# (Battle for Wesnoth) Danish translation of Battle for Wesnoth. # Copyright (C) 2005-2008 Wesnoth development team. # This file is distributed under the same license as the Battle for Wesnoth package. # Anders K. Madsen (madsen@lillesvin.linux.dk), 2005. # Joe Hansen (joedalton2@yahoo.dk), 2007, 2008. # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.5+CVS\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 15:00+0300\n" "PO-Revision-Date: 2008-11-04 13:44+0200\n" "Last-Translator: Joe Hansen \n" "Language-Team: Danish \n" "Language: da\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #. [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 "Under jorden" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "helbreder +4" #. [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 "sund" #. [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 "" "Helbreder +4:\n" "Tillader enheden at helbrede enheder ved dens side i starten af hver runde.\n" "\n" "En enhed som bliver behandlet af denne naturlæge opnår op til 4 liv per " "runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n" "En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må " "søge behandling i en landsby, eller fra en enhed som har denne evne." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "helbreder +8" #. [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 "sund" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "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." 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 "" "Helbreder +8:\n" "Denne enhed bruger magisk naturmedicin til at helbrede enheder hurtigere end " "det ellers normalt er muligt på slagmarken.\n" "\n" "En enhed som bliver behandlet af denne naturlæge opnår op til 8 liv per " "runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n" "En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må " "søge behandling i en landsby eller fra en enhed som har denne evne." #. [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 "Terrænpåvirkninger" #. [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 "Terrænpåvirkninger" #. [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 "Tid på døgnet" #. [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 msgid "Deep Underground" msgstr "Langt under jorden" #. [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 "Det Store Træ" #. [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 "Det Store Træ" #. [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 "Grøn" #. [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 "-- Krøniker fra 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 "Bjerge" #. [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 "Tid på døgnet" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Introduktion" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Gameplay" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:457 msgid "Traits" msgstr "Karaktertræk" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Enheder" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Evner" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Våbenspecialiteter" #. [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 "Terræner" #. [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 msgid "Commands" msgstr "Kommandoer" #. [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" "Kampen om Wesnoth er et rundebaseret, fantasy-/strategispil, der skiller sig " "ud blandt moderne strategispil. Hvor andre spil stræber efter kompleksitet, " "koncentrerer Kampen om Wesnoth sig om simpelhed i både regler og spillemåde. " "Dette gør dog ikke spillet simpelt. De simple regler giver grobund for et " "væld af strategier, hvilket gør spillet let at lære, men udfordrende at " "mestre." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Om spillet" #. [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 topic as you encounter them.\n" #| "\n" 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 "" "Visse enheder kan have evner, der har direkte indflydelse på andre enheder, " "eller hvordan enheden indvirker med andre enheder. Disse evner bliver listet " "her, efterhånden som du støder på dem.\n" "\n" #. [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 msgid "Unknown Unit" msgstr "Ukendt enhed" #. [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 "" "\n" "\n" "Denne enhed er for nuværende ukendt. Du må opdage den i spillet for at kunne " "se dens beskrivelse." #. [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 "
text='Units of this race'
" msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "
text=»Enheder af denne race«
" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy #| msgid "" #| "While playing, keep in mind that if you mouse-over many items in the " #| "game, such as the information displayed in the status pane, a brief " #| "description will be shown explaining each item. This is especially useful " #| "when you encounter new dst='..abilities_section' text='abilities' for the first time." 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 "" "Husk, at du kan få information om mange ting ved blot at holde musen henover " "dem. For eksempel kan du få uddybet mange ting i status-panelet på denne " "måde. Dette er især nyttigt, når du første gang støder på nye dst='.." "abilities_section' text='evner'." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Sejr og nederlag" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, fuzzy 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 "" "\n" "\n" "Når du vinder et scenarie, bliver kortet gråt og »Afslut runde«-knappen " "ændrer sig til »Afslut scenarie«. Du kan nu ændre dine gem-indstillinger " "eller (hvis du er i flerspiller) skrive med andre spillere, før du taster på " "knappen for det næste scenarie." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, fuzzy 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 "" "Hold specielt øje med målene som vises i begyndelsen af hver scenarie. " "Normalt opnår du sejr ved at dræbe alle fjendtlige ledere, og kan kun " "besejres ved at din leder dræbes. Men scenarier kan have andre sejrsmål - få " "din leder til et bestemt sted eller du skal redde nogen, eller løse en gåde, " "eller holde stand mod en belejring indtil et bestemt antal runder er gået." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Rekruttering og Tilbagekaldelse" #. [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" "Hvis du højreklikkede på et felt i en borg og valgte rekrutter, så vil den " "nye enhed blive sat ind på det felt ellers bliver den sat ind på et felt i " "nærheden af tårnet. Du kan ikke rekruttere flere enheder end der er plads " "til på din borg og heller ikke bruge mere guld end du har på rekrutteringer." #. [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 "" "Hver side begynder med en leder i deres tårn. I starten af ethvert slag - og " "også under det - skal du rekruttere dst=units text=enheder til " "din hær. For at rekruttere skal din leder (for eksempel Konrad i kampagnen: " "Tronarvingen) stå i et tårn på en dst=terrain_castle text=Borg. " "Du kan så rekruttere ved enten at vælge rekrutter' i hovedmenuen eller ved " "at højreklikke på et felt i borgen og vælge rekrutter i den menu. Dette " "fremkalder rekrutteringsvinduet, hvor du kan se hvilke enheder der kan " "rekrutteres og hvor meget de koster. Klik på enhederne for at få vist deres " "egenskaber og tryk på Rekrutterknappen for at rekruttere dem." #. [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" "Rekrutterede enheder får to tilfældige dst=..traits_section " "text=karaktertræk, som påvirker deres egenskaber." #. [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" "I senere scenarier kan du også tilbagekalde enheder, der har overlevet " "tidligere slag. Når du vælger 'Tilbagekald', bliver du præsenteret for en " "liste over overlevene fra tidligere scenarier. Alle tilbagekaldelser koster " "20 guld." #. [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" "Enheder koster ikke bare penge når de rekrutteres eller tilbagekaldes, de " "skal også vedligeholdes. Se dst='income_and_upkeep' text='Indkomst og " "vedligeholdelse' for yderligere information." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Indtjening og vedligehold" #. [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" "Indkomst er simpel. Du har en basis-indkomst på 2 guld per runde. For hver " "landsby du kontrolerer, får du ekstra guld per runde. Så hvis du har 10 " "landsbyer, vil du normalt få 12 guld per runde. Dine " "vedligeholdelsesudgifter trækkes fra dette, som beskrevet nedenfor." #. [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 "" "I Wesnoth er det ikke nok bare at rekruttere enheder og kæmpe. Du skal også " "holde øje med dit guld, specielt i kampagner, hvor du kan få overført ekstra " "guld fra et scenarie til et andet. Der er to aspekter af dette: Indkomst og " "Vedligeholdelse." #. [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" "Vedligeholdelse er også forholdsvist simpelt. Hver enhed kræver et beløb som " "er afhængig af dets niveau. Du kan understøtte så mange enheder som du har " "landsbyer uden at betale vedligeholdelse (en enhed på niveau 2 tæller som 2 " "enheder). Bemærk at for hver enhed udover dit antal af landsbyer skal du " "betale et guldstykke per runde. For eksempel hvis du har 12 enheder på " "niveau 1 og ti landsbyer, så skal du betale to guldstykker hver runde i " "vedligeholdelse." #. [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" "Vedligeholdelsesomkostnigen tages fra din indtægt, så i tilfældet med 12 " "niveau 1 enheder og 10 landsbyer, vil din indkomst blive på 10 guldstykker " "per runde." #. [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" "Der er to vigtige undtagelser til vedligeholdelse: Enheder med loyal " "karaktertrækket og ledere har aldrig vedligeholdelse. Enheder som du " "begynder scenariet med (så som Delfador), eller enheder, som slutter sig til " "dig under et scenarie (så som rytteren i det andet scenarie af " "Tronarvingen), vil normalt have loyal karaktertrækket. Enheden du spiller " "(så som Konrad) vil næsten altid også være en leder." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Liv og erfaring" #. [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 "" "Hver enhed har et bestemt antal liv (L). Kommer antallet af liv ned under 1 " "dør enheden. Hver enhed har også erfaringspoints (EP). En nyrekrutteret " "enhed starter med 0 erfaringspoints, men kan optjene dem ved at bekæmpe " "fjender." #. [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 "" "Både liv (L) og erfaringspoints (EP) er vist med to tal i statuspanelet, " "disse indikerer den nuværende værdi og den maksimale værdi enheden kan have." #. [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 "" "Liv er også indikeret i en grøn, gul eller rød energibjælke ved siden af " "hver enkelt enhed. Hver enhed med mindst 1 erfaringspoint har også en blå " "erfaringsbjælke, som bliver hvid når enheden er tæt på " "dst=experience_and_advancement text=forfremmelse." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "Forfremmes til: " #. [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" "Enheder skal bruge en bestemt antal erfaringspoint (XP) for at blive " "forfremmet (dette er 20% lavere for enheder med karaktertrækket: " "intelligent). Når de opnår dette antal forfremmes de omgående og helbredes " "fuldstændigt i, i nogle tilfælde kan du vælge hvad enheden skal forfremmes " "til." #. [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 "" "Hvis begge enheder overlever en kamp, så får de et antal erfaringspoint, som " "afhænger af modstanderens level. Dræber man en modstander i kamp, så får " "enheden meget mere erfaring - 4 XP for en level 0 enhed, 8 for level 1, 16 " "for level 2, 24 for level 3 osv..." #. [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" "De fleste enheder har 3 niveauer, men der er undtagelser. Udvalgte enheder " "(såsom dst=unit_Mage text=Magiske) kan have fire. Når en enhed " "har nået sit maksimale niveau, kan den have en efter maksimum opgradering " "(MNF). MNF vil ændre enheden hver gang den når et erfaringsniveau, men " "enheden vil blive på samme niveau. Den typiske MNF effekt er at øge enhedens " "maksimale liv med 3. Den første MNF vil normalt blive nået med 150 " "erfaringspoint (120 erfaringspoint for intelligente enheder). Muligheden for " "at opnå en ekstra MNF øges dog proportionalt for hver MNF der opnås, så det " "er ofte mere brugbart at forfremme sine enheder på lavere niveau." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Bevægelse" #. [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" "Hver enhed at et fast antal bevægelsespoint som opbruges når enheden flytter " "sig ind i et andet felt. Forbruget er afhængig af terrænet. For eksempel " "koster en græseng næsten altid 1 bevægelsespoint. Præcist hvor mange " "bevægelsespoint der anvendes er afhængig af enhedstypen - i skove anvender " "elver kun 1 bevægelsespoint, de fleste mennesker og orker anvender 2, mens " "ryttere anvender 3. Du kan se hvor mange bevægelsespoint en enhed anvender " "ved at højreklikke på enheden, vælge enhedsbeskrivelse og herefter kigge på " "text='Terrain Modifiers'." #. [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 "" "Bevægelse af enheder i Kampen om Wesnoth er simpel. Klik på en enhed for at " "vælge den og klik derefter på det felt du vil flytte den til. Når en enhed " "er valgt, oplyses alle de felter den kan flytte til. Når du flytter musen " "hen over et oplyst felt, kan du se forsvarsstyrken enheden vil få, hvis du " "flytter den til det felt. Flytter du musen over et uoplyst felt kan du " "desuden se hvor mange runder det vil tage enheden at flytte derhen og " "klikker du der, vil enheden flytte mod feltet i denne og efterfølgende " "runder via den hurtigste rute. Hvis du ikke anvender hele din " "bevægelsesmulighed første gang du rykker en enhed, kan du flytte den videre. " "Dette er til gang, hvis du har 2 enheder, du ønsker skal skifte plads. Et " "angreb vil opbruge alle resterende bevægelsesmuligheder. Hvis du ender " "bevægelsen i en landsby, du ikke i forvejen har kontrol med, vil din " "bevægelse også slutte, men enheden kan stadig angribe." #. [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" "En ting at huske på når man flytter, er kontrolzoner. Hver enhed har sin " "kontrolzone på de felter der umiddelbart omgiver den og enhver fjendtlig " "enhed der bevæger sig hen på et af disse felter kan ikke rykke længere i den " "tur. Det er vigtigt at lære at bruge kontrolzonerne til sin egen fordel, da " "kun dst=abilities_skirmisher text='Stifindere' ikke er påvirket " "af kontrolzoner." #. [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" "For at se hvor fjenden kan flytte i deres næste runde så tryk Control-v " "eller Cmd-v. Control-b eller Cmd-b viser hvor fjenden kan flytte, hvis dine " "enheder ikke var på kortet og blokerede deres vej." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Sløring og krigståge" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 #, fuzzy 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 "" "I nogle scenarier vil dele af kortet være skjult. Der er to mekanismer som " "kan bruges hver for sig eller sammen. Sløring dækker både terrænet og alle " "enheder på en lokation. Når først området er afdækket vil du dog altid kunne " "se lokationen. Krigståge skjuler kun enheder og ejerskab af landsbyer (andre " "end dine og dine allieredes). Krigståge afdækkes midlertidigt, når du har " "enheder i området, men returnerer når du forlader området. Både sløring og " "krigståge afdækkes af enhedr. Hver enhed afdækker felter der er inden for en " "rundes bevægelesmulighed (ignorerer kontrolzoner og fjendtlige enheder).\n" "\n" "Normalt kan du fortryde en enheds bevægelse, så længe at en begivenhed med " "et tilfældigt resultat ikke er foregået, så som en kamp eller en " "rekruttering. Opdagelsen af skjult terræn fra sløring og krigståge vil også " "forhindre fortrydmuligheden. Du kan slå »forsink sløring opdatering« i " "menuen. Dette vil forhindre enheder fra at afdække sløring eller krigståge " "indtil den næste tilfældige begivenhed eller en manuel opdatering via " "»opdater sløring nu« (eller afslutningen af din runde) og dermed bevare din " "mulighed for at fortryde et ryk." #. [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='Træfsikkerhed'
" #. [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 "Kamp" #. [topic]: id=combat #: data/core/help.cfg:345 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Rækkefølge og antal slag'
" #. [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 "" "Slag i Kampen om Wesnoth foregår altid mellem enheder, i felter der har " "forbindelse med hinanden. Klik på din enhed og og klik på den fjende du " "ønsker at angribe; din enhed vil flytte henimod den fjendtlige enhed og når " "de er op ad hinanden vil slaget begynde. Angriberen og forsvareren " "fortsætter deres angreb, indtil de har forbrugt det antal de har mulighed " "for at forbruge. Angriberen vælger et af sine våben til at angribe med og " "forsvareren svarer igen med et våben af samme slags. Der er to typer angreb; " "nærkamp som normalt inkluderer våben som sværd, økse eller hugtand; eller " "afstandskamp som normalt inkluderer våben som bue, spyd og ildkugler." #. [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" "Angriberen får initiativet, herefter slå forsvareren tilbage. Hvert angreb " "enten rammmer, og giver skade, eller fejler, og gør ingen skade overhovedet. " "Angrebene skifter mellem angriber og forsvarer indtil de er brugt op. " "Antallet af angreb varierer fra enhed til enhed; for eksempel har en " "elverkæmper med et 5-4 angreb 4 angreb som hvis de alle er succesfulde giver " "5 skade per angreb i alt 20, mens en orkergrunt med et 9-2 angreb kun kan " "angribe 2 gange (men med 9 skade for hver succesfuldt angreb i alt 18)." #. [topic]: id=combat #: data/core/help.cfg:349 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Træfsikkerhed'
" #. [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" "Hver enhed har en risiko for at blive ramt baseret på det terræn enheden " "befinder sig på. Dette vises i statuspanelet, og kan også ses ved at " "højreklikke på en enhed, vælge enhedsbeskrivelse og derefter kigge på " "text='Terrænreguleringer'. For eksempel har mange elver en " "forsvarsevne på 70 % i en skov, så en enhed som angriber elven har kun 30 % " "sandsynlighed for at ramme. På samme måde er elvens sandsynlighed for at " "ramme angriberen afhængig af hvilket terræn angriberen befinder sig i." #. [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" "Der er to undtagelser til denne regel: dst=weaponspecial_magical " "text='Magiske angreb' og dst=weaponspecial_marksman " "text='Skarpskytter'. Magiske angreb har altid en træfsikkerhed på 70% " "uanset terræn, og, ved offensiv brug, har skarpskytter altid en " "træfsikkerhed på mindst 60% uanset terræn." #. [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" "Hvert angreb som rammer medfører en skade som afhænger af angrebstypen. For " "eksempel: En elverkæmper med et 5-4 angreb medfører 5 baseskade. Dette tal " "modificeres normalt af to ting: dst=damage_types_and_resistance " "text=Resistance og dst=time_of_day text='Tid på dagen'. For " "at se hvor hvordan baseskadener modificeret af omstændighederne så vælg " "text='Skadeberegninger' i angrebsmenuen." #. [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" "Nogle få enheder har specielle dst=abilities text=abilities som " "påvirker deres skadevirkning i kamp. Den udbredste af disse er " "dst=weaponspecial_charge text=Storm, som fordobler skaden " "forvoldt af både angriber og forsvarer når enheden med charge angriber." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 msgid "Damage Types and Resistance" msgstr "Skadestyper og Modstand" #. [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" "Modstandskraft virker meget simpelt: Hvis en enhed har 40 % modstandskraft " "mod en skadestype, så modtager den 40 % mindre skade når den rammes af en " "sådan skadestype. Det er også muligt for en enhed at være sårbar over for " "bestemte skadestyper. Hvis en enhed har -100 % modstandskraft mod en " "skadestype, så vil den modtage 100 % mere skade når den rammes af denne type." #. [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 "" "I Wesnoth er der tre skadestyper, der forbindes med fysiske angreb: Klinge, " "stik og slag. Derudover er der tre skadestyper der forbindes med magiske " "angreb: Ild, kulde og hellige angreb. Forskellige enheder kan have " "modstandskraft som ændrer den skade som de ellers modtager fra specifikke " "skadestyper." #. [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" "For eksempel er skeleter meget resistente overfor klinge- og stikvåben, men " "sårbare overfor slag- og ildvåben og ekstremt sårbare over for magisk 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" "Hvis et slag rammer, giver det altid mindst 1 point skade. Dette gælder selv " "hvis den forsvarende enhed har 100% resistens mod skadestypen." # > kugle, sfære, klode.. sfære! # Nah... Jeg ved nu ikke... Der er nok ikke ret mange der ved hvad en sfære er. (Jeg kender i hvert fald mange der ikke gør.) #. [topic]: id=orbs #: data/core/help.cfg:380 msgid "Orbs" msgstr "Sfærer" #. [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 "" "Ovenpå energibaren, der er vist ved siden af hver enhed, er der en sfære. " "For enheder du kontrolerer, er denne sfære:" #. [topic]: id=orbs #: data/core/help.cfg:383 #, fuzzy msgid " green if it hasn’t moved this turn," msgstr "grøn, hvis den ikke er blevet flyttet i indeværende tur," #. [topic]: id=orbs #: data/core/help.cfg:384 #, fuzzy msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" "gul, hvis den er blevet flyttet, men stadig kan flytte yderligere eller " "angribe, eller" #. [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 "Sfæren er blå hvis det er en enhed du ikke kontrollerer." #. [topic]: id=orbs #: data/core/help.cfg:387 #, fuzzy msgid " Enemy units have no orb on top of their energy bar." msgstr "Fjendtlige enheder har ingen sfære over deres energibar." #. [topic]: id=time_of_day #: data/core/help.cfg:394 msgid "Time of Day" msgstr "Tid på døgnet" #. [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 "" "Tidspunktet på døgnet påvirker hvor meget skade visse enheder kan forvolde:\n" " Hæderlige enheder forvolder +25 % skade om dagen og -25 % om natten.\n" " Lyssky enheder forvolder +25 % skade om natten og -25 % om dagen.\n" " Neutrale enheder er uberørt af tidspunkt på dagen." #. [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" "Tid kan aflæses under minikortet i statuspanelet. For den sædvanlige dag/nat-" "cyklus gælder morgen og eftermiddag som dag og Første og Anden vagt som " "nat:\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 "Morgengry" #. [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 "Morgen" #. [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 "Eftermiddag" #. [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 "Skumring" #. [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 "Første vagt" #. [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 "Anden vagt" #. [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 "Husk at nogle scenarier foregår under jorden hvor det altid er nat!" #. [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 "Helbredelse" #. [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" "Hvile: En enhed der hverken bevæger sig, angriber eller bliver angrebet får " "helbredt 2 HP i starten af sin næste tur." #. [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" "Landsbyer: En enhed der starter sin tur i en landsby får helbredt 8 HP." #. [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=Regeneration: Visse enheder (som for " "eksempel trolde) får automatisk helbredt 8 liv i starten af hver runde." #. [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" "Helbredende enheder: Enheder med evnen dst=ability_heals text=Heals, kan helbrede alle allierede nærvedstående enheder. de yder 4 eller 8 " "liv per runde, eller forhindrer gift i at gøre skade på en enhed." #. [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" "Gifthelbredende enheder: Enheder med evnen: dst=ability_cures " "text=Cures vil forhindre giftsygdom i alle allierede nærvedstående " "enheder (udover effekten ved helbredelse hvis enheder også har den evne)." #. [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 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" "Hvile kan kombineres med andre former for helbredelse, men landsbyer, " "regenerering, helbredelse og gifthelbredelse kan ikke kombineres: Det bedste " "valg vil blive brugt. Endelig vil enheder blive fuldt ud helbredt mellem " "scenarier." #. [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 "Opsummering" #. [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 "" "Dette afslutter det fundamentale i Wesnoth. Du har mulighed for at læse " "videre i Basisstrategi eller gøre dit bekendt med dst=traits " "text=Karaktertræk og dst=abilities text=Evner, men du ved " "nu alt du har behov forat kunne spille kampagnen Tronarvingen. Husk at have " "det sjovt og held og lykke!" #. [topic]: id=license #: data/core/help.cfg:450 msgid "License" msgstr "Licens" #. [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 "" "De fleste enheder har to karaktertræk. Udøde enheder har dog kun et " "karaktertræk 'udød', og træsjæle har ingen karaktertræk. Karaktertræk er " "modifikationer som ændrer en enheds attributer en smule. De tildeles normalt " "tilfældigt når en enhed rekrutteres." #. [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" "Karaktertrækkene der er tilgængelige for alle enheder, der ikke er udøde, er " "dst=traits_intelligent text=Intelligent, dst=traits_quick " "text=Quick, dst=traits_resilient text=Resilient, og " "dst=traits_strong text=Strong." #. [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" "Andre karaktertræk som gives til enheder er dst=traits_dextrous " "text=Dextrous, dst=traits_loyal text=Loyal, og " "dst=traits_undead text=Undead.\n" #. [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 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Spilkortet har en række terræntyper som påvirker både enhedernes bevægelse " "og enhedernes forsvarsevne i kamp.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:475 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Træfsikkerhed'
" #. [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='Træfsikkerhed'
" #. [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='Træfsikkerhed'
" #. [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='Træfsikkerhed'
" #. [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 "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text=»Enheder der har dette specialangreb«
" #. [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='Rækkefølge og antal slag'
" #. [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='Rækkefølge og antal slag'
" #. [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='Træfsikkerhed'
" #. [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='Træfsikkerhed'
" #. [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" msgid "General Commands" msgstr "Generelle kommandoer" #. [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 "" "\n" "Slet snakkebeskeder.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:611 #, fuzzy 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 "" "\n" "Slå fejlsøgning til (virker ikke i flerspiller). Se dst=debug_commands " "text='Fejlsøgningskommandoer'.\n" "Fejlsøgning slukkes når spillet forlades eller ved :nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:615 #, fuzzy #| 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 bewteen 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" 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 "" "\n" "Skift spilleren mellem menneske og computer. Spilleren/klienten som " "kontrollerer denne side må give denne kommando. Hvis ingen anden parameter " "angives, skift mellem menneske og computer. Hvis den er »tænd«, sæt en " "computer. Hvis den er »sluk« sæt et menneske. Standard er den nuværende " "aktive side, hvis der ikke angives en parameter.\n" "\n" #. [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 "" "\n" "Skifter det nuværende antal billeder per sekund.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:624 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "Skift et logdomæne til et andet logniveau..\n" "\n" #. [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 "" "\n" "Hent temaudvælgelsesmenuen.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Forlad scenariet (uden prompt).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Gem spillet (uden prompt).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:639 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Gem spillet og forlad scenariet (uden prompt)." #. [topic]: id=mp_commands #: data/core/help.cfg:648 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "Flerspiller kommandoer" #. [topic]: id=mp_commands #: data/core/help.cfg:651 #, fuzzy 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 "" "\n" "Smid en spiller i flerspiller ud og bandlys denne og dennes IP-adresse.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:654 #, fuzzy 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 "" "\n" "Ændr spiller for siden (skriv her nummeret på siden) til brugernavn (skriv " "her kaldenavnet på spiller eller observatør). Du kan undersøge hvilken side " "hver spiller tilhører i »scenarieindstillingsinduet« (Tast på »mere«-knappen " "i statustabellen (alt+s som standard) for at gå dertil.).\n" "\n" #. [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 #, fuzzy 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 "" "\n" "Spark en bruger i flerspiller ud. De vil være i stand til at tilslutte sig " "spillet igen. Er generelt en venlig måde at fjerne nogen som har " "forbindelses- eller andre problemer.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:666 #, fuzzy 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 "" "Sender en privat besked. Du kan ikke sende beskeder til spillere som " "kontrollerer en side i spillet." #. [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 "" "\n" "Slå stilhed til for en specifik observatør. Hvis et brugernavn ikke angives " "bliver brugernavne med stilhed slået til vist.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:672 #, fuzzy msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Slå stilhed til/fra for alle observatører." #. [topic]: id=mp_commands #: data/core/help.cfg:675 #, fuzzy 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 "" "\n" "Smid en spiller i flerspiller ud og bandlys denne og dennes IP-adresse.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:678 #, fuzzy msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Slå stilhed til for en specifik observatør. Hvis et brugernavn ikke angives " "bliver brugernavne med stilhed slået til vist.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:686 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "Fejlfindingskommandoer" #. [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 "" "\n" "Indsæt en enhed af den angivne slags på det valgte felt.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Skift mellem tåge/sløring for den nuværende side.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:698 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Tilfører det angivet beløb til den nuværende sides guldbeholdning.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:701 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" # A GameState is used to encapsulate a certain state of a game #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Manuelt indstille en spiltidspunktvariabel til værdi.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Vis en spiltidspunktvaribel.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Manuelt opildne den angivne begivenhed.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:713 #, fuzzy msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Ændrer det angivne karaktertræk på den valgte enhed. Eksempel: :enhedsliv=100" #. [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 "" "Helbreder +4:\n" "Tillader enheden at helbrede enheder ved dens side i starten af hver runde.\n" "\n" "En enhed som bliver behandlet af denne naturlæge opnår op til 4 liv per " "runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n" "En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må " "søge behandling i en landsby, eller fra en enhed som har denne evne." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "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." 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 "" "Helbreder +8:\n" "Denne enhed bruger magisk naturmedicin til at helbrede enheder hurtigere end " "det ellers normalt er muligt på slagmarken.\n" "\n" "En enhed som bliver behandlet af denne naturlæge opnår op til 8 liv per " "runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n" "En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må " "søge behandling i en landsby eller fra en enhed som har denne evne." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "kurerer" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 #, fuzzy msgid "female^cures" msgstr "frygtløs" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 #, fuzzy #| msgid "" #| "Cures:\n" #| "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." 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 "" "Kurerer:\n" "En kurer kan kurere en enhed for gift. Bemærk dog at enheden ikke vil " "modtage nogen form for ekstra helbredelse, i den runde den bliver kureret " "for giften." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "regenererer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 #, fuzzy msgid "female^regenerates" msgstr "regenererer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regenerer:\n" "Enheden vil helbrede 8 liv per runde hos sig selv. Hvis enheden forgiftes, " "vil den i steden for helbredelsen af 8 liv kurere sig selv for giften." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "fasthed" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 #, fuzzy msgid "female^steadfast" msgstr "fasthed" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Fasthed:\n" "Denne enheds modstandskraft fordobles, op til et maksimum af 50 %, når den " "forsvarer. Sårbarheder påvirkes ikke." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "lederskab" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 #, fuzzy msgid "female^leadership" msgstr "lederskab" #. [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 "" "Lederskab:\n" "Denne enhed kan lede venlige enheder som er tæt på, hvilket får dem til at " "kæmpe bedre.\n" "\n" "Nærstående enheder af lavere rang vil gøre større skade i kamp. Når en enhed " "nærved, af lavere rang, og på samme side som en enhed med lederskab indgår i " "kamp, gør enhedens angreb 25 % mere skade ganget med forskelleni deres rang." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "stifinder" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 #, fuzzy msgid "female^skirmisher" msgstr "stifinder" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Stifinder:\n" "Denne enhed er uddannet i at bevæge sig forbi fjender hurtigt, og den " "ignorerer alle fjenders kontrolzoner." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "oplyser" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 #, fuzzy msgid "female^illuminates" msgstr "oplyser" #. [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 "" "Oplyser:\n" "Denne enhed oplyser det omkringliggende område, hvilket gør at hæderlige " "enheder kæmper bedre og lyssky enheder kæmper dårligere.\n" "\n" "Alle enheder tæt på denne enhed vil kæmpe som om, at det er tusmørke, når " "det er mørkt, og som om, at det er dag, når det er tusmørke." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "teleport" #. [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 "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teleport:\n" "Denne enhed kan teleportere mellem to tomme venligsindede landsbyer hvis den " "bruger en af dens runder." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "baghold" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 #, fuzzy msgid "female^ambush" msgstr "loyal" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 #, fuzzy #| msgid "" #| "Ambush:\n" #| "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." 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 "" "Baghold:\n" "Denne enhed kan gemme sig i skoven og forblive uset af fjender.\n" "\n" "Fjendtlige enheder kan ikke se eller angribe denne enhed, så længe den " "opholder sig i skoven, med mindre de har en enhed ved siden af den. En " "fjendtlig enhed som opdager denne enhed mister med det samme alle sine " "tilbageværende bevægelsespoint." # Har ikke kunnet finde et dansk ord for denne evne. Camouflage er ikke helt # godt for det er jo også tilfældet om dagen! (måske natcamouflage) #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "natsløring" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "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." 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 "" "Natsløring:\n" "Denne enhed bliver usynlig om natten.\n" "\n" "Fjendtlige enheder kan ikke se denne enhed om natten, med mindre de har " "enheder ved siden af. Enhver fjendtlig enhed som opdager denne enhed mister " "straks alle tilbageværende bevægelsespoint." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "skjul" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 #, fuzzy msgid "female^concealment" msgstr "skjul" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 #, fuzzy #| msgid "" #| "Concealment:\n" #| "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 can not 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." 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 "" "Skjul:\n" "Denne enhed kan gemme sig i landsbyer (med undtagelse af havlandsbyer) og " "forblive uset af dens fjender, med undtagelse af dem som står nærved.\n" "\n" "Fjendtlige enheder kan ikke se denne enhed så længe den opholder sig i en " "landsby, med mindre de står ved siden af enheden. Enhver fjendtlig enhed som " "opdager denne enhed mister straks alle tilbageværende bevægelsespoint." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "dykke" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 #, fuzzy msgid "female^submerge" msgstr "stærk" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 #, fuzzy #| msgid "" #| "Submerge:\n" #| "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." 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 "" "Dykke:\n" "Denne enhed kan gemme sig i dybt vand og forblive uset af fjender.\n" "\n" "Fjendtlige enheder kan ikke se denne enhed så længe den opholder sig dybt " "under overfladen, med mindre de står ved siden af enheden. Enhver fjendtlig " "enhed som opdager denne enhed mister straks alle tilbageværende " "bevægelsespoint." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "fodring" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 #, fuzzy msgid "female^feeding" msgstr "frygtløs" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" " Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en levende " "enhed." #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "bersærk" #. [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 "" "Bersærk:\n" "Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til en " "af parterne dør, eller 30 runder af angreb er foretaget." # Der må være noget bedre end "stikke i ryggen"... Hvad med "dolke"? # snigangreb eller bagholdsangreb er vist bedre som abilities. Joe 18.feb 2007. #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "snigangreb" #. [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 "" "Snigangreb:\n" "Dette angreb yder dobbelt skade, hvis der er en fjende på den modsatte side " "af enheden, der bliver angrebet med denne evne, og denne enhed ikke er " "paralyseret (det vil sige gjort til sten)." #. [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 "pest" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "Pest:\n" "Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af et " "gående lig på den samme side som enheden, der har pestangrebet. Dette gælder " "ikke for udøde eller enheder i landsbyer." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "Pest:\n" "Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af et " "gående lig på den samme side som enheden, der har pestangrebet. Dette gælder " "ikke for udøde eller enheder i landsbyer." #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "langsom" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 #, fuzzy #| msgid "" #| "Slow:\n" #| "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." 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 "" "Langsom:\n" "Dette angreb gør ofret langsomt indtil det afslutter en runde. Langsom " "halverer den skade der medfølger af et angreb og et offers " "bevægelsesomkostningfordobles. En enhed, som er gjort langsom, vil have en " "lille ikon på dens informationssidepanel, når den vælges." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 #, fuzzy msgid "petrifies" msgstr "Slag" #. [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 "" "Sten:\n" "Dette angreb gør målet til sten. Enheder, der er gjort til sten, kan ikke " "bevæge sig eller angribe." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "skarpskytte" #. [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 "" "Skarpskytte:\n" "Hvis anvendt offensivt, har dette angreb en træfsikkerhed på mindst 60 %." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "magisk" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:360 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Magisk:\n" "Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos den " "enhed som bliver angrebet." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "sværm" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 #, fuzzy 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 "" "Antallet af denne slags angreb falder når enheden er såret. Antallet af " "angreb er proportionalt med % af liv/maksimal liv enheden har. For eksempel " "vil en enhed, der har 3/4 af sit maksimale liv have 3/4 af sine normale " "angreb." # kan også være angrib #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "storm" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 #, fuzzy #| msgid "" #| "Charge:\n" #| "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." 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" "Når anvendt offensivt giver dette angreb dobbelt skade til modstanderen. Det " "gør også, at enheden selv modtager dobbelt skade fra modstanderens modangreb." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "dræn" #. [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 "" "Dræn:\n" "Denne enhed dræner livsenergi fra levende enheder - den helbreder sig selv " "med halvdelen af det drænede (nedrundet)." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "initiativ" #. [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 "" "Initiativ:\n" "Denne enhed angriber først - har initiativet - med dette angreb, også selv " "om den forsvarer sig." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "gift" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 #, fuzzy #| msgid "" #| "Poison:\n" #| "This attack poisons living targets. Poisoned units lose 8 HP every turn " #| "until they are cured or are reduced to 1 HP. Poison can not, of itself, " #| "kill a unit." 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 "" "Gift:\n" "Dette angreb forgifter ofret. Forgiftede enheder taber 8 liv per runde, " "indtil de bliver kureret eller når ned på 1 liv. Gift kan ikke, af sig selv, " "dræbe en enhed." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Maks livbonus +3, maks EP +20 %" #. [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 "Anden vagt" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "Anden vagt" #. [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 "Første vagt" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Anden vagt" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Morgen" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Morgen" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "Første vagt" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Anden vagt" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Eftermiddag" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Eftermiddag" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "initiativ" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Anden vagt" #. [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 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Specielle bemærkninger:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Ånder har stor modstandskraft til skade, og flytter sig hurtigt over åben " "vand." #: 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 "" " Denne enheds magiske angreb gør umådelig skade til magiske skabninger, og " "også til nogle levende skabninger." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Denne enhed kan udføre grundlæggende helbredelse." #: data/core/macros/special-notes.cfg:17 #, fuzzy #| msgid " This unit is capable of basic healing." msgid " This unit is capable of rapid healing." msgstr " Denne enhed kan udføre grundlæggende helbredelse." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr " Denne enhed kan helbrede enheder omkring den, og rense dem for gift." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Denne enhed er i stand til at neutralisre effekten af gift i enheder " "omkring den." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Denne enhed helbreder sig selv hvilket gør at den opnår liv som om den " "altid er placeret i en landsby." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Styrken hos denne enhed reducerer skade fra nogle angreb, men kun mens den " "forsvarer sig." #: 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 "" " Lederskabet hos denne enhed gør, at venlige enheder tæt på den giver mere " "skade i kamp. Det gælder dog kun for lavererangerende enheder." #: 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 "" " Denne enheds evner som stifinder tillader den at ignorere fjendtlige " "kontrolzoner og dermed bevæge sig uhindret omkring dem." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Oplysning øger lysniveauet i nærvedliggende arealer." #: data/core/macros/special-notes.cfg:41 msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" " Denne enhed kan teleportere mellem to tomme venligsindede landsbyer hvis " "den bruger en af dens runder." #: 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 "" " I skove, gør denne enheds bagholdsevne den usynlig for fjendtlige enheder " "med mindre de står lige op ad enheden eller har afsløret sig selv ved at " "angribe." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Denne enhed kan skjule sig om natten uden at vise tegn på dens " "tilstedeværelse." #: 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 "" " Denne enhed kan gemme sig i landsbyer (med undtagelsen af vandlandsbyer), " "og forblive uopdaget af sine fjender, undtagen dem der står nær ved den." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Denne enhed kan flytte uset i dybt vand. Den kræver ikke luft fra " "overfladen." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en levende " "enhed." #: 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 "" " Når dens raseriangreb anvendes fortsætter denne enhed med at angribe indtil " "enten den eller dens fjende er død." #: data/core/macros/special-notes.cfg:62 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 "" " Hvis der er en fjende på den modsatte side af målet, kan denne enhed " "foretage et bagholdsangreb som giver dobbelt skade ved at flytte sig rundt " "om fjenden." #: data/core/macros/special-notes.cfg:65 #, fuzzy msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Fjender som mister deres liv til pesten vil genopstå i livet efter døden." #: 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 "" " Denne enhed kan gøre sine modstandere langsomme, bevægelsen bliver halveret " "og det samme gør angrebsskaden indtil de afslutter en runde." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Evnen til at forvandle de levende til sten gør denne enhed ekstrem farlig." #: 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 "" " Denne enheds skydefærdighed giver den en høj chance for at ramme udvalgte " "fjender, men kun under angreb." #: data/core/macros/special-notes.cfg:77 #, fuzzy #| msgid "" #| " The unit has magical attacks, which always have a high chance of hitting " #| "an opponent." msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " Enheden har magisk angreb, som altid har en høj chance for at ramme en " "modstander." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Sværmangrebet hos denne enhed bliver mindre dødeligt når dets medlemmer er " "sårede." #: data/core/macros/special-notes.cfg:83 msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " Brugen af et stormangreb fordobler både den skade som bliver forvoldt og " "den skade som modtages; dette gælder ikke forsvarsmæssig gengældelse." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Under kamp kan denne enhed suge liv fra sine ofre og gendanne sit eget liv " "med dette liv." #: 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 "" " Længden af denne enheds våben tillader enhede at slå først i nærkamp, selv " "i forsvar." #: 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 "" " Ofrene til denne enheds gift vil fortsætte med at modtage skade indtil de " "kan helbredes i en by eller af en enhed som kurerer sygdomme." #: 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 "loyal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "loyal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Ingen vedligeholdelse" #. [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" "I kampagner kan udvalgte enheder finde på at tilslutte sig dine styrker af " "egen fri vilje. Disse enheder er markeret med loyal karakteregenskaben. " "Selvom de kan kræve penge for at blive tilkaldt, har de ingen " "vedligeholdelsesomkostning. Dette kan gøre dem uvurderlige i en lang " "kampagne, hvor der ikke er adgang til store mængder guld. Denne egenskab " "gives aldrig til rekrutterede enheder, så det er uklogt at fjerne sådanne " "enheder eller at sende dem ud i en tåbelig død." #. [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 "" "Loyale enheder koster ikke vedligeholdelse. De fleste enheder koster " "vedligeholdelse ved afslutning af hver runde, som svarer til deres niveau. " "Loyale enheder har ikke denne omkostning." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "udød" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "udød" #. [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 msgid "Immune to drain, poison, and plague" msgstr "Immun overfor bloddræning, gift og pest" #. [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" "Udøde kroppe har normalt »udød« som deres eneste karaktertræk. Da udøde " "enheder er kroppe af døde, der er tilbagekaldt for at kæmpe igen, har gift " "ingen effekt på dem. Det kan gøre dem uvurderlige, når der skal håndteres " "fjender som bruger gift i forbindelse med deres angreb." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Udøde enheder er immune overfor gift, bloddræning og pest virker heller ikke " "på dem." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "mekaniske" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "mekaniske" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 #, fuzzy 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 "" "\n" "\n" "Mekaniske enheder har normalt »Mekaniske« som deres eneste karaktertræk. Da " "mekaniske enheder normalt ikke har liv har bloddræning, gift og pest ingen " "effekt på dem." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Mekaniske enheder er immune overfor gift, bloddræning og pest virker heller " "ikke på dem." #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 #, fuzzy msgid "elemental" msgstr "skjul" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 #, fuzzy msgid "female^elemental" msgstr "loyal" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 #, fuzzy 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 "" "\n" "\n" "Mekaniske enheder har normalt »Mekaniske« som deres eneste karaktertræk. Da " "mekaniske enheder normalt ikke har liv har bloddræning, gift og pest ingen " "effekt på dem." #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Mekaniske enheder er immune overfor gift, bloddræning og pest virker heller " "ikke på dem." #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "stærk" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "stærk" #. [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" "Selv om dette karaktertræk er brugbart for alle nærkampsenheder, så er stærk " "mest effektiv for enheder som har mange angreb så som en elverkæmper. Stærke " "enheder kan være meget brugbare når en ekstra styrke er alt der skal bruges " "for at gøre et angreb dødeligt." #. [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 "" "Stærke enheder gør 1 mere skade for hvert vellykket slag i nærkamp og har 1 " "liv mere." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "behændig" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "behændig" #. [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" "Behændighed er et karaktertræk som kun indehaves af elvere. Elverne er kendt " "for deres overnaturlige elegance og store færdighed med buen. Nogle er dog, " "begavet ned et naturtalent, der overgår deres brødre. Disse elvere giver et " "ekstra skadespoint med hver pil." #. [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 "" "Behændige enheder giver 1 mere i skade for hvert succesfuldt skud med en bue." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "hurtig" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "hurtig" #. [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" "Hurtig er det mest iøjnefaldende karaktertræk, specielt hos langsommere " "enheder så som trolde og tungt infanteri. Enheder med hurtig karaktertrækket " "har ofte stærkt forøget mobilitet i svært fremkommeligt terræn, hvilket kan " "være vigtigt at overveje når du placerer dine tropper. Hurtige enheder er " "ikke nær så modstandsdygtige som enheder uden dette karaktertræk, og er " "derfor ikke nær så gode til at holde stillinger." #. [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 "" "Hurtige enheder har 1 ekstra bevægelsespoint, men 5 % mindre liv end normalt." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 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 enheder kan være meget brugbare i begyndelsen af en kampagne da " "de avancerer hurtigere til højere niveauer. Senere i en kampagne er " "Intelligens ikke nær så brugbart da MNF ikke er en så væsentlig ændring som " "at øges med et niveau. Hvis du har mange enheder på maksimalt niveau kan du " "eventuelt tilbagekalde enheder med mere egnede karaktertræk." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Intelligente enheder skal bruge 20 % mindre erfaring end sædvanligt for at " "blive forfremmet." # > spændstig, elastisk, ukuelig.. # Robust! #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "robust" # > spændstig, elastisk, ukuelig.. # Robust! #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "robust" #. [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" "Ukuelige enheder er brugbare på alle tidspunkter i en kampagne, og det er et " "nyttig karaktertræk for alle enheder. Ukuelig er ofte mest egnet som et " "karaktertræk, når den indgår hos en enhed, som har en kombination af få liv, " "godt forsvar, eller høj modstandskraft. Ukuelige enheder er specielt egnede " "til at holde strategiske positioner over for modstanderne." #. [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 "Ukuelige enheder har 4 liv og 1 liv ekstra per niveau end normalt." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "sund" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "sund" #. [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 #, fuzzy #| msgid "" #| "Renowned for their vitality, some dwarves are sturdier than others and " #| "can rest even when travelling." msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Kendt for deres vitalitet, nogle dværge er mere solidt bygget end andre og " "kan hvile selv når de er på farten." #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "frygløs" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "frygtløs" #. [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 "Kæmper normalt under ikkefavorable tider af døgnet" #. [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 "" "Aversion mod lys eller mørke betyder ikke noget for disse modige individer." #. [trait]: id=feral #: data/core/macros/traits.cfg:255 #, fuzzy msgid "feral" msgstr "I alt" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 #, fuzzy msgid "female^feral" msgstr "udød" #. [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 "svag" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "svag" #. [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 "" "Udøde enheder er immune overfor gift, bloddræning og pest virker heller ikke " "på dem." #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "langsom" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "langsom" #. [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 "" "Hurtige enheder har 1 ekstra bevægelsespoint, men 5 % mindre liv end normalt." #. [trait]: id=dim #: data/core/macros/traits.cfg:313 #, fuzzy msgid "dim" msgstr "Middel" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 #, fuzzy msgid "female^dim" msgstr "frygtløs" #. [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 "afstands" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 #, fuzzy msgid "female^aged" msgstr "frygtløs" #. [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 "Flagermus" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "Flagermus" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "Flagermus" #. [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 "Hestedrage" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "Hestedrage" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "Hestedrager" #. [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 "Dværg" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "Dværg" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "Dværge" #. [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 "Elv" #. [race]: id=elf #: data/core/units.cfg:115 msgid "race+female^Elf" msgstr "Elv" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "Elver" #. [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^Human" msgid "race^Falcon" msgstr "Menneske" #. [race]: id=falcon #: data/core/units.cfg:136 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "Menneske" #. [race]: id=falcon #: data/core/units.cfg:137 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "Mennesker" #. [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 "Goblin" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Gobliner" #. [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 "Grif" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Grif" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Griffer" #. [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 "Menneske" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "Menneske" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "Mennesker" #. [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^Human" msgid "race^Dunefolk Human" msgstr "Menneske" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:209 data/core/units.cfg:234 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "Menneske" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:210 data/core/units.cfg:235 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "Udøde" #. [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 "Øgle" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race+female^Saurian" msgstr "Øgle" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "race^Saurians" msgstr "Øgler" #. [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 msgid "race^Mechanical" msgstr "Mekanisk" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "race+plural^Mechanical" msgstr "Mekaniske" #. [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 msgid "race^Merman" msgstr "Havmand" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Mermaid" msgstr "Havfrue" #. [race]: id=merman #: data/core/units.cfg:289 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "Trold" #. [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 "Monster" #. [race]: id=monster #: data/core/units.cfg:300 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "Monster" #. [race]: id=monster #: data/core/units.cfg:301 msgid "race^Monsters" msgstr "Monstre" #. [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 "Naga" #. [race]: id=naga #: data/core/units.cfg:310 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:311 msgid "race^Nagas" msgstr "Nagaer" #. [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 "Ogretrold" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race+female^Ogre" msgstr "Ogretrold" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "race^Ogres" msgstr "Ogretrolde" #. [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 "Ork" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race+female^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:333 msgid "race^Orcs" msgstr "Orker" #. [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 "Trold" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race+female^Troll" msgstr "Trold" #. [race]: id=troll #: data/core/units.cfg:356 msgid "race^Trolls" msgstr "Trolde" #. [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 "Udød" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+female^Undead" msgstr "Udød" #. [race]: id=undead #: data/core/units.cfg:379 msgid "race+plural^Undead" msgstr "Udøde" #. [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 "Ulv" #. [race]: id=wolf #: data/core/units.cfg:394 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "Elv" #. [race]: id=wolf #: data/core/units.cfg:395 msgid "race^Wolves" msgstr "Ulve" #. [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 "Træsjæl" #. [race]: id=wose #: data/core/units.cfg:406 msgid "race^Woses" msgstr "Træsjæle" #. [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 "+1 maks liv" #: src/help/help.cpp:181 msgid "Close" msgstr "Luk" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "Hjælp til Kampen om Wesnoth" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "Fortolk fejl når der fortolkes hjælpetekst: " #, fuzzy #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Træfsikkerhed'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Træfsikkerhed'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Træfsikkerhed'
" #, 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 "" #~ "Bersærk:\n" #~ "Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til " #~ "en af parterne dør, eller 30 runder af angreb er foretaget." #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "initiativ" #, fuzzy #~| msgid "" #~| "Magical:\n" #~| "This attack always has a 70% chance to hit regardless of the defensive " #~| "ability of the unit being attacked." #~ msgid "" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the champion being attacked." #~ msgstr "" #~ "Magisk:\n" #~ "Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos " #~ "den enhed som bliver angrebet." #~ msgid "race^Mermen" #~ msgstr "Havmænd" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Bidragydere" #, fuzzy #~| msgid "race^Human" #~ msgid "race^Khalifate Human" #~ msgstr "Menneske" #, fuzzy #~| msgid "race+female^Human" #~ msgid "race+female^Khalifate Human" #~ msgstr "Menneske" #, fuzzy #~| msgid "race+plural^Mechanical" #~ msgid "race+plural^Khalifate" #~ msgstr "Mekaniske" # Har ikke kunnet finde et dansk ord for denne evne. Camouflage er ikke helt # godt for det er jo også tilfældet om dagen! (måske natcamouflage) #, fuzzy #~ msgid "female^nightstalk" #~ msgstr "natsløring" #, fuzzy #~| msgid "" #~| "Plague:\n" #~| "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." #~ 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 "" #~ "Pest:\n" #~ "Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af " #~ "en enhed der er identisk med og på den samme side som enheden der har " #~ "pestangrebet. Dette gælder ikke for udøde eller enheder i landsbyer." #~ msgid "Intelligent" #~ msgstr "Intelligens" #~ msgid "Quick" #~ msgstr "Hurtig" #~ msgid "Resilient" #~ msgstr "Ukuelig" #~ msgid "Strong" #~ msgstr "Stærk" #~ msgid "Fearless" #~ msgstr "Frygløs" #, fuzzy #~ msgid "Feral" #~ msgstr "I alt" # kan også være trofast #~ msgid "Loyal" #~ msgstr "Loyal" #~ msgid "trait^Undead" #~ msgstr "Udød" #~ msgid "trait^Mechanical" #~ msgstr "Mekaniske" #, fuzzy #~ msgid "trait^Elemental" #~ msgstr "skjul" #~ msgid "Dextrous" #~ msgstr "Behændig" #~ msgid "Healthy" #~ msgstr "Sund" #, fuzzy #~ msgid "Dim" #~ msgstr "Middel" #, fuzzy #~ msgid "Slow" #~ msgstr "Gjort langsom" #, fuzzy #~ msgid "Weak" #~ msgstr "svag" #, fuzzy #~| msgid "trait^Undead" #~ msgid "trait^Aged" #~ msgstr "Udød" #, 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 "" #~ "I kamp vil dine enheder uundgåeligt tage skade. Når en enhed " #~ "dst=experience_and_advancement text=forfremmes, vil den blive " #~ "fuldstændig helbredt. Dette kan ske når du har nedkæmpet en fjendtlig " #~ "enhed og uanset om det er din tur eller ej. Wesnoth giver dig masser af " #~ "andre muligheder for at helbrede dine enheder, alle foregår i starten af " #~ "din tur." #, fuzzy #~ msgid "Factions" #~ msgstr "Deling" #~ msgid "Overview" #~ msgstr "Overblik" #~ msgid "Fundamentals of Gameplay" #~ msgstr "Grundlæggende spilide" #, 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" #~ "Til at starte med er det bedst at klikke på knappen: " #~ "text=Vejledning i hovedmenuen. Det vil starte den " #~ "interaktive vejledning, som lærer dig de mest grundlæggende ting om " #~ "Wesnoth. Derefter kan det anbefales at spille kampagnen: Tronarvingen. " #~ "Tryk på text=Kampagne og vælg: " #~ "text=Tronarvingen. Da Kampen om Wesnoth kan være et " #~ "meget udfordrende spil, kan det anbefales at du starter på niveauet: " #~ "text=Let." #, 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 "" #~ "Disse sider skitserer alt hvad du behøver at vide for at spille Kampen om " #~ "Wesnoth. De dækker hvordan man spiller og hvordan spillet hænger sammen. " #~ "Efterhånden som du spiller, vil der blive tilføjet yderligere information " #~ "her. Ønsker du mere detaljeret information om specielle situationer og " #~ "undtagelser, så følg de inkluderede links." #, 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" #~ "Kampagner består af flere scenarier, der er kædet sammen og som fortæller " #~ "en historie. I en kampagne skal du ofte være påpasselig og sørge for at " #~ "dine bedste enheder overlever, så du kan bruge dem senere i kampagnen." #, 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 "" #~ "Spillet foregår over en række slag, kaldet scenarier. I hvert scenarie " #~ "skal din hær kæmpe mod en eller flere modstanderes hær. Du kan enten " #~ "spille mod computeren eller mod venner, hvor i skiftes om at bruge den " #~ "samme computer (hotseat). Hvis din computer er tilsluttet et " #~ "lokalnetværk, kan du spille mod andre på det samme netværk og hvis " #~ "computeren er forbundet til internettet kan du spille med andre over " #~ "internettet." #~ msgid "Experience and Advancement" #~ msgstr "Erfaring og forfremmelse" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "text='Healthy' units have 1 HP plus 1 HP per level more " #~ "than usual and rest heal the usual 2 HP after each turn they did not " #~ "fight. They also suffer a quarter less damage from poison." #~ msgstr "" #~ "\n" #~ "\n" #~ "Sunde enheder har 2 flere liv end normalt, og får 2 ekstra liv efter hver " #~ "runde de ikke kæmper." #~ msgid "Help" #~ msgstr "Hjælp" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text=»Enheder der har dette specialangreb«
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text=»Enheder der har denne evne«
" #, fuzzy #~ msgid "Leaders:" #~ msgstr "Leder: " #, fuzzy #~ msgid "Recruits:" #~ msgstr "Rekrutteringer: " #~ msgid "Era:" #~ msgstr "Æra:" #, fuzzy #~ msgid "Factions:" #~ msgstr "Deling" #, fuzzy #~| msgid "Terrain" #~ msgid "Base Terrain: " #~ msgstr "Terræn" #~ msgid "level" #~ msgstr "level" #~ msgid "Advances from: " #~ msgstr "Forfremmes fra: " #, fuzzy #~ msgid "Variations: " #~ msgstr "Deling" #~ msgid "race^Miscellaneous" #~ msgstr "Diverse" #~ msgid "Race: " #~ msgstr "Race: " #~ msgid "Abilities: " #~ msgstr "Evner: " #~ msgid "Ability Upgrades: " #~ msgstr "Evneopgraderinger: " #~ msgid "HP: " #~ msgstr "L: " #~ msgid "Moves: " #~ msgstr "Bevægelser: " #~ msgid "Cost: " #~ msgstr "Pris: " #~ msgid "Alignment: " #~ msgstr "Sindelag: " #~ msgid "Required XP: " #~ msgstr "Nødvendig EP: " #~ msgid "unit help^Attacks" #~ msgstr "Angreb" #~ msgid "unit help^Name" #~ msgstr "Navn" #~ msgid "Type" #~ msgstr "Type" #~ msgid "Strikes" #~ msgstr "Slag" #~ msgid "Range" #~ msgstr "Afstand" #~ msgid "Special" #~ msgstr "Speciel" #~ msgid "Resistances" #~ msgstr "Modstandskræfter" #~ msgid "Attack Type" #~ msgstr "Angrebstype" #~ msgid "Resistance" #~ msgstr "Modstandskraft" #~ msgid "Terrain" #~ msgstr "Terræn" #~ msgid "Defense" #~ msgstr "Forsvar" #~ msgid "Movement Cost" #~ msgstr "Bevægelsespris" #~ msgid " < Back" #~ msgstr " < Tilbage" #~ msgid "Forward >" #~ msgstr "Fremad >" #~ msgid "Reference to unknown topic: " #~ msgstr "Reference til ukendt emne: " #~ msgid "corrupted original file" #~ msgstr "korrupt original fil" #, fuzzy #~ msgid "Caste" #~ msgstr "Borg" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "fodring" #, fuzzy #~ msgid "World Ocean" #~ msgstr "Det Store Træ" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Helbredelse" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Helbredelse" #, fuzzy #~ msgid "Intendant" #~ msgstr "Intelligens" #, fuzzy #~ msgid "Swarm" #~ msgstr "sværm" #, fuzzy #~ msgid "Swarming" #~ msgstr "sværm" #, 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 "" #~ "En græseng repræsenter åbne stepper, enten de er kultiverede, gjort til " #~ "græsningsarealer eller er naturlige. Da det er et åbent landskab, er " #~ "græsenge meget nemme at forcere, men det er også svært at forsvare sig i " #~ "dette terræn. Typisk er de bedste enheder på græseng enten kavaleri eller " #~ "meget hurtige enheder som har fordel af det åbne terræn.\n" #~ "\n" #~ "De fleste enheder har på græseng et forsvar på 30-40 %." #~ msgid "Road" #~ msgstr "Vej" #, 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 "" #~ "Veje er stampede jordstier, gået til af de mange rejsende der har vandret " #~ "på dem. Hvad angår gameplay, så er veje identiske med " #~ "dst='terrain_flat' text='Flat'." #~ msgid "Forest" #~ msgstr "Skov" #, 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 "" #~ "Skove repræsenterer alle slags skovområder med tilpas megen bevoksning " #~ "ved jorden som forhindrer en fri passage. Selv om alle har mindre " #~ "bevægelighed i skoven, så yder den også bedre forsvar end den enheder har " #~ "i det åbne. Kavaleri har så store problemer i en skov at enhver stealth " #~ "evne ikke gør sig gældende. Elvere er en undtagelse til denne regel. De " #~ "har ikke alene fuld bevægelighed i skoven, men opnår også en betydelig " #~ "forsvarsbonus. Dværge er en anden undtagelse, selv om de er i stand til " #~ "at trænge igennem skoven uden væsentlig nedsættelse af hastigheden, så " #~ "opnår de ingen forsvarsbonus.\n" #~ "\n" #~ "De fleste enheder har en 50 % forsvarsbonus i skoven, men kavaleri er " #~ "begrænset til 40 %. Elver har 60 % eller 70 %, selv når de er til hest. " #~ "Dværge har kun 30 % i skove.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Bakker" #, 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 "" #~ "Bakker repræsenterer et noget hårdt terræn med nok forskydninger til at " #~ "det er muligt at finde skjul. Bakker er svære at finde rundt i for de " #~ "fleste tropper. Dværge, trolde og orker er så bekendte med dette terræn " #~ "at de kan gå igennem det uden nedsættelse af hastigheden. Kavaleri har " #~ "problemer i terrænet og enhver defensiv bonus ud fra skjul bliver " #~ "ignoreret.\n" #~ "\n" #~ "De fleste enheder har omkring 50 % forsvar i bakker, mens kavaleri er " #~ "begrænset til 40 %. Dværge har 60 % forsvar i bakker." #~ msgid "Mountains" #~ msgstr "Bjerge" #, 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 "" #~ "Bjerge er så stejle at enheder ofte må kravle over objekter for at kunne " #~ "bevæge sig frem. Denne natur giver en naturlig forsvarsbonus for de " #~ "fleste tropper, men de forhindrer også enhver passage igennem dem. De " #~ "fleste kavaleri enheder kan ikke flytte igennem bjergterræn; dog er " #~ "elverkavaleri en undtagelse til denne regel og det er goblin ulveryttere " #~ "også. Både dværge og trolde er vant til bjergrigt terræn og kan nemt " #~ "flytte sig rundt i dette terræn.\n" #~ "\n" #~ "De fleste enheder har en 60 % forsvarsbonus i bjerge, mens dværge har 70 " #~ "%." #~ msgid "Swamp" #~ msgstr "Sump" #, 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 "" #~ "Sumpe repræsenterer alle vådområder. Sumpe sinker næsten alle enheder og " #~ "deres evne til at forsvare sig. En undtagelse for dette er alle racer der " #~ "har evner i at navigere igennem vand; disse modtager både fuld bevægelse " #~ "og en forsvarsbonus. Racer som lever i vådområder er også gode til at " #~ "bruge terrænet som dækning.\n" #~ "\n" #~ "De fleste enheder må nøjes med 30 % forsvar i sumpe. Havænd, nagaer og " #~ "øgler har alle normalt 60 %." #~ msgid "Shallow Water" #~ msgstr "Lavt vand" #, 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 "" #~ "Lavt vand dækker over alle vanddybder som når op til en mands talje. " #~ "Dette er nok til at gøre næsten alle langsommere og åben for angreb. " #~ "Dværge hvor vandet når næsten op til deres hovede, har det specielt svært " #~ "i dette terræn. Undtagelsen er racer hvis kroppe naturligt kan svømme. " #~ "Dette giver dem en betydelig forsvarsbonus og fuld bevægelse.\n" #~ "\n" #~ "De fleste enheder har 20 til 30 % forsvar i lavt vand, mens nagaer og " #~ "havmænd har 60 %." #~ msgid "Deep Water" #~ msgstr "Dybt vand" #, 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 "" #~ "Dybt vand repræsenterer al slags vand, som er dybt nok til at dække en " #~ "mands hoved. De fleste enheder kan ikke gå ud i dybt vand: Det er for " #~ "enheder som enten kan flyve eller er specielt stærke svømmere.\n" #~ "\n" #~ "Havmænd og nagaer har begge en 50 % forsvarsbonus i dybt vand og fuld " #~ "bevægelse." #, 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 "" #~ "Sne repræsenter ethvert fladt område som er frossent, enten permanent " #~ "(som tundra), eller midlertidigt (som sneklædt græsland). De fleste " #~ "enheders hastighed bliver mindre når der er sne, og har sværere ved at " #~ "forsvare sig.\n" #~ "\n" #~ "De fleste enheder har 20 til 40 % forsvar i sne." #~ msgid "Castle" #~ msgstr "Borg" #, 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 "" #~ "Borge er alle slags permanente fæstningsværker. Næsten alle enheder har " #~ "en væsentlig forsvarsbonus når de er placeret i en borg. Alle enheder har " #~ "fuld bevægelse i en borg. Placering af enheder i en borg repræsenterer " #~ "dets forsvarsmuligheder. Uden en enhed i hvert felt kan en fjende nemt " #~ "snige sig ind i borgen og opnå den samme forsvarsbonus som øvrige enheder " #~ "i borgen har.\n" #~ "\n" #~ "De fleste enheder har en 60 % forsvarsbonus i en borg.\n" #~ "\n" #~ 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 "" #~ "Sands ustabilitet gør det sværere for enheder at forcere dem og gør dem " #~ "sårbare over for angreb. De brede fødder og slangeagtige kroppe gør " #~ "enheder fra øglernes race i stand til at navigere i dette terræn.\n" #~ "\n" #~ "De fleste enheder har 20-40 % forsvar i sand." #~ msgid "Desert" #~ msgstr "Ørken" #, 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 "" #~ "Ørken har en noget andet sammensætning end sand eller strande, men i " #~ "spillet er de identiske. Se dst=terrain_sand text=Sand." #~ msgid "Cave" #~ msgstr "Hule" #, 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 "" #~ "Huleterræn repræsenterer en underjordisk hule med tilpas plads til at en " #~ "enhed kan passere. De fleste enheder er ikke tilpasset denne slags " #~ "terræn, og de bliver derfor både langsommere og har et dårligere forsvar " #~ "i dette terræn. Dværge og trolde som har deres hjem i huler, kan nemt " #~ "navigere i dette terræn, specielt dværge som i kraft af deres mindre " #~ "størrelse nemt kan omgå forhåndringer som andre racer ikke kan komme " #~ "forbi. Undertiden er huler dst=terrain_illuminated_cave " #~ "text=oplyste.\n" #~ "\n" #~ "De fleste enheder har en 20-40 % forsvarsbonus i huler, mens dværge har " #~ "50 %." #~ msgid "Rockbound Cave" #~ msgstr "Stenhule" #, 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 "" #~ "Stenhuleterrænet er skabt af vand og vind der har bragt partikler hen " #~ "over stenene og skabt dem igennem en nedbrydningsproces. Det ligner et " #~ "arret området og stenhuleterræn reducerer derfor effektiviteten for de " #~ "fleste enheder, men øger forsvarsevnen. Dværge og trolde som er de " #~ "væsentligste indbyggere i hulerne kan nemt navigere igennem terrænet. " #~ "Dværge som har fordel af deres lave højde i dette terræn har fulde " #~ "navigationsmuligheder. Undertiden er hulerne " #~ "dst=terrain_illuminated_cave text=Oplyst\n" #~ "\n" #~ "De fleste enheder har cirka 50 % forsvar i stenhuleterræn, mens kavaleri " #~ "er begrænset til 40 %. Dværge har 60 %." #~ msgid "Illuminated Cave" #~ msgstr "Oplyst hule" #, fuzzy #~ msgid "" #~ "Rare patches of the underground world are illuminated by light from the " #~ "surface shining down into the gloomy darkness. This provides an attack " #~ "bonus for lawful units and removes the attack bonus from chaotic units. " #~ "In all other regards this terrain is functionally identical to normal " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "Sjældne stier i den underjordiske verden er oplyst af lys fra overfladen " #~ "der skinner ned i mørket. Dette giver en angrebsbonus for hæderlige " #~ "enheder og fjerner angrebsbonussen fra kaotiske enheder. I alle andre " #~ "henseender opfører dette terræn sig på samme måde som normalt huleterræn." #~ msgid "Mushroom Grove" #~ msgstr "Champignonskov" #, fuzzy #~ msgid "" #~ "text='Mushroom groves' are vast underground forests of " #~ "giant mushrooms, which thrive in the damp darkness. Most units have " #~ "trouble negotiating the spongy floor of smaller fungi, but they have " #~ "plenty of cover behind the larger stalks. Mounted units, however, become " #~ "completely mired and lack proper freedom of movement in combat. Undead " #~ "units have a natural affinity for decay and function quite well in " #~ "mushroom forests.\n" #~ "\n" #~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " #~ "receive only 20%." #~ msgstr "" #~ "Champignonskove er store underjordiske skove af kæmpe store champignoner, " #~ "som trives i det fugtige mørke. De fleste enheder har svært ved at " #~ "navigere i dette svampemiljø, men har til gengæld stor nytte af skjulet " #~ "bag de store champignoner. Beredne enheder har stor ulempe i dette terren " #~ "og mangler den frie bevægelse i kamp. Udøde enheder har en naturlig " #~ "præference for denne slags terræn og fungerer ganske godt i " #~ "champignonskove.\n" #~ "\n" #~ "De fleste enheder har 50-60 % forsvar i champignonskove, mens kavaleri " #~ "kun har 20 %." #~ msgid "Village" #~ msgstr "Landsby" #, 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 "" #~ "Landsbyer repræsenterer en gruppe af bygninger under kontrol af mennesker " #~ "eller andre. Næsten alle enheder, selv kavaleri kan nemt navigere i " #~ "landsbyer og de fleste enheder opnår en forsvarsbonus når de er placeret " #~ "i en landsby. Landsbyer gør det muligt for enheder at se til deres sår, " #~ "og de kan derfor få helbredt 8 liv hver runde de er i en landsby, eller " #~ "blive helbredt for gift.\n" #~ "\n" #~ "De fleste enheder har 50-60 % forsvarsbonus i landsbyer, mens kavaleri " #~ "kun har 40 %.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Undervandslandsby" #, 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 "" #~ "Undervandslandsbyer er hjem for havmænd og nagaer. Vandlevende skabninger " #~ "føler sig hjemme her, mens landbaserede skabninger har det svært med " #~ "navigation og forsvar af landsbyer i dette terræn. Som andre landsbyer er " #~ "faciliteterne til stede så enheder kan få passet deres sår. Enhver enhed " #~ "som er placeret i en landsby får 8 liv helbredt hver runde, eller kureres " #~ "for gift.\n" #~ "\n" #~ "Havmænd og nagaer har 60 % forsvar i undervandslandsbyer, mens " #~ "landbaserede enheder normalt har en lav forsvarsevne." #, 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 "" #~ "En kløft er en revne i jorden som fører til undergrunden nedenfor. " #~ "Kløfter er kendt for stejle vægge som det tager dage at forcere. I " #~ "spillet kan kun enheder som er i stand til at flyve forcere denne " #~ "terræntype." #~ msgid "Lava" #~ msgstr "Lava" #, 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 "" #~ "Faren ved at forsøge at gå på lave er indlysende. Dette terræn kan kun " #~ "krydses af enheder der er i stand til at flyve højt over lavaen. Den " #~ "smeltede magma producerer også en glød, som oplyser området over den. " #~ "Dette giver en angrebsbonus til hæderlige enheder og fjerne " #~ "angrebsbonusen fra kaotiske enhder." #~ msgid "River Ford" #~ msgstr "Vadested" #~ 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 "" #~ "Når en flod er ekstremt lavvandet er det nemt for landbaserede enheder at " #~ "krydse den. Enhver skabning som er i stand til at svømme har fuld " #~ "bevægelse selv på steder som i floden. I spillet håndteres et vadested " #~ "som enten græsland eller lavvandet vand alt efter hvad der giver enheden " #~ "dens bedste defensive- og bevægelsesbonus." #, fuzzy #~ msgid "Coastal Reef" #~ msgstr "Borg" #~ msgid "Bridge" #~ msgstr "Bro" #, 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 "" #~ "For dem i stand til at bygge en bro udgør muligheden en befrielse fra " #~ "afhængigheden af naturens luner, hvor vadesteder kommer og går med " #~ "stigningen og faldet i vandstanden. For ikke at tale om luksusen ved " #~ "tørre fødder, specielt i de kolde måneder af året.\n" #~ "\n" #~ "For enheder som rejser over land eller hav er broen det bedste fra hvert " #~ "sted - i spillet, håndteres en bro som enten græsland eller det " #~ "underliggende vand, enheden får den bedst mulige bevægelses- og " #~ "forsvarsbonus af disse to muligheder. Bemærk at en svømmende enhed og en " #~ "landenhed ikke kan være på et brofelt på samme tid." #, fuzzy #~ msgid "Impassable" #~ msgstr "Ufremkommelig bjerg" #~ 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 "" #~ "Bersærk:\n" #~ "Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til " #~ "en af parterne dør, eller 30 runder af angreb er foretaget." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magisk:\n" #~ "Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos " #~ "den enhed som bliver angrebet." #~ msgid "firststrike" #~ msgstr "initiativ" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Initiativ:\n" #~ "Denne enhed angriber først - har initiativet - med dette angreb, også " #~ "selv om den forsvarer sig." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Fodring:\n" #~ "Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en " #~ "levende enhed." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Nogle våben er specielle og de kan derfor øge deres effektivitet når du " #~ "angriber med dem.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Træfsikkerhed'
"