." #. [topic]: id=movement #: data/core/help.cfg:268 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "Om te sien waar die vyand tydens hulle volgende beurte kan beweeg, druk Ctrl-" "v of Cmd-V. Ctrl-b of Cmd-b wys waarheen die vyand kan beweeg as jou eenhede " "nie op die kaart was om hulle bewegings te beperk nie." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:287 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:288 msgid "" "\n" "\n" "One of the challenges of the game is to work out how to protect your heroes. " "Small risks quickly build up: if you have five important units, and they " "each have just a 1% chance of death each turn, you can " "text='expect' one of them to die about every 20 turns. So, " "you’ll rarely make it through a scenario without having it happen." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:288 msgid "" "Random numbers are part of Wesnoth, attacks can fail and units can die due " "to bad luck. This is an expected part of the game, and one of the aims of " "the game is that a sufficiently skilled player should be able to complete " "all of the mainline campaigns, on hard, without needing to save-load. Going " "back to a previous turn to try a different strategy is a part of learning " "the game, but we recommend against reloading merely to try the same strategy " "again while hoping for better luck." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:290 msgid "" "\n" "\n" "The following points are under discussion on the forums. At least for the " "1.15.x series before 1.16.0 please assume that the forum threads are more " "authoritative than the text on this page." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:292 msgid "" "\n" "\n" "In the mainline campaigns, on hard:\n" "• A sufficiently skilled player will have a good chance to win each scenario " "on the first time that they see that scenario, without foreknowledge of what " "will happen.\n" "• This assumes that the player picks up all of the clues given in the " "dialogue.\n" "• There are more experience points available than on easy, and the player " "will be able to train enough troops to cope with losing some L2 or L3 units." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:297 msgid "" "\n" "\n" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:306 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:307 msgid "" "text='Why did I lose that scenario?'\n" "\n" "One of the most difficult parts of Wesnoth is understanding why a scenario " "was lost." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:309 msgid "" "\n" "\n" "When you first start playing, you will probably lose some scenarios. That is " "normal, and is part of learning the game. When that happens, try to learn " "from your mistakes: watch the replay, try to understand what you did wrong, " "then dst='saveload' text='restart the scenario' and try again." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:311 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:315 msgid "" "\n" "\n" "• Playing a poor strategy: for example, recruiting the wrong types of units, " "fighting at the wrong dst='time_of_day' text='time of day', not " "taking advantage of terrain features or units’ special abilities, and so on." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:317 msgid "" "\n" "\n" "• Missing clues. Often there will be hints in the campaign’s story and " "dialog about what to expect from a difficult scenario and how to prepare for " "it. If you have a loyal mage on your side, take the time to listen to its " "advice; it may save your life." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:319 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. At all but the easiest " "difficulties, campaigns assume that you will have some " "text='carryover gold' and some advanced units on your " "text='recall list.' (These concepts are explained in the " "tutorial.) If you win a scenario but lose most of your advanced units and " "much of your gold, the following scenario may be very difficult to beat, " "even for a more experienced player. If you find yourself in this situation, " "you may try to go back a scenario or two and win them more convincingly, or " "change to an easier difficulty. (However, remember that text='some' losses are expected, particularly at higher difficulties.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:321 msgid "" "\n" "\n" "• Poor gold management. At higher difficulties, managing gold — capturing " "villages to increase the income, and using low-level units and fresh " "recruits to reduce the spending — becomes important. If you use many high-" "level units, you might win a scenario easily but have not enough gold " "carryover for the next scenario. (This would be an example of “barely " "scraping a victory”.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:323 #, fuzzy msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=whylost #: data/core/help.cfg:325 msgid "" "\n" "\n" "In addition to the common reasons, listed above, there are a few other " "reasons which are unlikely, though not impossible. They are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:327 msgid "" "\n" "\n" "• You may have played a strategy that the campaign developer did not " "anticipate, and ended up with a set of high-level units not suitable for the " "next scenario." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:329 msgid "" "\n" "\n" "• You may have found a scenario that can only be won on the second or third " "time through, whether by requiring above-average luck or by expecting the " "players to have foreknowledge — to know what surprises are coming up before " "they happen. (It is under discussion whether foreknowledge is expected at " "the highest difficulties. Requiring above-average luck, however, would " "qualify as a bug.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:331 msgid "" "\n" "\n" "• Unusually-bad luck. Whether an attack hits or misses is random, so it " "could happen that the enemy was very lucky and had many hits, while you were " "very unlucky and had many misses. However, this is a very rare occurrence, " "virtually unheard of in all but the shortest, smallest scenarios. In fact, " "losses are more commonly caused by playing a text='bad' " "strategy despite having text='above-average' luck, than by " "playing a text='good' strategy but having " "text='below-average' luck. Moreover, merely having “below-" "average” luck does not excuse a loss; having below-average luck is perfectly " "normal, and scenarios are designed to be winnable even with below-average " "luck. It is only exceedingly bad luck, over multiple turns, that we mean " "here." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:333 msgid "" "\n" "\n" "Be wary of attributing a loss to any of these reasons. If you are not a " "veteran player, it is far more likely that your loss was caused by one of " "the text='common' errors, listed above, and is not " "indicative of a bug in the campaign. However, if you still think you found a " "bug, then by all means, report it!" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:335 msgid "" "\n" "\n" "The “Damage Calculations” dialog shows some statistics that can help " "determine whether a match was very lucky or very unlucky. However, reading " "the statistics is no substitute to watching the replay and looking for " "strategic mistakes, or small bits of luck at critical points in the " "engagement." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:344 msgid "Combat" msgstr "Gevegte" #. [topic]: id=combat #: data/core/help.cfg:345 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Volgorde en aantal trefhoue'
" #. [topic]: id=combat #: data/core/help.cfg:345 #, fuzzy msgid "" "Combat in text='Battle for Wesnoth' always takes place " "between units in adjacent hexes. Click on your unit, and click on the enemy " "you want to attack: your unit will move towards the enemy unit, and when " "they are next to each other, combat will begin. The attacker and defender " "alternate strikes until each has used their allotted number of strikes. The " "attacker chooses one of its weapons to attack with, and the defender " "retaliates with one of its attacks of the same type. There are two types of " "attacks: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" "Gevegte in Stryd om Wesnoth vind altyd plaas tussen eenhede in aangrensende " "blokke. Kliek op jou eenheid en kliek op die vyand wat jy wil aanval: jou " "eenheid al na daardie vyandige eenheid beweeg en wanneer hulle langs mekaar " "is sal die geveg begin. Die aanvaller en verdediger sal houe opeenvolgend " "uitdeel totdat elkeen sy beskikbare aantal houe opgebruik het. Die aanvaller " "kies een van sy wapens om mee aan te val en die verdediger sal terugslaan " "met een van sy soortgelyke aanvalle. Daar bestaan twee soorte aanvalle: " "handgevegte, wat gewoonlik wapens soos swaarde, byle of tande insluit en " "afstandgevegte wat gewoonlik wapens soos boë, spiese en vuurballe insluit." #. [topic]: id=combat #: data/core/help.cfg:347 #, fuzzy msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5×4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" "\n" "\n" "Die aanvaller kry die eerste hou dan slaan die verdediger terug. Elke hou " "kan óf tref en 'n gegewe hoeveelheid skade aanrig, óf mis en geen skade " "aanrig nie. Houe wissel opeenvolgend totdat elke eenheid al sy houe " "opgebruik het. Die aantal houe wat 'n eenheid het wissel; 'n Elfse Vegter " "met 'n 5-4 aanval mag 4 keer slaan, elke suksesvolle hou dien 5 punte se " "skade toe, terwyl 'n Orcish Grunt met 'n 9-2 aanval slegs twee keer kan " "slaan (maar skade van 9 punte vir elke trefhou kan toedien)." #. [topic]: id=combat #: data/core/help.cfg:349 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=combat #: data/core/help.cfg:351 #, fuzzy msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" "\n" "\n" "Elke eenheid staan 'n kans om getref te word, gebasseer op die Terrein " "waarin dit is. Dit word in die statuspaneel vertoon en mag ook gevind word " "deur met die regterknop op die eenheid te kliek, die Eenheidbeskrywing te " "kies en te kyk na die text='Terrein Veranderlikes'. Baie " "elwe het byvoorbeeld 'n verdedigingsaanslag van 70% in die woud, dus sal 'n " "eenheid wat hulle aanval slegs 'n 30% kans staan om hulle te tref. Omgekeerd " "hang die elf se kanse om die aanvaller te tref af van die terrein waarin die " "aanvaller hom bevind." #. [topic]: id=combat #: data/core/help.cfg:353 #, fuzzy msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" "\n" "\n" "Daar bestaan twee uitsonderings op hierdie reël: " "dst=weaponspecial_magical text='Toweraanvalle' en " "dst=weaponspecial_marksman text=Skerpskutters. Toweraanvalle het " "altyd 'n 70% kans om te tref, ongeag die terrein en wanneer hulle aanvallend " "gebruik word, het Skerpskutters altyd ten minste 'n 60% kans om te tref, " "ongeag die terrein." #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Skade
" #. [topic]: id=combat #: data/core/help.cfg:357 #, fuzzy msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5×4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" "\n" "\n" "Elke aanval wanneer dit tref veroorsaak 'n basiese hoeveelheid skade " "afhangende van die soort aanval. 'n Elfse Vegter met 'n 5-4 aanval " "veroorsaak byvoorbeeld 5 basispunte skade. Dit word gewoonlik deur twee " "dinge verander: dst=damage_types_and_resistance text=Weerstand en " "dst=time_of_day text='Tyd in die Dag'. Om te sien hoe basiese " "skadepunte verander word deur die omstandighede, kies " "text='Skadeberekenings' in die aanvalkeusebalk." #. [topic]: id=combat #: data/core/help.cfg:359 #, fuzzy msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "'n Paar eenhede het spesiale dst=abilities text=vermoëens wat die " "skade toegedeel tydens 'n geveg beïnvloed. Die mees algemene hiervan is " "dst=weaponspecial_charge text=Storm, wat die skade wat deur beide " "die aanvaller en verdediger verdubbel wanneer 'n eenheid wat kan Storm " "aanval." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 msgid "Damage Types and Resistance" msgstr "Soorte Skade en Weerstand" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 #, fuzzy msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage " "type, then it will suffer 40% less damage when hit with that damage type. It " "is also possible for a unit to be vulnerable against some damage types. If a " "unit has −100% resistance against a damage type, it will suffer 100% more " "damage when hit by that type." msgstr "" "\n" "\n" "Weerstande werk baie eenvoudig: as 'n eenheid 40% weerstand teen 'n sekere " "soort skade het, dan sal hy 40% minder skade ondervind wanneer hy deur 'n " "wapen getref word wat daardie soort skade veroorsaak. Dit mag ook wees dat " "'n eenheid vatbaar is vir sekere soorte skades. As 'n eenheid −100% " "weerstand het teen 'n sekere soort skade, sal dit 100% meer skade ly wanneer " "dit deur 'n wapen getref word wat daardie soort skade veroorsaak." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 #, fuzzy msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" "In Wesnoth bestaan daar drie soorte skades wat met fisiese aanvalle " "geassosieer word: Sny-, Steek- en Impakskade. Verder is daar nog drie soorte " "skade wat met toweraanvalle geassosieer word: Vuur, Koue en Heilige " "aanvalle. Verskillende eenhede mag weerstande hê wat die hoeveelheid skade " "verander wat sekere soorte skades mag aanrig." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 #, fuzzy msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but " "are vulnerable to impact and fire damage, and extremely vulnerable to arcane " "damage." msgstr "" "\n" "\n" "Geraamtes het byvoorbeeld 'n baie hoë weerstand teen Sny en Steekskade maar " "is vatbaar vir Impak of Brandskade en uiters vatbaar vir Heilige skade." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:372 msgid "" "\n" "\n" "If a strike is determined to hit, it will always do at least 1 point of " "damage. This applies even if the defender has 100% resistance to the damage " "type." msgstr "" "\n" "\n" "As 'n hou getref het, sal dit altyd ten minste 1 punt skade aanrig. Dit geld " "selfs al het die verdediger 'n 100% weerstand teen hierdie soort skade." #. [topic]: id=orbs #: data/core/help.cfg:380 msgid "Orbs" msgstr "Orbe" #. [topic]: id=orbs #: data/core/help.cfg:381 msgid "" "On top of the energy bar shown next to each unit of yours is an orb. For " "units you control, this orb is:" msgstr "" "Bo die energie wyser by elke eenheid is 'n orb. Vir eenhede wat joune is, is " "hierdie orb:" #. [topic]: id=orbs #: data/core/help.cfg:383 #, fuzzy msgid " green if it hasn’t moved this turn," msgstr "groen as dit nie hierdie beurt beweeg het nie," #. [topic]: id=orbs #: data/core/help.cfg:384 #, fuzzy msgid " yellow if it has moved, but could still move further or attack, or" msgstr "geel as dit beweeg het maar nog verder kan beweeg of aanval, of" #. [topic]: id=orbs #: data/core/help.cfg:385 msgid "" " red if it can no longer move or attack, or the user ended the unit’s turn." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:386 #, fuzzy msgid " blue if the unit is an ally you do not control." msgstr "Die orb is blou as die eenheid 'n bondgenoot is wat jy nie beheer nie." #. [topic]: id=orbs #: data/core/help.cfg:387 #, fuzzy msgid " Enemy units have no orb on top of their energy bar." msgstr "Vyandige eenhede het geen orb bo hulle energiewyser nie." #. [topic]: id=time_of_day #: data/core/help.cfg:394 msgid "Time of Day" msgstr "Tyd van die Dag" #. [topic]: id=time_of_day #: data/core/help.cfg:395 #, fuzzy msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• text='Lawful' units get +25% damage in daytime, and −25% " "damage at night.\n" "• text='Chaotic' units get +25% damage at night, and −25% in " "daytime.\n" "• text='Neutral' units are unaffected by the time of day.\n" "• text='Liminal' units get −25% damage during both night and " "daytime." msgstr "" "Die tyd in die dag beïnvloed die skade wat sekere eenhede kan toedien as " "volg:\n" " Wettige eenhede kry +25% skade in daglig en −25% skade in die nag.\n" " Chaotiese eenhede kry +25% skade in die nag en −25% skade in die dag.\n" " Neutrale eenhede word nie deur die tyd van die dag beïnvloed nie." #. [topic]: id=time_of_day #: data/core/help.cfg:400 #, fuzzy msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, morning and afternoon count as day, " "first and second watch count as night:\n" "\n" msgstr "" "\n" "\n" "Die huidige tyd in die dag kan waargeneem word onderaan die klein kaart in " "die statuspaneel. Vir die gewone dag/nag siklus, Oggend en Namiddag tel as " "dag, Eerste- en Tweede Wag tel as nag:\n" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:404 data/core/macros/schedules.cfg:14 #: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64 msgid "Dawn" msgstr "Dagbreek" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:405 data/core/macros/schedules.cfg:26 #: data/test/maps/pathfind_1.cfg:75 msgid "Morning" msgstr "Oggend" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:406 data/core/macros/schedules.cfg:44 #: data/test/maps/pathfind_1.cfg:86 msgid "Afternoon" msgstr "Namiddag" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:407 data/core/macros/schedules.cfg:53 #: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97 msgid "Dusk" msgstr "Skemer" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:408 data/core/macros/schedules.cfg:65 #: data/test/maps/pathfind_1.cfg:108 msgid "First Watch" msgstr "Eerste Wag" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:409 data/core/macros/schedules.cfg:89 #: data/test/maps/pathfind_1.cfg:119 msgid "Second Watch" msgstr "Tweede Wag" #. [topic]: id=time_of_day #: data/core/help.cfg:411 #, fuzzy #| msgid "" #| "Keep in mind that some scenarios take place underground, where it is " #| "perpetually night!" msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Hou in gedagte dat sommige scenarios ondergronds plaasvind waar dit " "voortdurend nag is!" #. [topic]: id=time_of_day #: data/core/help.cfg:413 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:415 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:417 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:424 msgid "Healing" msgstr "Gesondmaak-krag" #. [topic]: id=healing #: data/core/help.cfg:425 #, fuzzy msgid "" "\n" "\n" "• text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "Rus: 'n Eenheid wat nie beweeg, aanval of aangeval word nie sal met 2LP in " "sy volgende beurt genees word." #. [topic]: id=healing #: data/core/help.cfg:425 msgid "" "In combat, your units will inevitably take damage. There are several ways to " "heal your units. However, with the exception of resting, these do not stack; " "only one can occur per turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:427 #, fuzzy msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "Dorpies: 'n Eenheid wat 'n beurt in 'n dorp begin sal met 8LP herstel." #. [topic]: id=healing #: data/core/help.cfg:428 #, fuzzy msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "dst=ability_regenerates text=Herlewing: Sekere eenhede (soos die " "trolle) sal outomaties met 8LP herstel met elke beurt." #. [topic]: id=healing #: data/core/help.cfg:429 #, fuzzy msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "Gesondmaak eenhede: Eenhede met die dst=ability_heals text='Gesondmaak-" "krag' vermoë kan soveel as 8LP skade per beurt genees, en ook Gifskade " "kan voorkom. Slegs eenhede wat langs en aan dieselfde kant veg as die " "Gesondmaak eenheid kan genees word en slegs met 4LP per eenheid." #. [topic]: id=healing #: data/core/help.cfg:430 #, fuzzy msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "Genesende eenhede: Eenhede met die dst=ability_cures text=Geneeskrag vermoë sal almal tot en met 18LP skade genees per beurt, en ook " "Vergiftiging genees. Slegs dié eenhede wat langs of aan dieselfde kant veg " "as die genesende eenheid sal genees word en ook net tot op 'n maksimum van " "8LP per eenheid." #. [topic]: id=healing #: data/core/help.cfg:431 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:432 #, fuzzy msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "Rus kan met ander vorme van genesing gekombineer word maar dorpe, " "regenerasie, genesing en gesondmaak kan nie met mekaar gekombineer word nie. " "'n Genesende- of gesondmaak-eenheid wat se aandag verdeel is tussen baie " "gewondes sal minder doeltreffend wees met die gesondmaak van individuele " "wonde. Ten laaste sal alle eenhede ten volle herstel tussen scenarios." #. [topic]: id=healing #: data/core/help.cfg:434 msgid "" "\n" "\n" "text='Advanced'" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:436 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the " "healed unit’s turn, but on the healer’s turn. This means that while a unit " "surrounded by several healers on the same side will only receive healing " "from one healer per turn, a unit surrounded by healers from several allied " "sides will be healed once on each of said allied sides’ turns." msgstr "" #. [topic]: id=wrap_up #: data/core/help.cfg:444 msgid "Wrap Up" msgstr "Maak Klaar" #. [topic]: id=wrap_up #: data/core/help.cfg:445 #, fuzzy msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "Dit is dan die hele storie oor Wesnoth se basiese reëls. Jy mag dalk wil " "oplees oor Basiese Strategie of jouself vergewis van die dst=traits " "text=Traits en dst=abilities text=Vermoëns maar jy weet nou " "alles wat nodig is om te weet om die Troonopvolger scenario te kan speel. " "Sterkte en geniet dit!" #. [topic]: id=license #: data/core/help.cfg:450 msgid "License" msgstr "Lisensie" #. [topic]: id=..traits_section #: data/core/help.cfg:459 #, fuzzy msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait text='undead' " "and in some cases text='fearless', and woses do not receive " "any traits. " msgstr "" "Die meeste eenhede het twee karaktertrekke. Die Wandelende Dooies is eenhede " "wat egter slegs die enkele karaktertrek 'Wandelende Dood' het en Woses kry " "nie enige karaktertrekke nie. Karaktertrekke is veranderlikes wat 'n eenheid " "se eienskappe effens aanpas. Hulle word gewoonlik willekeurig aan 'n eenheid " "toegeken wanneer dit gewerf word." #. [topic]: id=..traits_section #: data/core/help.cfg:459 msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " "available to a unit are largely determined by its text='race'." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:461 #, fuzzy msgid "" "\n" "\n" "The traits that are available to most non‐undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "\n" "Die karaktertrekke wat aan alle nie-Wandelende Dooie eenhede beskikbaar is, " "is: dst=traits_intelligent text=Intelligent, " "dst=traits_quick text=Vinnig, dst=traits_resilient " "text=Volharding en dst=traits_strong text=Sterk." #. [topic]: id=..traits_section #: data/core/help.cfg:463 #, fuzzy msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "Ander karaktertrekke wat aan eenhede toegeken kan word is " "dst=traits_loyal text=Lojaal, dst=traits_undead " "text='Wandelende Dood' en dst=traits_dextrous text=Behendig" #. [topic]: id=..terrains_section #: data/core/help.cfg:473 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:473 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:475 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:477 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " "There are many more besides these — a list of the terrain types you have " "discovered can be found at the end of this page.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:481 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic " "terrain types, and these values are listed in the unit’s help page. Basic " "terrain types may have unique properties like illumination effects as well." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:483 #, fuzzy msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:485 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:489 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. Fords are easily passable to " "both merfolk and humans — all units moving on a ford enjoy the best defense " "and best movement out of flat and shallow water, rather than the worse " "movement of the two. Similarly, bridges over chasms are passable to " "nonfliers (unsurprisingly).\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:493 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:497 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not " "give defense or movement benefits associated with the village terrain type. " "Instead, they count only as water tiles.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:501 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over " "its hex and checking the terrain type icons displayed in the upper right " "(under the default theme)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:503 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' by " "either pressing the hotkey, or right clicking and selecting from the context " "menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:505 #, fuzzy msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:507 msgid "" "\n" "\n" "Some units have text='defense caps' for a particular basic " "terrain type. These units suffer a penalty on mixed terrains with that type " "— their defense cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:509 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "has a defense rating of 30% on forests, and a defense cap for forests. Thus, " "on forested hills, he has a defense rating of 30% rather than 40%, because " "the mixed rating cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:511 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its " "defense rating on that terrain (it cannot be larger)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:513 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=..addons #: data/core/help.cfg:526 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:536 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:537 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=Skade
" #. [topic]: id=using_addons #: data/core/help.cfg:537 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:539 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:541 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=using_addons #: data/core/help.cfg:543 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:545 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Volgorde en aantal trefhoue'
" #. [topic]: id=using_addons #: data/core/help.cfg:547 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:551 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:553 #, fuzzy msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Volgorde en aantal trefhoue'
" #. [topic]: id=using_addons #: data/core/help.cfg:555 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:557 #, fuzzy msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=using_addons #: data/core/help.cfg:559 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:563 #, fuzzy msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Kans om te tref'
" #. [topic]: id=using_addons #: data/core/help.cfg:565 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:574 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:575 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the search box, separated by spaces. You can also sort the add-on list by " "clicking the column headers. It is also possible to choose to only display " "add-ons of specific categories by clicking on the text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Addon Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:588 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:589 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:604 #, fuzzy msgid "General Commands" msgstr "Generaal" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:606 data/core/help.cfg:649 data/core/help.cfg:687 msgid "" "These commands can either be issued via the command line by prefixing them " "with ':' (as shown here) or via the chat by prefixing them with '/' (press " "'m' first to open the chat line).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:608 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:611 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:615 msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle between human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:618 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:621 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:624 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:627 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:630 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:639 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:648 #, fuzzy msgid "Multiplayer Commands" msgstr "+Veelspeler Kaarte" #. [topic]: id=mp_commands #: data/core/help.cfg:651 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:654 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:657 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:660 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:663 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:666 msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:669 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:672 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:675 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:678 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:686 #, fuzzy msgid "Debug Mode Commands" msgstr "Generaal" #. [topic]: id=debug_commands #: data/core/help.cfg:689 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:692 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:698 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:701 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:713 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:716 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" #. [heals]: id=healing #: data/core/macros/abilities.cfg:12 #, fuzzy msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Gesond maak:\n" "Laat die eenheid toe om aangrensende, goedgesinde eenhede gesond te maak aan " "die begin van die beurt.\n" "\n" "'n Eenheid wat deur 'n gesondmaker versorg word, kan soveel as 4 LP per " "beurt gesondmaak.\n" "'n Gesondmaker mag vir 'n totaal van 8 LP per beurt genees, vir al die " "eenhede wat dit versorg.\n" "'n Vergiftigde eenheid kan nie deur 'n gesondmaker van sy vergiftiging " "genees word nie en moet die sorg van 'n dorp of 'n eenheid wat kan genees " "opsoek." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 #, fuzzy msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Genesers:\n" "Hierdie eenheid kombineer kruie-medisyne met toorkrag om eenhede sodoende " "vinniger te genees as wat normaalweg op 'n slagveld moontlik is.\n" "\n" "Hierdie eenheid sal vir alle aangrensende goedgesinde, beseerde eenhede aan " "die begin van elke beurt sorg.\n" "'n Eenheid wat deur 'n geneser versorg word mag tot soveel as 8 LP per beurt " "genees word.\n" "'n Geneser mag vir 'n totaal van 18 LP per beurt genees, vir al die eenhede " "wat dit versorg.\n" "'n Geneser kan 'n eenheid van gif genees, maar die eenheid sal geen " "addisionele gesondmaak kry totdat dit totaal van die gif genees is nie." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "genees" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 #, fuzzy msgid "female^cures" msgstr "Prinses" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "regenereer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 #, fuzzy msgid "female^regenerates" msgstr "regenereer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 #, fuzzy msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Hernuwing:\n" "Hierdie eenheid kan homself met 8 LP per beurt genees. As dit vergiftig word " "sal dit die gif verwyder in plaas daarvan om te genees." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "standvastig" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 #, fuzzy msgid "female^steadfast" msgstr "standvastig" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 #, fuzzy msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Standvastig:\n" "Hierdie eenheid se weerstand word verdubbel tot 'n maksimum van 50% wanneer " "hulle verdedig." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "leierskap" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 #, fuzzy msgid "female^leadership" msgstr "leierskap" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 #, fuzzy msgid "" "This unit can lead your own units that are next to it, making them fight " "better.\n" "\n" "Adjacent own units of lower level will do more damage in battle. When a unit " "adjacent to, of a lower level than, and on the same side as a unit with " "Leadership engages in combat, its attacks do 25% more damage times the " "difference in their levels." msgstr "" "Leierskap:\n" "Hierdie eenheid kan goedgesinde eenhede langs hom ly, wat veroorsaak dat " "hulle beter veg.\n" "\n" "Aangrensende goedgesinde eenhede van 'n laer vlak sal meer skade tydens 'n " "geveg aanrig. Wanneer 'n eenheid wat langs 'n eenheid met Leierskap is en 'n " "laer vlak het, en ook aan dieselfde kant veg, sal sy aanvalle 25% meer skade " "vermenigvuldig met die verskil in hulle vlakke aanrig." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "skermutselaar" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 #, fuzzy msgid "female^skirmisher" msgstr "skermutselaar" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 #, fuzzy msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Skermutselaar:\n" "Hierdie eenheid is vaardig om by vinnig by vyande verby te sluip en ignoreer " "Vyandige beheersones." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "verlig" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 #, fuzzy msgid "female^illuminates" msgstr "verlig" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "This unit illuminates the surrounding area, making lawful units fight " #| "better, and chaotic units fight worse.\n" #| "\n" #| "Any units adjacent to this unit will fight as if it were dusk when it is " #| "night, and as if it were day when it is dusk." msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "Verlig:\n" "Hierdie eenheid verlig die omliggende gebied, wat tot gevolg het dat eenhede " "met wettige ingesteldheid beter veg en chaotiese eenheid swakker veg.\n" "\n" "Enige eenhede langs hierdie eenheid sal veg asof dit skemer is, in die nag " "en soos in die dag wanneer dit skemer is." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "teleporteer" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 #, fuzzy msgid "female^teleport" msgstr "intelligent" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 #, fuzzy msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teleporteer:\n" "Hierdie eenheid kan tussen twee goedgesinde dorpe verplaas word deur slegs " "een van sy bewegings te gebruik." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "lokval" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 #, fuzzy msgid "female^ambush" msgstr "Misdadiger" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 #, fuzzy msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Lokval:\n" "Hierdie eenheid kan in woude wegkruip en ongemerk deur sy vyande bly.\n" "\n" "Vyandige eenhede kan nie hierdie eenheid sien of aanval wanneer dit in 'n " "woud is nie, behalwe vir die beurt wat volg net nadat die eenheid self 'n " "aanval doen of wanneer daar vyandige eenhede reg langs die eenheid is." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "nagsluip" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 #, fuzzy msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Nagbekruiper:\n" "Die eenheid word onsigbaar in die nag.\n" "\n" "Vyandige eenhede kan nie hierdie eenheid in die nag sien of aanval nie, " "behalwe vir die beurt wat volg direk na die eenheid self 'n aanval geloods " "het of as daar vyandige eenhede reg langs hierdie eenheide is." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 #, fuzzy msgid "concealment" msgstr "Kamp" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 #, fuzzy msgid "female^concealment" msgstr "Kamp" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 #, fuzzy msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it.\n" "\n" "Enemy units cannot see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Lokval:\n" "Hierdie eenheid kan in woude wegkruip en ongemerk deur sy vyande bly.\n" "\n" "Vyandige eenhede kan nie hierdie eenheid sien of aanval wanneer dit in 'n " "woud is nie, behalwe vir die beurt wat volg net nadat die eenheid self 'n " "aanval doen of wanneer daar vyandige eenhede reg langs die eenheid is." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 #, fuzzy msgid "submerge" msgstr "steek" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 #, fuzzy msgid "female^submerge" msgstr "Uitvaagsel" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 #, fuzzy msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Lokval:\n" "Hierdie eenheid kan in woude wegkruip en ongemerk deur sy vyande bly.\n" "\n" "Vyandige eenhede kan nie hierdie eenheid sien of aanval wanneer dit in 'n " "woud is nie, behalwe vir die beurt wat volg net nadat die eenheid self 'n " "aanval doen of wanneer daar vyandige eenhede reg langs die eenheid is." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 #, fuzzy msgid "female^feeding" msgstr "Prinses" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "beserk" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:275 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Waansin:\n" "Hetsy dit aanvallend of verdedigend gebruik word, sal hierdie aanval " "voortduur totdat een van die vegters sneuwel, of 30 rondtes van aanvalle is " "verby." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "rugsteek" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 #, fuzzy msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "Rugsteek:\n" "Hierdie eenheid dien dubbele skade toe as 'n goedgesinde eenheid aan die " "ander kant van die teiken is. (Dit werk nie vir bongenote nie.)" #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315 msgid "plague" msgstr "plaag" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 #, fuzzy msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "Plaag:\n" "Wanneer 'n eenheid sterf a.g.v. 'n plaagaanval, word die eenheid vervang met " "'n identiese eenheid aan dieselfde kant as die eenheid met die plaagaanval. " "(Dit werk nie op wandelende dooies of eenhede in dorpe nie.)" #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 #, fuzzy msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Plaag:\n" "Wanneer 'n eenheid sterf a.g.v. 'n plaagaanval, word die eenheid vervang met " "'n identiese eenheid aan dieselfde kant as die eenheid met die plaagaanval. " "(Dit werk nie op wandelende dooies of eenhede in dorpe nie.)" #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 #, fuzzy msgid "slows" msgstr "verstadig" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 #, fuzzy msgid "petrifies" msgstr "Trefhoue" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 #, fuzzy msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Klip:\n" "Hierdie eenheid verander die teiken in klip. Eenhede wat in klip verander " "het mag nie beweeg of aanval nie." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "skutter" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Skerpskut:\n" "Wanneer aanvallend gebruik word het hierdie aanval altyd ten minste 'n 60% " "kans om te tref." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "magies" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:360 #, fuzzy msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Magies:\n" "Hierdie aanval het 'n 70 % kans om 'n trefhou te wees." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "slaan toe" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "bestorm" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 #, fuzzy msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "Storm:\n" "Hierdie aanval rig dubbele skade aan die teiken aan. Dit veroorsaak ook dat " "hierdie eenheid dubbele skade ly vanaf die teiken se teenaanval." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 #, fuzzy msgid "drains" msgstr "dreineer" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Dreineer:\n" "Hierdie eenheid dreineer lewende eenhede se gesondheid en genees homself met " "'n hoeveelheid gelykstaande aan die helfte van die skade wat dit toedien, " "afgerond." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "eerste trefhou" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:405 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Eerste Trefhou:\n" "Hierdie eenheid sal altyd eerste slaan met hierdie aanval, selfs al verdedig " "hy." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "gif" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 #, fuzzy msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "Gif:\n" "Hierdie aanval vergiftig die teiken. Vergiftigde eenhede verloor 8 LP met " "elke beurt totdat hulle genees word of na 1 LP verminder het." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 #, fuzzy msgid "Max HP bonus +3, Max XP +20%" msgstr "Maksimum LP bonus +" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "Tweede Wag" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "Tweede Wag" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "Tweede Wag" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "Tweede Wag" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "Tweede Wag" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "Tweede Wag" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "Eerste Wag" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Tweede Wag" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Oggend" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Oggend" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "Eerste Wag" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Tweede Wag" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Namiddag" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Namiddag" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "eerste trefhou" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Tweede Wag" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:650 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:3 #, fuzzy msgid "" "\n" "\n" "Special Notes:" msgstr "Spesiaal" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr "" #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr "" #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" #: data/core/macros/special-notes.cfg:32 #, fuzzy msgid "" " The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr "" "Opgelei met swaard en kruisboog, lei die Lieutenante klein groepies van " "mense soldate. Hulle koordeneer ook die aanval.\n" "\n" "Spesiale Nota's: Die leierskap van 'n lieutenant veroorsaak dat eenhede " "langs hom meer skade doen in 'n geveg, maar dit is net van toepassing op " "eenhede met 'n laer vlak." #: data/core/macros/special-notes.cfg:35 msgid "" " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr "" #: data/core/macros/special-notes.cfg:41 #, fuzzy msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" "Teleporteer:\n" "Hierdie eenheid kan tussen twee goedgesinde dorpe verplaas word deur slegs " "een van sy bewegings te gebruik." #: data/core/macros/special-notes.cfg:44 msgid "" " In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" #: data/core/macros/special-notes.cfg:50 msgid "" " This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" #: data/core/macros/special-notes.cfg:59 msgid "" " Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" #: data/core/macros/special-notes.cfg:62 #, fuzzy msgid "" " If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit may backstab, inflicting double damage by creeping " "around behind that enemy." msgstr "" "Rugsteek:\n" "Hierdie eenheid dien dubbele skade toe as 'n goedgesinde eenheid aan die " "ander kant van die teiken is. (Dit werk nie vir bongenote nie.)" #: data/core/macros/special-notes.cfg:65 msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" #: data/core/macros/special-notes.cfg:68 msgid "" " This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" #: data/core/macros/special-notes.cfg:74 msgid "" " This unit’s marksmanship gives it a high chance of hitting targeted " "enemies, but only on the attack." msgstr "" #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" #: data/core/macros/special-notes.cfg:83 #, fuzzy msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" "\n" "\n" "Spesiale Nota's: 'n Ridder se stormloop verdubbel beide skade berokken en " "skade ontvang. Dit affekteer nie sy verdedigings terug-aanval nie" #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" #: data/core/macros/special-notes.cfg:89 msgid "" " The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr "" #: data/core/macros/special-notes.cfg:92 msgid "" " The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" #: data/core/macros/special-notes.cfg:95 msgid "" " This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "lojaal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 #, fuzzy msgid "female^loyal" msgstr "Misdadiger" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Geen onderhoudingskoste" #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 #, fuzzy msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "Tydens veldtogte kan sekere eenhede kies om op eie wil by die speler se " "magte aan te sluit. Hierdie eenhede word gemerk met die Lojaal karaktertrek. " "Alhoewel hulle betaling mag vereis om hergeroep te word, vereis hulle nooit " "enige onderhoudskoste nie. Dit kan hulle baie nuttig maak tydens 'n lang " "veldtog, wanneer die goudvoorraad skraps raak. Hierdie karaktertrek word " "nooit aan gewerfde eenhede toegeken nie, dit sal dus onwys wees om hulle te " "ontslaan of na 'n onnodige dood te stuur." #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 #, fuzzy msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" "Lojaal eenhede vereis geen onderhoud. Die meeste eenhede vereis onderhoud, " "gelykstaande aan hulle vlak, aan die einde van 'n beurt. Lojaal eenhede " "vereis nie die koste nie." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "lewende dood" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 #, fuzzy msgid "female^undead" msgstr "Uitvaagsel" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53 #: data/core/macros/traits.cfg:79 #, fuzzy msgid "Immune to drain, poison, and plague" msgstr "bestand teen gif" #. [trait]: id=undead #: data/core/macros/traits.cfg:28 #, fuzzy msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units " "are the bodies of the dead, risen to fight again, poison has no effect upon " "them. This can make them invaluable in dealing with foes who use poison in " "conjunction with their attacks." msgstr "" "\n" "\n" "Wandelende dooie eenhede het gewoonlik 'Wandelende Dooie' as hul enigste " "kenmerk. Aangesien Wandelende Dooie eenhede die liggame van dooies is, wat " "opgestaan het om weer te veg, het gif geen uitwerking op hulle nie. Dit kan " "hulle onmisbaar maak wanneer daar met vyande afgereken moet word wat gif as " "deel van hulle aanvalstrategie gebruik." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "Wandelende dooie eenhede is immuun teen gif." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 #, fuzzy msgid "mechanical" msgstr "magies" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 #, fuzzy msgid "female^mechanical" msgstr "Dief" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "Wandelende dooie eenhede is immuun teen gif." #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 #, fuzzy msgid "elemental" msgstr "Kamp" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 #, fuzzy msgid "female^elemental" msgstr "Misdadiger" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "Wandelende dooie eenhede is immuun teen gif." #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "sterk" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 #, fuzzy msgid "female^strong" msgstr "Uitvaagsel" #. [trait]: id=strong #: data/core/macros/traits.cfg:104 #, fuzzy msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units " "who have a high number of swings such as the elvish fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" "\n" "\n" "Terwyl dit nuttig is vir enige handvegter, is Sterk die doeltreffendste in " "eenhede wat 'n hoë getal houe soos die Elfse Vegter het. Sterk eenhede kan " "baie nuttig wees wanneer 'n klein bietjie ekstra skade al is wat nodig is om " "'n hou wat skade veroorsaak in 'n noodlottige hou te verander." #. [trait]: id=strong #: data/core/macros/traits.cfg:104 #, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "Sterk eenhede veroorsaak 1 meer skade vir elke suksesvolle hou in 'n " "handgeveg en het 2 meer LP." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "vaardig" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 #, fuzzy msgid "female^dextrous" msgstr "vaardig" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 #, fuzzy msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "Behendigheid is 'n karaktertrek van die Elwe. Die Elwe is bekend vir hulle " "ongelooflike grasie, en hulle vaardigheid met 'n boog. Party het egter meer " "van die talente as sommige van hulle ras. Hierdie buitengewoone Elwe se pyle " "veroorsaak 'n addisionele punt se skade." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 #, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "Behendige Eenhede rig 1 punt meer skade aan vir elke trefhou met 'n boog." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "vinnig" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 #, fuzzy msgid "female^quick" msgstr "Prinses" #. [trait]: id=quick #: data/core/macros/traits.cfg:142 #, fuzzy msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "Vinnig is die karaktertrek wat die maklikste opgemerk word, veral by stadig " "bewegende eenhede soos die trolle of swaar infanterie. Eenhede met die " "Vinnig karaktertrek beweeg dikwels baie ratser oor rowwe terrein, wat " "belangrik kan wees wanneer jy jou magte ontplooi. Vinnige eenhede is dikwels " "nie so taai soos eenhede wat nie hierdie karaktertrek het nie en is dus " "minder goed om bestrede posisies te behou." #. [trait]: id=quick #: data/core/macros/traits.cfg:142 #, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "Vinnige eenhede het 1 ekstra bewegingspunt maar 10% minder LP as gewoonlik." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 #, fuzzy msgid "female^intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 #, fuzzy msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning " "of a campaign as they can advance to higher levels more quickly. Later in " "campaigns Intelligent is not quite as useful because the text='After " "Maximum Level Advancement' (AMLA) is not as significant a change as " "advancing a level. If you have many ‘maximum level’ units you may wish to " "recall units with more desirable traits." msgstr "" "\n" "\n" "Intelligente eenhede is baie nuttig aan die begin van 'n veldtog aangesien " "hulle vinniger na hoër vlakke kan vorder. Later in die veldtogte is " "Intelligensie nie so nuttig nie aangesien die Na Maksimum Bevorderingsvlak " "(NMBV) nie meer so 'n aansienlike verandering is as wat 'n vordering in vlak " "is nie. As jy baie 'maksimum vlak' eenhede het mag jy dalk eenhede wil " "herroep met meer gewensde karaktertrekke." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Intelligente eenhede vereis 20% minder ervaring as gewoonlik om bevorder te " "word." #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "volhard" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 #, fuzzy msgid "female^resilient" msgstr "volhard" #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a " "useful trait for all units. Resilient is often most helpful as a trait when " "it occurs in a unit that has some combination of low hitpoints, good " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" "\n" "\n" "Volharding eenhede kan baie nuttig wees in enige stadium van 'n veldtog en " "dit is 'n nuttige eienskap by alle eenhede. Volharding is dikwels baie " "nuttig in 'n eenheid wat 'n kombinasie van lae lewenspunte, goeie " "verdediging of hoe weerstand het. Volhardingseenhede is veral nuttig vir die " "hou van strategiese posisies teen teenstanders." #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 #, fuzzy msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "Volhardingseenhede het 7 meer LP as gewoonlik." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 #, fuzzy msgid "female^healthy" msgstr "Dief" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 #, fuzzy msgid "fearless" msgstr "Prinses" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 #, fuzzy msgid "female^fearless" msgstr "Prinses" #. [trait]: id=fearless #: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241 msgid "Fights normally during unfavorable times of day/night" msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:255 #, fuzzy msgid "feral" msgstr "Grot Muur" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 #, fuzzy msgid "female^feral" msgstr "Uitvaagsel" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:258 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" #. [trait]: id=weak #: data/core/macros/traits.cfg:274 msgid "weak" msgstr "" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 #, fuzzy msgid "female^weak" msgstr "Uitvaagsel" #. [trait]: id=weak #: data/core/macros/traits.cfg:276 #, fuzzy msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "Wandelende dooie eenhede is immuun teen gif." #. [trait]: id=slow #: data/core/macros/traits.cfg:293 #, fuzzy msgid "slow" msgstr "verstadig" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 #, fuzzy msgid "female^slow" msgstr "Misdadiger" #. [trait]: id=slow #: data/core/macros/traits.cfg:295 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" #. [trait]: id=slow #: data/core/macros/traits.cfg:295 #, fuzzy msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "Vinnige eenhede het 1 ekstra bewegingspunt maar 10% minder LP as gewoonlik." #. [trait]: id=dim #: data/core/macros/traits.cfg:313 #, fuzzy msgid "dim" msgstr "Middelmatig" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 #, fuzzy msgid "female^dim" msgstr "Prinses" #. [trait]: id=dim #: data/core/macros/traits.cfg:315 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" #. [trait]: id=dim #: data/core/macros/traits.cfg:315 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" #. [trait]: id=aged #: data/core/macros/traits.cfg:329 #, fuzzy msgid "aged" msgstr "afstandgeveg" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 #, fuzzy msgid "female^aged" msgstr "Prinses" #. [trait]: id=aged #: data/core/macros/traits.cfg:331 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" #: data/core/units.cfg:11 msgid "" "Despite orcs’ reliance on raw strength, few of their children are destined " "to grow to possess any. Goblins are, despite their appearance, born as " "siblings to the orcs and members of the same race. While other races usually " "bear children singly or in pairs, orcs will have large litters of children " "all at once, causing their populations to explode. Within any litter, there " "will be only one or two who grow to the strength of a “true orc”, a few who " "are born slightly smaller and weaker, and the rest, often a full half of any " "litter, are much weaker and destined to be goblins. Almost as newborns the " "class system of orcish society is visible, with the weak put in their place " "by their stronger siblings. The stronger ones will routinely grab most of " "the food and thus grow stronger still, while their weaker siblings do not." msgstr "" #. [race]: id=bats #: data/core/units.cfg:46 msgid "race^Bat" msgstr "" #. [race]: id=bats #: data/core/units.cfg:47 #, fuzzy msgid "race+female^Bat" msgstr "Dief" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "" #. [race]: id=bats #: data/core/units.cfg:49 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" #. [race]: id=drake #: data/core/units.cfg:58 msgid "race^Drake" msgstr "" #. [race]: id=drake #: data/core/units.cfg:59 #, fuzzy msgid "race+female^Drake" msgstr "Uitvaagsel" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "" #. [race]: id=drake #: data/core/units.cfg:61 msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, they " "are still quite clumsy creatures and surprisingly slow in combat. This, " "combined with their large size, renders them easy targets for those who dare " "attack them.\n" "\n" "Drakes are inherently magical creatures, with a mysterious internal fire " "fueling their very lives. This can easily be witnessed when one of their " "kind perishes in combat; its internal fire is released, burning their " "remains in to ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dominant who rules the society with an iron fist. Every drake is " "expected to earn their place in the strict hierarchy, to obey their " "superiors and command their inferiors. Entry to the ruling elite is only " "possible through challenging and defeating a superior in single combat, " "which is the way the hierarchy within the elite itself is established. The " "use of deception of any kind towards any fellow drake is, without exception, " "seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. Drakes value armor- and " "weapon-smithing, but neither know nor need other science and culture besides " "this. Nonetheless, the few implements they do fashion are almost unrivaled " "in quality, only matched by those produced in the finest Dwarvish " "foundries.\n" "\n" "Drakes hatch from eggs and usually live naturally between 20 to 30 years. " "Death in battle is the most preferred way for a drake to leave this world. " "Unlike the elder members of other races, drakes naturally grow more " "aggressive and reckless towards the ends of their natural lives, perhaps to " "help ensure their place in the heroic legends of their kind.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "Drakes tend to make their homes in mountain caverns near volcanoes to " "protect their eggs, hatchings and forges. While drakes naturally prefer " "warmth, their internal fire is more than capable of sustaining them even in " "a relatively cold climate, a feature which has allowed them to populate even " "some of the mountains of the far north of the Great Continent." msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "race^Dwarf" msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:95 #, fuzzy msgid "race+female^Dwarf" msgstr "Uitvaagsel" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:97 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However, some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" #. [race]: id=elf #: data/core/units.cfg:114 msgid "race^Elf" msgstr "" #. [race]: id=elf #: data/core/units.cfg:115 #, fuzzy msgid "race+female^Elf" msgstr "Misdadiger" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "" #. [race]: id=elf #: data/core/units.cfg:118 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "a full two and a half centuries. While some elves possessing a high magical " "aptitude have been known to live an additional full century, most elves " "begin to grow physically frail at some point between 250 and 300 years of " "age and pass away rapidly (generally within a year or two) thereafter.\n" "\n" "Elves are naturally imbued with magic to a small degree. Though most are " "unable to channel it directly, its latent presence gives them their keen " "senses and long life. Many elves have magic-driven talents such as " "marksmanship or stealth, allowing them to achieve tasks that most normal " "beings would find astonishing. Those elves that learn to wield this power in " "more general ways can become truly formidable in its use. Many choose to use " "their gift to heal others.\n" "\n" "A few elves, venturing far down the paths of magic and mysticism, become " "sensitive to the presence of cold iron and can even be burned by it. Elvish " "legend hints that this was more common in the far past.\n" "\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills. As a result, elves excel at archery, which is perhaps their most " "important method of warfare. Most elvish troops carry a bow and no other " "race can rival their archers in speed and accuracy. All elves also share an " "intense affection for unspoiled nature. They often feel uncomfortable in " "open, unvegetated spaces. They live primarily in the forests of the Great " "Continent; the Aethenwood in the southwest, Wesmere in the northwest, and " "the great northern woods of which the Lintanir Forest is the southernmost " "edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for over a millennium." msgstr "" #. [race]: id=falcon #: data/core/units.cfg:135 #, fuzzy msgid "race^Falcon" msgstr "+Algemeen" #. [race]: id=falcon #: data/core/units.cfg:136 #, fuzzy msgid "race+female^Falcon" msgstr "Uitvaagsel" #. [race]: id=falcon #: data/core/units.cfg:137 #, fuzzy msgid "race^Falcons" msgstr "+Algemeen" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "" "Falcons are birds of prey, noted for their exceptional speed and agility. " "Lighter and with less powerful talons than other raptors, falcons instead " "favor the use of their beak to kill their targets. Their keen eye and " "capacity for domestication makes them a populous and well-known creature, " "used both by nobles in sport, and by nomads or tribes who find them useful " "in hunting for food. Falcons occasionally find a role on the field of war as " "well, with certain falconers training their birds to distinguish between " "friend and foe, making them a useful asset to aid in an army’s charge." msgstr "" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "" #. [race]: id=goblin #: data/core/units.cfg:149 #, fuzzy msgid "race+female^Goblin" msgstr "Misdadiger" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "" "\n" "\n" "Goblins are puny and quite frail, rarely growing past the size and stature " "of a human child.\n" "\n" "Goblins are born into a lifetime of near-slavery to their larger kin, and " "used as sword-fodder in battle. They thrive in spite of their tragic fate; " "in part because they are so very numerous, and also because their brother " "orcs are well aware how dependent they are on the goblins. They perform the " "bulk of manual labor needed by the orcs, with the sole exception of jobs " "that require the brute strength of true orcs. Those the orcs revel in as " "proof of their prowess." msgstr "" #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "" #. [race]: id=gryphon #: data/core/units.cfg:169 #, fuzzy msgid "race+female^Gryphon" msgstr "Uitvaagsel" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial " "predators and birds of prey. While occasionally tamed and ridden by the " "daring, gryphons are very territorial and aggressive, particularly regarding " "their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has " "been a source of debate for centuries, but it remains as mysterious as their " "origins." msgstr "" #. [race]: id=human #: data/core/units.cfg:189 msgid "race^Human" msgstr "" #. [race]: id=human #: data/core/units.cfg:190 #, fuzzy msgid "race+female^Human" msgstr "Uitvaagsel" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "" #. [race]: id=human #: data/core/units.cfg:192 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:208 data/core/units.cfg:233 #, fuzzy msgid "race^Dunefolk Human" msgstr "Uitvaagsel" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:209 data/core/units.cfg:234 #, fuzzy msgid "race+female^Dunefolk Human" msgstr "Uitvaagsel" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:210 data/core/units.cfg:235 #, fuzzy msgid "race+plural^Dunefolk" msgstr "Wandelende dooies" #. [race]: id=dunefolk #: data/core/units.cfg:211 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay " "claim to the river valleys and oases of the Sandy Wastes. How they came to " "inhabit this far corner of the Great Continent is unknown. Their legends " "tell of many long and perilous travels through far-flung lands, but the true " "origin of their people is a topic of endless and heated debate among even " "the most erudite of their scholars.\n" "\n" "Whatever their origin, the Dunefolk have thrived. Bustling cities stand " "proudly in the largest fertile regions. Skilled artisans, fine smiths, and " "wealthy merchants form the backbone of the urban economy. Each of these " "cities also enjoys a degree of independence less common in the more " "centralized nations to the north, many even maintaining their own standing " "armies. In times of need, however, each and all rally to a higher authority " "designated to protect the superior interest of the nation.\n" "\n" "Those who have not settled in these urban centers still adhere to the " "lifestyle of their ancestors, roaming the dunes and leading their herds from " "one watering hole to another. They are most active during the early hours of " "dawn and the onset of dusk, when the wastelands are neither too hot nor too " "cold. Their skill at moving through the sands is excellent even by Dunefolk " "standards. Although sometimes regarded with contempt by their city " "counterparts, they provide an invaluable service as mobile, light troops in " "war, or as escorts for trading caravans during times of peace.\n" "\n" "The Dunefolk’s inclination towards trade and exploration has allowed their " "cities to amass immense fortunes, a fact regarded both with admiration and " "envy by other races. Mutual interests have fostered cordial relations with " "neighboring Naga tribes, but more secretive races such as Drakes and Elves " "have always considered Dunefolk expeditions to be too intrusive, especially " "when they venture close to territorial boundaries. It is not uncommon for " "caravans to fall prey to troll ambushes in the mountains, something that has " "given rise to countless tales of unimaginable treasure amassed in hidden " "caves.\n" "\n" "As a result of living in hostile environments for centuries, the Dunefolk " "have developed rational methods of enquiry through which they continue to " "improve their understanding of the world. Their study of herbal medicine " "keeps their warriors and workers fresh and healthy. Their knowledge of " "alchemy allows them to tame fire and wield it as a deadly weapon in battle. " "At the same time, this analytical mindset has distanced them from magical " "arts; to the rational mind, magic is uncontrollable, unpredictable, and " "hence unreliable. For this reason, the Dunefolk especially loathe the " "perversions of necromancy and the dark arts, even more so than other races.\n" "\n" "The Dunefolk’s inquisitive and explorative nature does not preclude military " "strength. Not only do they field nimble light troops, cataphracts, and " "heavily armored infantry, but their keen knowledge of technology grants them " "a decisive advantage over their opponents. When facing the Dunefolk in " "battle, however, the most fearsome sight is certainly their deployment of " "ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " "their synergy with these creatures allows for great versatility in combat. " "The origins of this tradition likely lie in the heritage of the Dunefolk’s " "distant past in the exotic far corners of Irdya." msgstr "" #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:236 msgid "This race does not have a description yet." msgstr "" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race^Saurian" msgstr "" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race+female^Saurian" msgstr "" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "race^Saurians" msgstr "" #. [race]: id=lizard #: data/core/units.cfg:250 msgid "" "Saurians are lizard-like creatures. Smaller and more slender than humans, " "they rarely stand taller than a ten year old child, though from tip of snout " "to end of tail a Saurian can be as long as the average man is tall. Light " "and nimble, the warriors prefer to fight as they hunt — slipping through " "enemy lines to target the weak and the injured while evading their " "attackers.\n" "\n" "
text='Society'
\n" "Saurians are very mysterious creatures due to their tendency to live in " "areas inhospitable to others, such as swamps. Fatalistic in the extreme, " "Saurians believe all the events in a life can be predicted by the use of a " "complex form of astrology.\n" "\n" "Saurian culture is sharply segregated between the genders. Within each " "gender the members compete, and through skill, determination, and reputation " "establish a clear pecking order, with a chief at the top. On those occasions " "when the two genders interact they do not contest for dominance; instead, " "the situation determines the dominant gender. The chief of the males is " "alpha within the clan's village or encampment while the chief of females is " "dominant anywhere else. This continues down the rank structure with each " "male or female being dominant over any member of the opposite gender with " "lower rank and submitting to members of the opposite gender with higher " "rank.\n" "\n" "The segregation and alternating gender-dominance of Saurian society is an " "outgrowth of their clearly defined gender roles. It is the responsibility of " "the female to hunt and find food, skills which ultimately train them to be " "warriors: the skirmishers, flankers, and ambushers other races so fear. " "Males, meanwhile, are responsible for guarding the clutch — the eggs left by " "the females. While this leaves time for the males to develop and hone the " "arts of astrology, healing, and magic, it also exposes them to significant " "danger, as they are stationary targets for a Saurian clan's number one enemy " "— other Saurian clans.\n" "\n" "New Saurian clans are started when the proper astrological signs are read. " "Called a “hatching,” each female indicated by the conjunction selects a " "group of individuals with lower rank and leave their source clan. Frequently " "all females with a specific trait will be indicated, causing multiple clans " "to “hatch” at the same time. Selection is a simple process: no group leaving " "can be larger than any other, all the groups together cannot be larger than " "the group being left, and higher ranking allows a female to overrule another " "female's choice of who they take.\n" "\n" "Because of their rapid population growth, frequent splits in clans, and the " "fact that cannibalism is not taboo, violence is one of the defining features " "of Saurian life. This limits the growth of the Saurian culture to fits and " "starts, as much of their knowledge is passed by oral tradition and their " "possessions must be mobile.\n" "\n" "
text='Geography'
\n" "Saurians can live in many different areas, though swamps are by far their " "most common habitat.\n" "\n" "
text='Biology'
\n" "Saurians live spectacularly short lives by comparison to most of the other " "races of Wesnoth, reaching full adulthood within three years and often dying " "by the time they are 10 to 15 years old. By far, the most common cause of " "death is violence. Saurian females produce clutches of about 20 eggs roughly " "once a year, which creates constant population pressure and would stress " "most carnivores' food supply. Hunters and scavengers, Saurians have " "extremely strong jaws and have a very powerful digestive system with highly " "acidic fluids, making them capable of eating and digesting all of their prey " "including skin, teeth, horns and bones. Further, they have no aversion to " "eating carrion and even committing cannibalism, which are both regular " "occurrences." msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:276 #, fuzzy msgid "race^Mechanical" msgstr "Dief" #. [race]: id=mechanical #: data/core/units.cfg:277 #, fuzzy msgid "race+plural^Mechanical" msgstr "Dief" #. [race]: id=mechanical #: data/core/units.cfg:278 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' describes a created artifact of an " "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" #. [race]: id=merman #: data/core/units.cfg:287 #, fuzzy msgid "race^Merman" msgstr "+Algemeen" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Mermaid" msgstr "" #. [race]: id=merman #: data/core/units.cfg:289 #, fuzzy msgid "race^Merfolk" msgstr "+Algemeen" #. [race]: id=merman #: data/core/units.cfg:291 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while " "their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "" #. [race]: id=monster #: data/core/units.cfg:299 msgid "race^Monster" msgstr "" #. [race]: id=monster #: data/core/units.cfg:300 #, fuzzy msgid "race+female^Monster" msgstr "Dief" #. [race]: id=monster #: data/core/units.cfg:301 msgid "race^Monsters" msgstr "" #. [race]: id=monster #: data/core/units.cfg:302 msgid "" "The term “monster” incorporates many hideous beasts that haunt the caves, " "wilderness, ocean depths, and other climes of the world. They figure largely " "in the tales and nightmares of its denizens, as well." msgstr "" #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Naga" msgstr "" #. [race]: id=naga #: data/core/units.cfg:310 #, fuzzy msgid "race^Nagini" msgstr "+Algemeen" #. [race]: id=naga #: data/core/units.cfg:311 msgid "race^Nagas" msgstr "" #. [race]: id=naga #: data/core/units.cfg:312 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to " "their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the " "sea, and their inability to breathe water leaves them in trepidation of the " "abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "" #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race^Ogre" msgstr "" #. [race]: id=ogre #: data/core/units.cfg:321 #, fuzzy msgid "race+female^Ogre" msgstr "Prinses" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "race^Ogres" msgstr "" #. [race]: id=ogre #: data/core/units.cfg:323 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" #. [race]: id=orc #: data/core/units.cfg:331 msgid "race^Orc" msgstr "" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race+female^Orc" msgstr "" #. [race]: id=orc #: data/core/units.cfg:333 msgid "race^Orcs" msgstr "" #. [race]: id=orc #: data/core/units.cfg:334 msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle.\n" "\n" msgstr "" #. [race]: id=orc #: data/core/units.cfg:345 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" #. [race]: id=troll #: data/core/units.cfg:354 msgid "race^Troll" msgstr "" #. [race]: id=troll #: data/core/units.cfg:355 #, fuzzy msgid "race+female^Troll" msgstr "Misdadiger" #. [race]: id=troll #: data/core/units.cfg:356 msgid "race^Trolls" msgstr "" #. [race]: id=troll #: data/core/units.cfg:357 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple-minded, and live extremely " "long lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "even tell them apart, it is usually easy for an orcish band to convince a " "group of trolls that by joining them they get to exact revenge on those that " "have before hunted them. These new recruits are then directed to attack " "whoever the orcs themselves are currently in conflict with, whether " "previously a foe of the trolls or not, accumulating even more enemies for " "the misled trolls. The most common enemy of trolls are dwarves, and the " "animosity between these two races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" #. [race]: id=undead #: data/core/units.cfg:377 msgid "race^Undead" msgstr "Wandelende dooies" #. [race]: id=undead #: data/core/units.cfg:378 #, fuzzy msgid "race+female^Undead" msgstr "Uitvaagsel" #. [race]: id=undead #: data/core/units.cfg:379 #, fuzzy msgid "race+plural^Undead" msgstr "Wandelende dooies" #. [race]: id=undead #: data/core/units.cfg:380 msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Almost any dead creature can, by a sufficiently skilled necromancer, " "be reanimated and rise again in undeath. Undead are for the most part " "unnatural but mindless constructs, obeying whoever created them without " "question nor thought. A greater mystery of necromancy is in how constructs " "are sustained without continuous effort from the necromancer. An undead " "creature does not require the constant attention of the necromancer to " "command and sustain, but can work autonomously according to the commands of " "its master. Only rarely, perhaps once every few months, does the necromancer " "need to maintain his creation.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and merfolk tell of very few of their kind who have " "ever delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\n" "While undead lords arrived on the Great Continent in considerable numbers " "only in the wake of Haldric I, they were not completely unheard of by elves " "and dwarves before that." msgstr "" #. [race]: id=wolf #: data/core/units.cfg:393 msgid "race^Wolf" msgstr "" #. [race]: id=wolf #: data/core/units.cfg:394 #, fuzzy msgid "race+female^Wolf" msgstr "Misdadiger" #. [race]: id=wolf #: data/core/units.cfg:395 msgid "race^Wolves" msgstr "" #. [race]: id=wolf #: data/core/units.cfg:396 msgid "" "Wolves are predatory canines encountered frequently in the wilderness. " "Quick, tough, and durable, a solitary wolf suffices to maim or kill " "civilians and untrained soldiers with ease, but it is their tendency to " "travel in packs and attack in an organized manner that makes them " "particularly fearsome to travelers. They tend to stay away from " "civilization, though, only occasionally venturing close to prey upon " "livestock." msgstr "" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Wose" msgstr "" #. [race]: id=wose #: data/core/units.cfg:406 msgid "race^Woses" msgstr "" #. [race]: id=wose #: data/core/units.cfg:407 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a connection to " "the woodlands deeper than even the elves’. While the woses are a peaceful " "race, disturbance of the ancient forests, which they tend, will incite the " "wrath of nature itself. Woses are slow moving creatures that may spend " "centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "" #: src/help/help.cpp:181 msgid "Close" msgstr "Sluit" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "Die Stryd om Wesnoth Hulp" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "Fout met lees hulp teks: " #, fuzzy #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kans om te tref'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kans om te tref'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kans om te tref'
" #, fuzzy #~| msgid "" #~| "Berserk:\n" #~| "Whether used offensively or defensively, this attack presses the " #~| "engagement until one of the combatants is slain, or 30 rounds of attacks " #~| "have occurred." #~ msgid "" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the champions is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Waansin:\n" #~ "Hetsy dit aanvallend of verdedigend gebruik word, sal hierdie aanval " #~ "voortduur totdat een van die vegters sneuwel, of 30 rondtes van aanvalle " #~ "is verby." #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "eerste trefhou" #, fuzzy #~ msgid "" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the champion being attacked." #~ msgstr "" #~ "Magies:\n" #~ "Hierdie aanval het 'n 70 % kans om 'n trefhou te wees." #, fuzzy #~ msgid "race+female^Khalifate Human" #~ msgstr "Uitvaagsel" #, fuzzy #~ msgid "race+plural^Khalifate" #~ msgstr "Dief" #, fuzzy #~ msgid "female^nightstalk" #~ msgstr "nagsluip" #, fuzzy #~ msgid "" #~ "When a unit is killed by a Plague attack, that unit is replaced with a " #~ "unit identical to and on the same side as the unit with the Plague " #~ "attack. This doesn’t work on Undead or units in villages." #~ msgstr "" #~ "Plaag:\n" #~ "Wanneer 'n eenheid sterf a.g.v. 'n plaagaanval, word die eenheid vervang " #~ "met 'n identiese eenheid aan dieselfde kant as die eenheid met die " #~ "plaagaanval. (Dit werk nie op wandelende dooies of eenhede in dorpe nie.)" #~ msgid "Intelligent" #~ msgstr "Intelligent" #~ msgid "Quick" #~ msgstr "Vinnig" #~ msgid "Resilient" #~ msgstr "Volharding" #~ msgid "Strong" #~ msgstr "Sterk" #, fuzzy #~ msgid "Feral" #~ msgstr "Grot Muur" #~ msgid "Loyal" #~ msgstr "Lojaal" #, fuzzy #~ msgid "trait^Undead" #~ msgstr "Wandelende dooies" #, fuzzy #~ msgid "trait^Elemental" #~ msgstr "Kamp" #~ msgid "Dextrous" #~ msgstr "Behendig" #, fuzzy #~ msgid "Dim" #~ msgstr "Middelmatig" #, fuzzy #~ msgid "Slow" #~ msgstr "vertraag" #, fuzzy #~ msgid "trait^Aged" #~ msgstr "Wandelende dooies" #, fuzzy #~ msgid "" #~ "In combat, your units will inevitably take damage. When a unit " #~ "dst='advancement' text='advances', it will heal fully. This " #~ "can happen as you finish fighting an enemy, whether it is your turn or " #~ "not. Wesnoth offers several other ways for your units to heal, all of " #~ "which take place at the beginning of your turn, before you take action." #~ msgstr "" #~ "In gevegte sal jou eenhede onvermydelik skade opdoen. Wanneer 'n eenheid " #~ "dst=experience_and_advancement text='bevorder word', sal dit " #~ "geheel en al genees word. Dit kan gebeur aan die einde van 'n geveg hetsy " #~ "dit jou beurt is aldan nie. Wesnoth bied verskeie maniere vir jou eenhede " #~ "om genees te word, almal waarvan aan die begin van jou beurt plaasvind " #~ "voordat jy aksie neem." #, fuzzy #~ msgid "Factions" #~ msgstr "Faksie" #~ msgid "Overview" #~ msgstr "Oorsig" #~ msgid "Fundamentals of Gameplay" #~ msgstr "Beginsels van die Spel" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "To begin with, it’s best to click the text='Tutorial' button " #~ "at the main menu. This will take you to the interactive tutorial, which " #~ "will teach you the basics of Wesnoth. After this, it is recommended that " #~ "you play the Heir to the Throne campaign first — click " #~ "text='Campaign' then text='Heir to the Throne'. As text='Battle for Wesnoth' can be quite " #~ "challenging, you may wish to start on easy." #~ msgstr "" #~ "\n" #~ "\n" #~ "As jy nie die spel ken nie - is dit raadsaam om eers die " #~ "text=Onderrig knoppie op die Hoof Menu te kliek. Dit sal " #~ "jou neem na 'n interaktiewe verduideliking, wat jou die basiese stappe " #~ "van Wesnoth sal leer. Na dit, is dit raadsaam om die Troonopvolger " #~ "veldtog eerste te probeer: kliek text=Veldtog en dan " #~ "text='Troonopvolger'. Omdat Die Stryd om Wesnoth nogal " #~ "'n uitdaging kan wees, beveel ons aan dat jy die text=Maklik moeilikheidsgraad eerste probeer." #, fuzzy #~ msgid "" #~ "These pages outline all you need to know to play text='Battle for " #~ "Wesnoth'. They cover how to play and the basic mechanics behind " #~ "the game. As you play the game, new information is added to these pages " #~ "as you come across new aspects of the game. For more detailed information " #~ "on special situations and exceptions, please follow the links included." #~ msgstr "" #~ "Hierdie bladsye verduidelik alles wat jy moet weet om Stryd om Wesnoth te " #~ "speel. Dit dek hoe om te speel en die basiese meganisme agter die spel. " #~ "Soos jy die spel speel, word nuwe inligting by hierdie blaaie gevoeg soos " #~ "jy geleidelik aan die nuwe aspekte van die spel blootgestel word. Vir " #~ "meer besonderhede oor spesiale situasies en uitsonderings, volg die " #~ "skakels wat ingesluit is." #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "text='Campaigns' consist of multiple scenarios that " #~ "follow on from each other, telling a story. In a campaign, you often need " #~ "to play more carefully, preserving your best troops so that they can be " #~ "used again in later scenarios in the campaign." #~ msgstr "" #~ "\n" #~ "\n" #~ "Veldtogte bestaan uit 'n reeks scenarios wat mekaar opvolg en 'n storie " #~ "vertel. Tydens 'n veldtog moet jy dikwels versigtiger speel en jou beste " #~ "troepe bewaar sodat hulle in latere scenarios in die veldtog gebruik kan " #~ "word." #, fuzzy #~ msgid "" #~ "The game takes place over a series of battles, called " #~ "text='scenarios'. Each scenario pits your troops against " #~ "the troops of one or more adversaries. You can play against the computer, " #~ "or with friends who each take turns sitting at the computer (hotseat " #~ "play). If your computer is connected to a computer network, you can also " #~ "play against other people connected to that network. If your computer has " #~ "a connection to the Internet, you can play against other people across " #~ "the Internet." #~ msgstr "" #~ "Die spel vind plaas oor 'n reeks veldslae, wat scenarios genoem word. " #~ "Elke scenario laat jou troepe kragte meet met troepe van een of meer " #~ "teenstanders. Jy kan teen die rekenaar speel, of met vriende wat elkeen " #~ "'n beurt maak om by die rekenaar te sit (warmsitplek spel). As jou " #~ "rekenaar aan 'n netwerk gekoppel is, kan jy teen ander mense op daardie " #~ "netwerk speel. As jou rekenar 'n verbinding tot die internet het, kan jy " #~ "teen ander oor die internet speel." #~ msgid "Experience and Advancement" #~ msgstr "Ervaring en Bevordering" #, fuzzy #~ msgid "
text='Units having this special attack'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kans om te tref'
" #, fuzzy #~ msgid "
text='Units having this ability'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kans om te tref'
" #, fuzzy #~ msgid "Leaders:" #~ msgstr "Leier: " #, fuzzy #~ msgid "Recruits:" #~ msgstr "Rekrute: " #~ msgid "Era:" #~ msgstr "Tydperk:" #, fuzzy #~ msgid "Factions:" #~ msgstr "Faksie" #, fuzzy #~| msgid "Terrain" #~ msgid "Base Terrain: " #~ msgstr "Terrein" #~ msgid "level" #~ msgstr "vlak" #, fuzzy #~ msgid "Advances from: " #~ msgstr "Bevorder na: " #, fuzzy #~ msgid "Variations: " #~ msgstr "Faksie" #, fuzzy #~ msgid "race^Miscellaneous" #~ msgstr "+Algemeen" #, fuzzy #~ msgid "Race: " #~ msgstr "knuppel" #~ msgid "Abilities: " #~ msgstr "Vermoëns: " #, fuzzy #~ msgid "Ability Upgrades: " #~ msgstr "Vermoëns: " #~ msgid "HP: " #~ msgstr "LP: " #~ msgid "Moves: " #~ msgstr "Skuiwe: " #, fuzzy #~ msgid "Cost: " #~ msgstr "Skuiwe: " #~ msgid "Alignment: " #~ msgstr "Orde: " #~ msgid "Required XP: " #~ msgstr "Vereiste EP: " #, fuzzy #~ msgid "unit help^Name" #~ msgstr "Verlaat die spel" #~ msgid "Type" #~ msgstr "Tipe" #~ msgid "Strikes" #~ msgstr "Trefhoue" #~ msgid "Range" #~ msgstr "Afstand" #~ msgid "Special" #~ msgstr "Spesiaal" #~ msgid "Resistances" #~ msgstr "Weerstande" #~ msgid "Attack Type" #~ msgstr "Aanvalstipe" #~ msgid "Resistance" #~ msgstr "Weerstand" #~ msgid "Terrain" #~ msgstr "Terrein" #~ msgid "Defense" #~ msgstr "Verdediging" #, fuzzy #~ msgid "Movement Cost" #~ msgstr "Beweging" #, fuzzy #~ msgid " < Back" #~ msgstr "< Terug" #~ msgid "Forward >" #~ msgstr "Vorentoe >" #~ msgid "Reference to unknown topic: " #~ msgstr "Verwysing na onbekende onderwerp: " #, fuzzy #~ msgid "Caste" #~ msgstr "Kasteel" #, fuzzy #~ msgid "World Ocean" #~ msgstr "Groot Trol" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Gesondmaak-krag" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Gesondmaak-krag" #, fuzzy #~ msgid "Intendant" #~ msgstr "Intelligent" #, fuzzy #~ msgid "Swarm" #~ msgstr "slaan toe" #, fuzzy #~ msgid "Swarming" #~ msgstr "slaan toe" #, fuzzy #~ msgid "" #~ "text='Grassland' represents open plains, whether " #~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " #~ "is both very easy to move across, but is also difficult to defend oneself " #~ "in. Typically, those units that perform best on grassland are either " #~ "cavalry, or very agile units which take advantage of the open space.\n" #~ "\n" #~ "Most units have defense of 30 to 40% on grassland." #~ msgstr "" #~ "Graslande verteenwoordig groot oop pleine, of dit aangeplant is, of gesny " #~ "is vir weiveld, of sommer net wild. Aangesien dit oop is, is dit maklik " #~ "om oor te beweeg, maar terselfde tyd is dit ook moeilik om jouself in 'n " #~ "grasland te verdedig. Gewoonlik is die eenhede wat die beste vaar in 'n " #~ "grasland die kavallarie, of eenhede wat vinnig kan beweeg.\n" #~ "\n" #~ "Meeste eenhede het 'n verdediging van 30 tot 40% op grasvelde." #~ msgid "Road" #~ msgstr "Pad" #, fuzzy #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "Paaie is uitgetrapte grond, gevorm soos reisigers dit deur die jare heen " #~ "uitgetrap het. Sover dit die spel aanbetref, is paaie identies aan " #~ "dst=terrain_grassland text=Grassland" #~ msgid "Forest" #~ msgstr "Woud" #, fuzzy #~ msgid "" #~ "text='Forests' represent any woodland with significant " #~ "undergrowth, enough to hinder passage. Though they slow nearly everyone " #~ "down, forests do offer better defense to most units than open ground. " #~ "Cavalry, however, have so much trouble navigating them that any benefit " #~ "gained by stealth is negated. Elves are an exception to this general rule " #~ "for forests. Not only do they possess full movement in forests, but they " #~ "also gain a considerable defensive bonus. Dwarves are another exception " #~ "to this rule; though they are able to plow through the forests without " #~ "much loss of speed, their utter unfamiliarity with the terrain causes " #~ "them to receive no defensive bonus.\n" #~ "\n" #~ "Most units have 50% defense in forests, but cavalry are limited to 30%. " #~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted " #~ "units. Dwarves generally receive only 30% defense in forests.\n" #~ "\n" #~ msgstr "" #~ "Woude verteenwoordig enige beboste gebied met 'n voldoende hoeveelheid " #~ "plantegroei om beweging te bemoeilik. Alhoewel hulle byna almal vertraag " #~ "is dit makliker om vandaar te verdedig as op die oop vlaktes. Kavallarie " #~ "sukkel egter so om daarin te beweeg dat enige voordeel wat deur " #~ "verskuiling verkry word ongedaan gemaak word. Elwe is 'n uitsondering op " #~ "die reël in woude. Nie alleen kan hulle teen hulle gewone spoed beweeg " #~ "nie, maar hulle het ook 'n groot verdedigingsbonus. Dwerge is ook 'n " #~ "uitsondering op die reël; alhoewel hulle deur die woud kan beweeg sonder " #~ "om baie spoed te verloor, veroorsaak hulle vreemdheid met die omgewing " #~ "dat hulle geen verdedigingsbonus kry nie.\n" #~ "\n" #~ "Die meeste eenhede het 50% verdediging in woude, maar kavallarie word " #~ "beperk tot 40%. Elwe aan die ander kant geniet 'n 60% tot 70% verdediging " #~ "selfs vir die Elfse Ruiters. Dwerge ontvang gewoonlik slegs 'n 30% " #~ "verdediging in woude." #~ msgid "Hills" #~ msgstr "Heuwels" #, fuzzy #~ msgid "" #~ "text='Hills' represent any reasonably rough terrain, " #~ "with enough dips and rises in the ground to provide some cover. Hills are " #~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have " #~ "enough familiarity with the terrain that they can pass through it without " #~ "being slowed down. Cavalry have enough trouble navigating the terrain " #~ "that any defensive aid lent by cover is negated.\n" #~ "\n" #~ "Most units have about 50% defense in hills, whereas cavalry are limited " #~ "to 40%. Dwarves enjoy 60% defense in hills.\n" #~ "\n" #~ msgstr "" #~ "Heuwels verteenwoordig enige redelik rowwe terrein met genoeg slote en " #~ "hope in die grond wat skuiling kan verleen. Heuwels is moeilike terrein " #~ "vir die meeste troepe om in te beweeg. Dwerge, Trolle en Orks is " #~ "voldoende vertroud met die terrein dat hulle daardeur kan beweeg sonder " #~ "om vertraag te word. Kavallarie vind dit moelik genoeg om deur die " #~ "terrein te beweeg dat enige verdedigingsvoordeel wat die skuiling " #~ "beskikbaar inhou, ongedaan gemaak word.\n" #~ "\n" #~ "Die meeste eenhede het omtrent 50% verdediging in heuwels, terwyl " #~ "kavallarie beperk word tot 40%. Dwerge geniet 60% verdediging in heuwels." #~ msgid "Mountains" #~ msgstr "Berge" #, fuzzy #~ msgid "" #~ "text='Mountains' are steep enough that units often have " #~ "to climb over obstacles to move. By this nature, they provide a " #~ "considerable defensive bonus for most troops, but they also severely " #~ "impede any passage through them. Most cavalry simply cannot enter " #~ "mountainous terrain; however, elvish cavalry is an exception to this, as " #~ "are the goblin wolf riders. Both dwarves and trolls are native to " #~ "mountainous terrain, and have a very easy time getting around.\n" #~ "\n" #~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy " #~ "70%." #~ msgstr "" #~ "Berge is styl genoeg dat eenhede oor hindernisse moet klim om te kan " #~ "beweeg. Die terrein is uiteraard uiters geskik vir verdediging en ontvang " #~ "die meeste troepe 'n verdedigingsbonus, maar hulle beweging word kwaai " #~ "vertraag. Die meeste kavallarie kan eenvoudig nie bergagtige terrein " #~ "betree nie; elwe-ruiters is egter 'n uitsondering hierop net soos die " #~ "goblin wolwe-ridders. Beide Dwerge en Trolle is boorlinge van die " #~ "bergagtige terrein en vind dit maklik om daarin te beweeg.\n" #~ "\n" #~ "Die meeste eenhede ontvang omtrent 60% verdediging in berge, terwyl " #~ "Dwerge 70% geniet." #~ msgid "Swamp" #~ msgstr "Moeras" #, fuzzy #~ msgid "" #~ "text='Swamps' represent any sort of wetlands. Swamps " #~ "slow down nearly everyone, and inhibit their ability to defend " #~ "themselves. An exception to this is any race bodily skilled in navigating " #~ "water; these receive both full movement and a defensive bonus. Those that " #~ "make their living in the wetlands are also adept at using this terrain " #~ "for cover.\n" #~ "\n" #~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " #~ "all generally enjoy 60%." #~ msgstr "" #~ "Moerasse verteenwoordig enige soort vleiland. Moerasse vertraag bykans " #~ "almal en verminder hulle vermoë om hulself te verdedig. 'n Uitsondering " #~ "hierop is enige ras wat liggaamlike vaardigheid het om in water te " #~ "beweeg; hulle ontvang beide volle beweging asook 'n verdedigingsbonus. " #~ "Diegene wat natuurlik in die vleilande lewe is ook goed met die vind van " #~ "skuiling in die gebied.\n" #~ "\n" #~ "Die meeste eenhede kom oor die weg met 30% verdediging in moerasse. " #~ "Mermen, Naga en Saurians geniet gewoonlik 60%." #~ msgid "Shallow Water" #~ msgstr "Vlak Water" #, fuzzy #~ msgid "" #~ "text='Shallow water' represents any body of water deep " #~ "enough to come up to roughly a man’s waist. This is enough to slow down " #~ "nearly anyone and leave them wide open to attack. Dwarves, given that the " #~ "water reaches up almost to their heads, have an extremely hard time of " #~ "this. The exception is any race whose bodies naturally lend themselves to " #~ "swimming, for which they receive a considerable defensive bonus and full " #~ "movement.\n" #~ "\n" #~ "Most units make do with 20 to 30% defense in shallow water, whereas both " #~ "naga and mermen enjoy 60%." #~ msgstr "" #~ "Vlak water verteenwoordig enige watermassa wat omtrent tot by 'n man se " #~ "heupe kom. Dit is voldoende om byna almal stadiger te maak en hulle " #~ "weerloos te laat teen aanvalle. Dwerge vind hierdie terrein uiters " #~ "moeilik aangesien die water amper hulle koppe bedek. Die uitsondering op " #~ "die reël is die rasse wat se liggame aangepas is om te kan swem en " #~ "daarvoor ontvang hulle 'n noemenswaardige verdedigingsbonus en volle " #~ "beweging.\n" #~ "\n" #~ "Die meeste eenhede kom oor die weg met 20 tot 30% verdediging in vlak " #~ "water, terwyl beidie Naga en Mermen 60% geniet." #~ msgid "Deep Water" #~ msgstr "Diep Water" #, fuzzy #~ msgid "" #~ "text='Deep water' represents any body of water deep " #~ "enough to cover a man’s head. Most units cannot enter deep water: it is " #~ "the domain of units which can either fly, or are exceptionally strong " #~ "swimmers.\n" #~ "\n" #~ "Mermen and naga both receive 50% defense in deep water, with full " #~ "movement." #~ msgstr "" #~ "Diep water verteenwoordig enige watermassa wat diep genoeg is om 'n man " #~ "se kop te bedek. Die meeste eenhede kan nie diep water betree nie: dit is " #~ "die domein van die eenhede wat óf kan vlieg óf buitengewoon sterk " #~ "swemmers is.\n" #~ "\n" #~ "Mermen en Naga ontvang beide 50% verdediging in diep water met volle " #~ "beweging." #, fuzzy #~ msgid "" #~ "text='Frozen' terrain represents any flat area that is " #~ "covered by snow or ice. Most units are slowed down on it, and have a " #~ "harder time defending themselves. Note that swimming units, even those " #~ "who can breathe underwater, cannot swim underneath ice.\n" #~ "\n" #~ "Most units have 20 to 40% defense in frozen terrain." #~ msgstr "" #~ "Sneeu verteenwordig enige plat gebied wat óf permanent (soos tundra), óf " #~ "tydelik (soos sneeu bedekte grasland) gevries is. Die meeste eenhede word " #~ "deur die sneeu vertraag en vind dit moeiliker om hulself hier te " #~ "verdedig.\n" #~ "\n" #~ "Die meeste eenhede het 20 tot 40% verdediging in sneeu. " #~ msgid "Castle" #~ msgstr "Kasteel" #, fuzzy #~ msgid "" #~ "text='Castles' are any sort of permanent fortification. " #~ "Nearly all units receive a considerable bonus to their defense by being " #~ "stationed in a castle, and most units receive full movement in a castle. " #~ "Stationing units in a castle represents its defensive capability. Without " #~ "a unit in each wall hex, an enemy can simply sneak into the castle " #~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" #~ "\n" #~ "Most units have about 60% defense in a castle.\n" #~ "\n" #~ msgstr "" #~ "Kastele is enige soort permanente vesting. Byna alle eenhede ontvang 'n " #~ "betekenisvolle verdedigingsbonus as hulle in 'n kasteel gestasioneer is " #~ "en alle eenhede ontvang volle beweging in 'n kasteel. Eenhede wat in 'n " #~ "kasteel gestasioneer is, verteenwoordig 'n sterk verdedigingsvermoë. " #~ "Sonder 'n eenheid in elke muurblok kan 'n vyand eenvoudig ongesteurd die " #~ "kasteel binneglip en dieselfde verdedigingsbonus as die eenhede daarbinne " #~ "ontvang.\n" #~ "\n" #~ "Die meeste eenhede het ongeveer 60% verdediging in 'n kasteel." #~ msgid "Sand" #~ msgstr "Sand" #, fuzzy #~ msgid "" #~ "The instability of text='sand' makes it harder for most " #~ "units to cross, and leaves them wide open to attack. In contrast, the " #~ "wide feet or snakelike bodies of the reptilian races make sand much " #~ "easier for them to navigate.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in sand." #~ msgstr "" #~ "Die onstabiliteit van sand maak dit moeilik vir die meeste eenhede om " #~ "daaroor te beweeg en laat hulle weerloos teen aanvallers. In teenstelling " #~ "daarmee maak die wye voete of slangagtige liggame van die reptielagtige " #~ "rasse dit vir hulle makliker om oor sand te beweeg.\n" #~ "\n" #~ "Die meeste eenhede ontvang 20% tot 40% verdediging in Sand." #~ msgid "Desert" #~ msgstr "Woestyn" #, fuzzy #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "Woestyne het 'n ietwat anderste samestelling as klein sandputte of " #~ "strande, vir speldoeleindes is hulle egter identies. Sien " #~ "dst=terrain_sand text=Sand." #~ msgid "Cave" #~ msgstr "Grot" #, fuzzy #~ msgid "" #~ "text='Cave' terrain represents any underground cavern " #~ "with enough room for a unit to pass. Most units are wholly unfamiliar " #~ "with the terrain, and thus are both slowed down and hindered in defense. " #~ "Dwarves and trolls, who make their homes in caves, both have a relatively " #~ "easy time navigating this terrain, especially dwarves, who by dint of " #~ "their small size can navigate many obstacles that other races cannot. " #~ "Occasionally caves are dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "Grotte verteenwoordig enige ondergrondse holte met genoeg ruimte vir 'n " #~ "eenheid om in te beweeg. Die meeste eenhede is nie vertroud met die " #~ "terrein nie en word dus vertraag en sukkel om hulself te verdedig. Dwerge " #~ "en Trolle wat hulle huise in grotte maak vind dit egter maklik om in " #~ "hierdie terrein te beweeg, veral dwerge wat vanweë hulle kleinheid maklik " #~ "deur baie hindernisse kan beweeg waar ander rasse nie kan nie.\n" #~ "\n" #~ "Die meeste eenhede ontvang 20 tot 40% verdediging in Grotte, terwyl " #~ "dwerge 50% het." #, fuzzy #~ msgid "" #~ "text='Rockbound cave' terrain is formed by the action of " #~ "water and wind, carrying erosive particles that carve the rock. It " #~ "resembles a scraggy underground cavern which reduces efficiency of most " #~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " #~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " #~ "who by dint of their small size have the full advantage of navigation in " #~ "such topography. Occasionally caves are " #~ "dst='terrain_illuminated_cave' text='illuminated'\n" #~ "\n" #~ "Most units have about 50% defense in rocky caves, whereas cavalry are " #~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." #~ msgstr "" #~ "Grotte verteenwoordig enige ondergrondse holte met genoeg ruimte vir 'n " #~ "eenheid om in te beweeg. Die meeste eenhede is nie vertroud met die " #~ "terrein nie en word dus vertraag en sukkel om hulself te verdedig. Dwerge " #~ "en Trolle wat hulle huise in grotte maak vind dit egter maklik om in " #~ "hierdie terrein te beweeg, veral dwerge wat vanweë hulle kleinheid maklik " #~ "deur baie hindernisse kan beweeg waar ander rasse nie kan nie.\n" #~ "\n" #~ "Die meeste eenhede ontvang 20 tot 40% verdediging in Grotte, terwyl " #~ "dwerge 50% het." #, fuzzy #~ msgid "Illuminated Cave" #~ msgstr "verlig" #~ msgid "Village" #~ msgstr "Dorpie" #, fuzzy #~ msgid "" #~ "text='Villages' represent any group of buildings, human " #~ "or otherwise. Almost all units, even cavalry, have an easy time " #~ "navigating villages, and most units gain a defensive bonus from being " #~ "stationed in a village. Villages allow units the resources to clean and " #~ "tend to their wounds, which allows any unit stationed therein to heal " #~ "eight hitpoints each turn, or to be cured of poison.\n" #~ "\n" #~ "Most units have 50 to 60% defense in villages, whereas cavalry receive " #~ "only 40%.\n" #~ "\n" #~ msgstr "" #~ "Dorpies verteenwoordig enige groep geboue, menslik of andersins. Byna " #~ "alle eenhede, selfs kavallerie vind dit maklik om in dorpe te beweeg en " #~ "die meeste eenhede ontvang 'n verdedigingsbonus wanneer hulle in 'n dorp " #~ "gestasioneer is. Dorpies gee eenhede die middelle om hulle wonde te " #~ "versorg wat elke eenheid daarin toelaat om agt lewenspunte te genees met " #~ "elke beurt of te herstel van vergiftiging.\n" #~ "\n" #~ "Die meeste eenhede het 50 tot 60% verdediging in dorpe, terwyl kavallerie " #~ "slegs 40% kry." #, fuzzy #~ msgid "Submerged Village" #~ msgstr "Woestyndorp" #, fuzzy #~ msgid "" #~ "text='Submerged villages' are the homes of merfolk and " #~ "nagas. While water-dwelling creatures are at home here, land-dwellers " #~ "have a hard time navigating and defending these villages. However, like " #~ "any village, the facilites are available to all creatures which allow " #~ "units to tend to their wounds. Any unit stationed in a village can heal " #~ "eight hitpoints each turn, or be cured of poison.\n" #~ "\n" #~ "Merfolk and nagas have 60% defense in submerged villages, whereas land " #~ "based units usually have a low defense." #~ msgstr "" #~ "Dorpies verteenwoordig enige groep geboue, menslik of andersins. Byna " #~ "alle eenhede, selfs kavallerie vind dit maklik om in dorpe te beweeg en " #~ "die meeste eenhede ontvang 'n verdedigingsbonus wanneer hulle in 'n dorp " #~ "gestasioneer is. Dorpies gee eenhede die middelle om hulle wonde te " #~ "versorg wat elke eenheid daarin toelaat om agt lewenspunte te genees met " #~ "elke beurt of te herstel van vergiftiging.\n" #~ "\n" #~ "Die meeste eenhede het 50 tot 60% verdediging in dorpe, terwyl kavallerie " #~ "slegs 40% kry." #, fuzzy #~ msgid "" #~ "text='Unwalkable terrain' covers any chasm or gorge " #~ "which, as the name implies, cannot be crossed simply by walking. Chasms " #~ "are noted for sheer walls which would take days to traverse. As far as " #~ "gameplay is concerned, only units capable of flying can cross this " #~ "terrain." #~ msgstr "" #~ "'n Kloof is 'n diep groef in die grond wat na onbekende dieptes lei. " #~ "Klowe is bekend vir hulle styl kranse wat dae neem om oor te steek. In " #~ "soverre dit die spel betref, kan slegs eenhede wat kan vlieg die terrein " #~ "oorsteek." #~ msgid "Lava" #~ msgstr "Lawa" #, fuzzy #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' terrain, and can " #~ "only be crossed by those units capable of flying a considerable distance " #~ "above it. The molten magma also produces a substantial glow, illuminating " #~ "the area immediately above it. This provides an attack bonus for lawful " #~ "units and removes the attack bonus from chaotic units." #~ msgstr "" #~ "Die gevare daaraan verbonde om oor lawa te loop is voor die hand liggend. " #~ "Die terrein kan slegs oorgesteek word deur eenhede wat hoog daaroor kan " #~ "vlieg." #~ msgid "River Ford" #~ msgstr "Rivierdrif" #~ msgid "" #~ "When a river happens to be extremely shallow, passing over it is a " #~ "trivial matter for land based units. Moreover, any creature best adapted " #~ "to swimming has full mobility even at such places in the river. As far as " #~ "gameplay is concerned, a river ford is treated as either grassland or " #~ "shallow water, choosing whichever one offers the best defensive and " #~ "movement bonuses for the unit on it." #~ msgstr "" #~ "Wanneer 'n rivier baie vlak is, is dit maklik vir landgebaseerde eenhede " #~ "om dit oor te steek. Verder kan enige wese wat aangepas is om te kan swem " #~ "vrylik beweeg selfs by sulke plekke in die rivier. In soverre dit die " #~ "spel aangaan kan 'n drif dieselfde as grasveld of vlak water hanteer word " #~ "en kies 'n mens die een wat die beste verdediging of bewegingsbonusse " #~ "inhou vir die eenheid wat daaroor moet beweeg." #, fuzzy #~ msgid "Coastal Reef" #~ msgstr "Kasteel" #~ msgid "Bridge" #~ msgstr "Brug" #, fuzzy #~ msgid "" #~ "To those capable of building one, the ability to lay a " #~ "text='bridge' offers a liberation from the fickle nature " #~ "of waterways, whose fords come and go with the rise and fall of the " #~ "waterline. This is to say nothing of the luxury of dry feet, the loss of " #~ "which is no laughing matter in the cold months of the year.\n" #~ "\n" #~ "For those who go by land or sea, a bridge is the best of both worlds — " #~ "for gameplay purposes, it is treated either as grassland or the " #~ "underlying water, whichever offers the best movement and defensive " #~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit " #~ "and a land unit are not capable of occupying a bridge hex at the same " #~ "time." #~ msgstr "" #~ "Vir die wat kan brue bou, is dit 'n groot voordeel want hulle is " #~ "vrygestel van die wispelteurige geaardheid van waterweë wat se watervlak " #~ "styg of sak. Om nie eers te praat van die luuksheid van droe voete " #~ "gedurende die yskoue wintermaande nie.\n" #~ "\n" #~ "Vir die wat oor die land of see beweeg is 'n brug die beste van beide " #~ "wêrelde. Vir spel-doeleindes word dit hanteer soos grasveld of vlak " #~ "water, wat ook al die beste beweging en verdediging bonusse aan die " #~ "eenheid wat die brug beset. Neem kennis dat 'n swem-eenheid en 'n land-" #~ "eenheid nie die brug op dieselfde spasie en dieselfe tyd kan beset nie. " #, fuzzy #~ msgid "Impassable" #~ msgstr "Woestynberge" #~ msgid "" #~ "Berserk:\n" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the combatants is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Waansin:\n" #~ "Hetsy dit aanvallend of verdedigend gebruik word, sal hierdie aanval " #~ "voortduur totdat een van die vegters sneuwel, of 30 rondtes van aanvalle " #~ "is verby." #, fuzzy #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magies:\n" #~ "Hierdie aanval het 'n 70 % kans om 'n trefhou te wees." #~ msgid "firststrike" #~ msgstr "eerste trefhou" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Eerste Trefhou:\n" #~ "Hierdie eenheid sal altyd eerste slaan met hierdie aanval, selfs al " #~ "verdedig hy." #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kans om te tref'
"