# Galician translation for The Battle for Wesnoth. # Copyright (C) 2010 Wesnoth development team # This file is distributed under the same license as # The Battle for Wesnoth package. # # Proxecto Trasno # # Leandro Regueiro , 2007-2009. # Fran Diéguez , 2008. # Jacobo Abel Fernández García , 2007. # Adrián Chaves Fernández , 2009-2010. # Adrián Chaves Fernández (Gallaecio) , 2011. # Adrian Chaves Fernandez (Gallaecio) , 2011, 2012, 2013, 2014, 2015, 2016, 2018. msgid "" msgstr "" "Project-Id-Version: Wesnoth\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 15:00+0300\n" "PO-Revision-Date: 2018-05-16 07:06+0100\n" "Last-Translator: Adrian Chaves \n" "Language-Team: Galician \n" "Language: gl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "com>\n" "adriyetichaves@gmail.com>\n" "adriyetichaves@gmail.com>\n" "adriyetichaves@gmail.com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "com>\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Lokalize 2.0\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 "Baixo a terra" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "sanda 4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "sanda 4" # Dunha “quenda” a outra dun mesmo xogador vai unha “rolda”. #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 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 "" "Permite ás unidades sandar as unidades amigas adxacentes ao comezo da súa " "quenda.\n" "\n" "Unha unidade coidada por esta pode sandar ata catro puntos de vida por " "rolda, ou evitar que o veleno lle afecte durante esa rolda.\n" "Un sandador non pode curar a unha unidade envelenada, e esta debe buscar os " "coidados necesarios nunha vila, ou por parte dunha unidade que poida curar." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "sanda 8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 #: data/core/macros/abilities.cfg:29 msgid "female^heals +8" msgstr "sanda 8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 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 "" "Esta unidade combina remedios de herbas con maxia para sandar ás unidades " "máis rápido do normal no campo de batalla.\n" "\n" "Unha unidade coidada por esta pode sandar ata oito puntos de vida por rolda, " "ou evitar que o veleno lle afecte durante esa rolda.\n" "Un sandador non pode curar a unha unidade envelenada, e esta debe buscar os " "coidados necesarios nunha vila, ou por parte dunha unidade que poida curar." #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "Editor de mapas e escenarios" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257 msgid "Terrain Editor" msgstr "Editor de terreos" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269 #, fuzzy #| msgid "Map/Scenario Editor" msgid "Scenario Editor" msgstr "Editor de mapas e escenarios" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "Ferramenta de pintar" #. [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 "Ferramenta de encher" #. [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 "Ferramenta de selección" #. [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 #, fuzzy #| msgid "Starting Positions Howto" msgid "Starting Locations Tool" msgstr "Tutorial de posicións iniciais" #. [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 "Ferramenta de etiquetas" #. [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 "Ferramenta de propiedade das vilas" #. [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 "Ferramenta de unidades" #. [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 "Áreas nomeadas" #. [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 "Xestor da lista de reprodución" #. [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 "Editor de mapas e escenarios" #. [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 "Uso de máscaras do editor" #. [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 "" "As máscaras poden aplicarse a un mapa base para usalas en varios escenarios " "que teñan lugar no mesmo mapa." #. [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 Schedule Editor" msgid "ToD and Schedule Editor" msgstr "Planificador" #. [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 "Paleta do editor" #. [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 "Formato de mapas de A batalla polo Noroeste" #. [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 "Profundidades" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "Cuberto" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Enciclopedia" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Xeografía'" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Xeografía" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arcan-doria" #. [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 "" "Río que nace nas dst='heart_mountains' text='Montañas Profundas' " "e flúe cara o leste ata desaugar no Listra." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy #| msgid "Great Ocean" msgid "Great River" msgstr "Gran Océano" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 #, fuzzy #| 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'." 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 "" "Continente no que se estableceu o dst='kingdom_wesnoth' text='Reino do " "Noroeste'. O dst='great_ocean' text='Gran Océano' baña a " "súa costa oeste." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Gran Océano" #. [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 "" "Situado ao oeste do dst='great_continent' text='Gran Continente', " "a el van parar todos os ríos. No distante oeste do gran océano hai un " "extenso arquipélago que recibe o nome de dst='morogor' text='Mórogor'." #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Mórogor" #. [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 "" "Arquipélago situado nalgunha parte do dst='great_ocean' text='Gran " "Océano', ao oeste da dst='green_isle' text='Illa Verde' e " "ao leste do dst=great_continent text='Gran Continente'.\n" "Está habitado principalmente por dst='..race_drake' text='draconiáns'.\n" "A illa central do arquipélago recibe o mesmo nome que este." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Illa Verde" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "A illa máis grande do dst='great_ocean' text='Gran Océano'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Vello Continente" #. [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 "" "Continente situado ao oeste de dst='morogor' text='Mórogor', ao " "outro lado do dst='great_ocean' text='Gran Océano'." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Gran Continente" #. [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 "" "Continente no que se estableceu o dst='kingdom_wesnoth' text='Reino do " "Noroeste'. O dst='great_ocean' text='Gran Océano' baña a " "súa costa oeste." #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irïdia" #. [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 "" "O nome do mundo no que está o dst='kingdom_wesnoth' text='Reino do " "Noroeste' chámase «Irïdia»." #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Reino do Noroeste" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 #, fuzzy #| 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 " #| "Great River to the north, the shore of the Great Ocean to the west, the " #| "Aethenwood to the dst='southwest_elven_lands' text='southwest', and the Bitter Swamp to the southeast (lower right corner of the " #| "main map).\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." 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 "" "O Reino do Noroeste está situado na parte norte central do " "dst='great_continent' text='Gran Continente'. A meirande parte " "das campañas principais teñen lugar nel e nos seus arredores. Limita polo " "norte co Gran Río, polo oeste co Gran Océano, polo " "dst='southwest_elven_lands' text='suroeste' co Bosque do Edén e " "polo sueste coas Brañas Inhóspitas.\n" "\n" "As terras alén do Río Edén, ao sur do Forte de Tan, son unha rexión " "fronteiriza do Reino do Noroeste. Esténdense en dirección sur, alén do que " "reflicte ningún mapa coñecido, e disque a meirande parte a ocupa un bosque " "do que o do Edén parece non ser máis que o seu extremo norte.\n" "\n" "Cidades salientábeis:\n" " • Güedin. Capital do reino.\n" " • Eildrin. Cidade situada na Baía das Perlas.\n" " • Porto das Augas Negras. Cidade situada ao sur da Baía das Perlas.\n" " • Corsin. Cidade situada entre os Bosques Grises e o Gran Río.\n" " • Danton. Cidade situada no centro do reino, ao noroeste de Güedin.\n" " • Xóuradon. Trátase do posto avanzado máis ao norte do territorio do " "reino, situado á beira do Río Güedin, xusto onde este desauga no Gran Río.\n" " • Forte de Tan. Posto avanzado situado no extremo sur do reino, controla " "o paso do Río Edén.\n" " • Taz. Importante cidade ao norte de Danton, á que lle corresponden as " "terras salvaxes que arrodean a Serra Dourada e aquelas situadas ao norte do " "Vao de Abez.\n" "\n" "Xeografía:\n" " • Alto dos Grifóns. Hábitat dos famosos grifóns.\n" " • Vao de Abez. Zona de pouca profundidade do Gran Río. Adoita estar " "baixo o control das forzas do Reino do Noroeste.\n" " • Río Güedin. Deriva do Gran Río e segue en dirección sur.\n" " • Gran Chaira Central. Delimitada por Güedin, Danton e mailo Forte de " "Tan, esta chaira dá de comer a case toda a poboación do reino.\n" " • Picos de Dulatus. Elevacións do terreo que bordean a Gran Chaira " "Central, fonte de gran parte do alimento e agricultura do reino.\n" " • Serra Dourada. Terras baldías que arrodean o Alto dos Grifóns, de " "pouca poboación e perigosas por regra xeral.\n" " • Chairas das Bestas. Rexión de terras chas ao sur do Gran Río que " "delimitan co Bosque de Glin polo oeste, co Río Güedin polo leste e coa Gran " "Chaira Central polo sur. Son o fogar dos clans, e onde se crían os mellores " "cabalos de todo o reino.\n" " • Lombas de Ismar. Extensión montañosa que se estende cara o sur desde o " "Gran Río e ao leste do Río Güedin. A parte norte, a máis próxima ao Río " "Güedin, foi moitas veces habitada por noroccidentais, pero o control por " "parte do reino non é doado, e a zona está repleta de bandidos.\n" " • Bosque de Glin. Tamén coñecido coma o Bosque Real, en honor a un dos " "fillos de Haldric II.\n" " • Bosques Grises. Gran fraga situada no corazón do reino, entre Corsin e " "Eildrin. Di a crenza popular que está enmeigada.\n" " • Lameiro Verde. Gran lameiro situado no corazón do reino, ao sur de " "Eildrin. Recibe auga da Serra Dourada, e desauga no Gran Río (non aparece no " "mapa principal)." #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "Elensefar" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 #, fuzzy #| 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 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 " #| "dst='great_river' text='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." 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 "" "Ao longo da historia Elensefar foi unhas veces provincia do " "dst='kingdom_wesnoth' text='Reino do Noroeste', outras un estado " "completamente independente e nalgunhas ocasións mesmo parte dunha federación " "co reino. O seu territorio delimítano o Gran Río polo norte, unha liña " "difusa polo leste que o separa do territorio do Reino do Noroeste, a Baía " "das Perlas polo sur e o dst='great_ocean' text='océano' polo " "oeste. Pode atoparse máis información ao respecto nos libros de historia do " "Noroeste.\n" "\n" "Cidades salientábeis:\n" " • Elensefar. É a capital, e está situada nunha illa fluvial no delta do " "dst='great_river' text='Gran Río'.\n" " • Corsin. Cidade situada na fronteira entre Elensefar e o Reino do " "Noroeste, co que está en disputa.\n" "\n" "Xeografía:\n" " • dst='great_river' text='Gran Río'. Este vólvese moi ancho " "ao seu paso por Elensefar, e só pode cruzarse mediante algún tipo de " "embarcación." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Terras Nórdicas" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 #, fuzzy #| 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='Great 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 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" #| " • 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" #| " • 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 the elves. Their capitol, Elensiria, has only seldom been visited by " #| "humans.\n" #| " • Great River: The origin of this river is somewhere in the east of " #| "the northern lands." 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 "" "Nas Terras Nórdicas non hai goberno. Trátase dunha rexión habitada por " "varios grupos de orcos, ananos, humanos e incluso elfos. As fronteiras polo " "norte e mailo leste non están moi claras, pero limita co " "dst='great_river' text='Gran Río' polo sur e co " "dst='great_ocean' text='Gran Océano' polo oeste.\n" "\n" "Cidades salientábeis:\n" " • Glendro. Capital dunha tribo de orcos.\n" " • Güesmer. Cidade na que se atopa o Cälian, o consello dos elfos.\n" " • As Portas dos Ananos. Trátase dunha cidade da rexión de Neilga, ao sur " "das Montañas Profundas, na que conviven ananos e humanos. A cidade é un " "famoso lugar de comercio.\n" " • Deilben e Dilgüin. Vilas dos humanos que construíron os exploradores " "que cruzaron as augas do Gran Río durante a idade dourada do Reino do " "Noroeste. Están na actualidade abandonadas. O zona de bosque ao nordeste de " "Elensefar no que estaban estas vilas fora outrora a provincia de Anubin, " "máis coñecida a día de hoxe polo nome co que a coñecen os elfos: Güesmer.\n" "\n" "Xeografía:\n" " • Montañas Profundas. Unha barreira infranqueábel de montañas entre a " "zona do río e as Chairas Nórdicas.\n" " • Cairos. Unha zona especialmente difícil de transitar, formada por " "picos moi altos e situada ao suroeste da Lagoa de Brugue e ao norte do " "Bosque de Güesmer. É a parte máis inhóspita e perigosa das Montañas " "Profundas, habitada unicamente por eremitas, tolos e magos.\n" " • Lameiro do Terror. Un gran lameiro situado entre as Montañas Profundas " "e o Gran Río. É un lugar bastante perigoso.\n" " • Lagoa de Brugue. Unha gran lagoa entre montañas cuxo río é a única " "maneira de atravesar as Montañas Nórdicas.\n" " • Río Xacer. Este río nace na Lagoa de Brugue e desauga no Río Listra. " "Tamén se adoita facer referencia a el empregando o seu nome na lingua dos " "elfos: Arcan-doria.\n" " • Río Listra. Afluente do Gran Río pola súa beira norte, e receptor das " "augas do Río Xacer.\n" " • Bosque de Lintanir. É o extremo sur do Gran Bosque do Norte, unha " "enorme fraga da que só os elfos coñecen os seus límites polo norte e o " "leste. A súa capital é Elensiria, e poucos son os humanos que algunha vez " "tiveron a sorte de poder pór un pé nela.\n" " • Gran Río. Este río nace nalgunha parte al leste das terras nórdicas." #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "Terras dos Elfos do Sur" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 #, fuzzy #| 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." 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 "" "Os elfos dos bosques non deben confundirse cos elfos do norte, e pouco se " "relacionan cos seus amigos nórdicos ou con calquera outro territorio. O seu " "territorio está delimitado polo dst='great_ocean' text='océano' " "polo oeste, o Río Negro polo sur e sueste, o Reino do Noroeste polo norte e " "a provincia de Querla polo leste.\n" "\n" "Cidades salientábeis:\n" " • Ningunha coñecida.\n" "\n" "Xeografía:\n" " • Bosque do Edén. Trátase do bosque máis grande da parte sur, que se " "estende alén do que a vista humana pode alcanzar polo suroeste, e está " "habitado por dst='..race_elf' text='elfos'. Os habitantes de " "Querla denominan «Bosque Sur» á parte sur do bosque, unha distinción que non " "fan os elfos.\n" " • Bosque Negro. Un bosque antigo do que pouco se sabe, abandonado polos " "elfos hai moito tempo." #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Montañas Profundas" #. [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 "" "Unha barreira infranqueábel entre as terras do dst='arkan_thoria' " "text='río' e as dst='far_north' text='Chairas Nórdicas'." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Chairas Nórdicas" #. [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 "" "Cunhas duras condicións climáticas e de difícil acceso, as Chairas Nórdicas " "son o fogar ancestral dos clans dos orcos. Están situadas ao norte das " "dst='heart_mountains' text='Montañas Profundas', que or orcos " "chaman Haggid-Dargor e reclaman (de modo ilexítimo) como súas. Ao leste " "están as tribos independentes da Estepa Salvaxe, fóra do control dos clans, " "e habitadas por humanos. Estas á súa vez limitan co territorio dos elfos das " "Chairas Nórdicas (popularmente coñecidos como «elfos do norte»). Os elfos do " "norte viven lonxe ao leste, onde se rumorea teñen un gran reino.\n" "\n" "Cidades salientábeis:\n" " • Báragor. Cidade na que reside o consello dos orcos.\n" " • Vito.\n" " • Bosten.\n" " • Fersi.\n" " • Mari.\n" " • Melmogue.\n" " • Prestin.\n" " • Tírigaz.\n" " • Dorsen. Cidade do extremo norte poboada por humanos.\n" "\n" "Xeografía:\n" " • Lameiros Negros.\n" " • Montañas da Dor.\n" " • Montañas do Riso.\n" " • Bosque Verde.\n" " • Bosque do Silencio.\n" " • Bosque Delien.\n" " • Río Oun.\n" " • Río Bor.\n" " • Deserto xeado.\n" " • Chairas desérticas." #. [section]: id=schedule #: data/core/help.cfg:10 msgid "Time of Day Schedule" msgstr "Planificador do momento do día" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Introdución" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Manual" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:457 msgid "Traits" msgstr "Trazos" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Unidades" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Habilidades" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Propiedades dos ataques" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "Eras" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:472 msgid "Terrains" msgstr "Tipos de terreo" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:525 msgid "Add-ons" msgstr "Complementos" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:598 msgid "Commands" msgstr "Ordes" #. [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 arise 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." 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" "text='A batalla polo Noroeste' é un xogo de estratexia por " "quendas ambientado nun mundo fantástico pouco habitual entre os xogos de " "estratexia actuais. Mentres que outros xogos buscan a complexidade, en " "text='A batalla polo Noroeste' procúrase que tanto as " "regras como a forma de xogar sexan o máis simples posíbel. Isto non " "significa que o xogo sexa sinxelo, xa que destas regras simples xorde unha " "gran riqueza estratéxica, que fai que o xogo sexa fácil de aprender, mais " "difícil de dominar.\n" "\n" "As seguintes páxinas fornecer un resumo de todo o que necesitas saber para " "xogar a A batalla polo Noroeste. A medida que xogue e descubra novos " "aspectos do xogo, engadirase información nova ás categorías. Para " "información máis detallada sobre situacións e excepcións especiais, siga as " "ligazóns." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Información sobre o xogo" #. [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 "" "O xogo discorre nun campo de hexágonos no que as túas unidades loitan contra " "as unidades que controla a intelixencia artificial, amigos xogan por quendas " "nun mesmo computador, varias persoas xogan nunha rede local, ou xogadores de " "todo o mundo xogan por internet.\n" "\n" "Cada batalla denomínase text='escenario', e varios " "escenarios poden encadearse para formar text='campañas'. " "Ademais das campañas incluídas no xogo, A batalla polo Noroeste permite " "contido feito polos usuarios, e os servidores de complementos conteñen " "centenares de mapas, campañas, eras, faccións e recursos personalizados.\n" "\n" "O xogo tamén fornece unha linguaxe de etiquetas, WML, que permite aos " "usuarios crear o seu propio contido, así como un potente editor de mapas e " "escenarios para deseñar os teus propios campos de batalla.\n" "\n" "O proxecto de text='A batalla polo Noroeste' comezou no ano " "2003, e desde aquela moitos son os voluntarios que colaboraron e colaboran " "nel." #. [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 "" "Este apartado listará as unidades que descubras a medida que explores o " "mundo do Noroeste. Cada vez que vexas unha nova unidade durante unha campaña " "ou un escenario para varios xogadores, engadirase á sección da súa especie. " "Entón, poderás ver a súa páxina en calquera momento. A páxina de cada " "unidade contará cunha descrición xeral, as súas estatísticas, ataques, " "resistencias, así como os valores de movemento e defensa.\n" "\n" #. [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 "" "Unha facción é unha colección de unidades e líderes. Nas partidas de varios " "xogadores, as faccións asígnanse aos bandos.\n" "\n" #. [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 "" "Unha era é unha colección de faccións, pensada para loitar entre elas. " "Ademais das eras oficiais do xogo, existen moitas faccións dispoñíbeis en " "forma de complementos.\n" "\n" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 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 "" "Certas unidades teñen habilidades que afectan directamente a outras unidades " "ou teñen un impacto no xeito en que a unidade se relaciona con outras. Estas " "habilidades listaranse neste apartado a medida que as vaias descubrindo. En " "cada páxina poderás acceder á descrición da habilidade e á lista de unidades " "descubertas que a posúen.\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 "" "Algúns ataques contan con propiedades que aumentan a súa efectividade. Cando " "vexas unha nova propiedade durante unha campaña ou un escenario para varios " "xogadores, esta engadirase á lista. Entón poderás acceder á súa páxina en " "calquera momento. A páxina de cada propiedade conta cunha descrición e unha " "lista das unidades descubertas que a teñen.\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Unidade descoñecida" #. [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" "Aínda non se sabe nada desta unidade. Debes descubrila no xogo para poder " "ver a súa descrición." #. [topic]: id=..gameplay #: data/core/help.cfg:168 #, fuzzy #| 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." 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 "" "A batalla polo Noroeste consiste nunha serie de batallas, chamadas " "text='escenarios', que enfrontan as túas tropas ás tropas " "dun ou máis adversarios. Cando varios escenarios se encadean para narrar " "unha historia, esa cadea de escenarios denomínase text='campaña'. Nunha campaña adoita ser necesario xogar con máis coidado que non " "escenario, procurando preservar as mellores unidades para poder usalas de " "novo en escenarios posteriores.\n" "\n" "O text='titorial' interactivo fai unha introdución aos " "conceptos básicos de xogo de A batalla polo Noroeste dentro do contexto dun " "escenario. Estas páxinas cobren con maior detalle a maior parte do que se " "explica no titorial, así que se nalgún momento esquece algo sempre pode " "consultalas de novo.\n" "\n" "Unha vez domines os aspectos básicos do xogo, comeza unha campaña para " "principiantes, como text='O herdeiro ao trono' ou " "text='A garda do sur'. Selecciona text='Campaña' no menú principal para acceder a unha lista das campañas instaladas. A " "batalla polo Noroeste pode ser un xogo bastante difícil, polo que o mellor é " "comezar con campañas doadas e ir progresando a campañas de maior dificultade." #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='Conceptos básicos do xogo'
\n" "\n" #. [topic]: id=..gameplay #: data/core/help.cfg:177 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 "" "Cando esteas a xogar, non esquezas que podes deixar o punteiro enriba de " "moitos dos elementos do xogo, como na información do panel lateral, para " "mostrar unha breve descrición do elemento en cuestión. Isto pode resultar de " "gran utilidade ao descubrir novos elementos, como dst='.." "abilities_section' text='habilidades', por vez primeira." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "A vitoria e a derrota" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" "\n" "\n" "Ao gañar un escenario, o mapa vólvese gris e o botón de " "text='Continuar' pasa a ser un botón de text='Finalizar'. Entón podes modificar as opcións de gardado, conversar con outros " "xogadores e cousas similares antes de premer o botón para avanzar." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" "Presta especial atención aos text='obxectivos' que se listan ao " "comezo de cada escenario. Normalmente conseguirás a vitoria matando a todos " "os líderes inimigos, e só te poderán derrotar matándoche o líder. Porén, " "algúns escenarios poden ter outras condicións para a vitoria, como levar ao " "líder a un lugar concreto, rescatar a alguén, resolver un problema, ou " "resistir un asedio durante un certo número de roldas." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Recrutar e reincorporar" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 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" "Se premiches co botón secundario nun hexágono de castelo e escolliches " "Recrutar, a nova unidade aparecerá nese hexágono. Senón aparecerá nun " "hexágono libre calquera preto da torre. Só podes recrutar tantas unidades " "coma hexágonos libres teñas no castelo, e non podes recrutar se non tes ouro " "abondo." #. [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." 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 "" "Cada bando comeza cun líder na súa torre. Ao principio de calquera batalla, " "e ás veces durante a mesma, necesitarás recrutar dst='..units' " "text='unidades' para o teu exército. Para recrutar debes ter o líder " "(como por exemplo Conrad na campaña text='O herdeiro ao trono') no hexágono de torre dun dst='terrain_castle' text='castelo'. Entón poderás recrutar, ben accedendo a text='Recrutar' " "desde o menú, ben premendo co botón secundario un hexágono de castelo e " "escollendo text='Recrutar'. Así abrirase o menú de " "recrutamento, que lista as unidades dispoñíbeis para recrutar, xunto co seu " "custo. Preme nunha unidade para ver as súas estatísticas, e preme " "text='Recrutar' para recrutala." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "As unidades recrutadas veñen cos dous dst='..traits_section' " "text='trazos' ao chou que modifican as súas estatísticas." #. [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" "En escenarios posteriores, tamén poderás reincorporar superviventes de " "batallas anteriores. Reincorporar custa sempre vinte moedas de ouro, e " "poderás escoller a unidade que queiras dunha lista con todas as unidades " "superviventes de escenarios anteriores." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 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" "As unidades non só custan ouro ao recrutalas ou reincorporalas, tamén " "requiren cartos de mantemento. Consulta o apartado sobre " "dst='income_and_upkeep' text='ingresos e mantemento' para obter " "máis información." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Ingresos e mantemento" #. [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. (In general " #| "this is configurable but in campaigns it is almost always one gold per " #| "village.) 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." 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" "Os ingresos son simples. Tes uns ingresos base de dúas moedas de ouro por " "rolda. Por cada vila que controles obterás unha moeda de ouro adicional por " "rolda (as cantidades non son algo estrito, pero cúmprense para a meirande " "parte das campañas). Polo tanto, se tiveses dez vilas conseguirías doce " "moedas de ouro por rolda. A estes ingresos réstanselle os custos de " "mantemento, tal como se explica embaixo." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 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 "" "Non abonda con recrutar e loitar, tamén deberás ter conta do ouro, " "especialmente nas campañas, nas que podes levar ouro dun escenario ao " "seguinte. Hai dúas cousas a ter en conta: os text='ingresos' e mailo text='mantemento'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 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" "O mantemento tamén é bastante simple. Cada unidade require dunha cantidade " "de moedas de ouro igual ao seu nivel en concepto de mantemento. Podes manter " "tantos niveis de unidades coma aldeas teñas sen custo de mantemento algún. " "Porén, terás que pagar unha moeda de ouro por rolda por cada nivel de " "unidade que exceda do número de aldeas que posúas. Por exemplo: se tiveses " "doce unidades de nivel un e dez aldeas, terías que pagar dúas moedas de ouro " "por cada rolda en concepto de mantemento." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 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" "Os custos de mantemento réstanse aos ingresos, así que no caso de que as " "unidades sumen doce niveis e teñas dez vilas, os ingresos netos serían de " "vinte moedas de ouro por rolda." #. [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 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" "\n" "Hai dúas excepcións importantes no que respecta ao mantemento: as unidades " "leais e os líderes. Ningún deles precisa mantemento. Por regra xeral, as " "unidades coas que comeces os escenarios (coma Delfador) ou as unidades que " "se che unan durante eles (coma o home a cabalo do segundo escenario da " "campaña text='O herdeiro ao trono') serán " "text='leais'. A unidade coa que esteas a xogar (coma " "Conrad) será case sempre un líder." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Vida e experiencia" #. [topic]: id=hitpoints #: data/core/help.cfg:238 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 "" "As unidades teñen unha certa cantidade de text='vida', e se " "baixa de un, morren. Teñen ademais un certo número de text='puntos " "de experiencia'. As unidades recrutadas carecen de puntos de " "experiencia, que irán conseguindo a medida que vaian loitando." #. [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 "" "Os puntos de vida e de experiencia indícanse no panel lateral mediante " "parellas de números —o valor actual e o valor máximo que a unidade pode " "chegar a ter—." #. [topic]: id=hitpoints #: data/core/help.cfg:244 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 "" "Os puntos de vida indícanse tamén usando unha barra de vida preto de cada " "unidade, que pode ser verde, amarela ou vermella. As unidades con polo menos " "un punto de experiencia teñen ademais unha barra de experiencia azul, que se " "volve máis clara a medida que a unidade se achega ao punto de " "dst='advancement' text='avance'." #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "Avance" #. [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" "As unidades necesitan unha certa cantidade de experiencia para avanzar (que " "se reduce un 20% no caso das unidades intelixentes). Unha vez que " "acadan esta cantidade, avanzan inmediatamente ao seguinte nivel, sandando " "completamente no proceso. Nalgúns casos poderás escoller entre varias " "opcións de avance." #. [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 "" "Se nun combate sobreviven ambas as dúas unidades, obteñen tanta experiencia " "como nivel teña a unidade coa que loitaron. Se unha unidade mata a outra en " "combate, porén, obtén moita máis experiencia: 4 por unha unidade de nivel 0, " "8 por unha de nivel 1, 16 por unha de nivel 2, 24 por unha de nivel 3, etc." #. [topic]: id=advancement #: data/core/help.cfg:254 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" "Aínda que a maioría, non todas as unidades teñen tres niveis. Algunhas " "unidades (coma os dst='unit_Mage' text='magos') poden ter ata " "catro. Cando chegan ao seu nivel máximo, as unidades poden realizar " "text='avances adicionais' cada vez que chegan ao seu límite " "de experiencia, aínda que conservarán o mesmo nivel. Os avances adicionais " "adoitan aumentar en tres puntos a vida máxima das unidades e sandalas. O " "primeiro avance adicional acádase xeralmente ao gañar 150 puntos de " "experiencia (120 no caso das unidades intelixentes). Porén, conseguir un " "avance adicional volverase máis difícil con cada un que se consiga, e por " "iso adoita resultar máis vantaxoso avanzar as unidades de menor nivel." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Movemento" #. [topic]: id=movement #: data/core/help.cfg:264 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" "As unidades teñen un certo número de puntos de movemento que se van gastando " "a medida que se moven duns hexágonos a outros. A cantidade de puntos gastada " "dependerá do tipo de terreo dos hexágonos polos que se despracen. Por " "exemplo: entrar nunha chaira case sempre custa un punto de movemento. O " "número de puntos de movemento que se gastan ao entrar nun hexágono depende " "do tipo de unidade —os elfos só gastan un punto nos bosques, mentres que " "orcos e humanos adoitan consumir dous, e as unidades a cabalo tres—. Podes " "descubrir a cantidade de puntos de movemento que precisa unha unidade para " "entrar nun certo tipo de terreo preméndoa co botón secundario e escollendo a " "text='descrición da unidade', e a continuación mirando os " "text='modificadores do terreo'." #. [topic]: id=movement #: data/core/help.cfg:264 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 "" "O movemento no xogo é sinxelo. Preme a unidade que queiras mover para " "seleccionala, logo preme o hexágono ao que queiras movela. Ao seleccionar " "unha unidade, saliéntanse todos os hexágonos aos que se pode mover na quenda " "actual, e escurécense o resto dos hexágonos. Poñendo o punteiro sobre un " "hexágono salientado móstrase a capacidade defensiva que tería a unidade nel. " "Se se pon o punteiro sobre un hexágono escurecido móstrase tamén a cantidade " "de roldas necesarias para chegar a el, e premendo nel a unidade moverase " "cara el pola ruta máis rápida durante a quenda actual e mailas seguintes " "quendas necesarias para chegar. Se non consumes todos os movementos dunha " "unidade dunha vez, podes volvela mover. Isto resulta útil cando queres " "cambiar de sitio dúas unidades. As unidades que atacan ou conquistan unha " "vila non poden moverse ata a súa seguinte quenda." #. [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_skirmisher' text='skirmishers' can ignore " #| "zones of control." 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" "Outra cousa que debes ter en conta ao moverte son as text='zonas de " "control'. As unidades de nivel 1 ou superior xeran unha zona de " "control nos hexágonos adxacentes a elas, e calquera unidade inimiga que " "entre neses hexágonos rematará automaticamente o seu movemento. Aprender a " "sacarlle partido ás zonas de control é unha parte importante do xogo, xa que " "só os dst='ability_skirmisher' text='guerrilleiros' poden " "ignoralas." #. [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" "Para ver ata onde se pode mover o inimigo durante a súa seguinte quenda, " "preme «Ctrl+V» ou «Cmd+V». «Ctrl+B» ou «Cmd+B» mostra ata onde se poderían " "mover os inimigos se as túas unidades non estivesen no mapa para bloquear o " "seu avance." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Manto e néboa" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" "Nalgúns escenarios haberá partes do mapa que non poidas ver. Hai dúas " "posíbeis causas, que poderán darse por separado ou combinadas. O " "text='manto do descoñecido' agocha tanto o terreo coma " "calquera unidade situada na superficie que cobre. Porén, unha vez explorada " "unha posición oculta polo manto, esta pode verse indefinidamente. A " "text='néboa da guerra' só agocha as unidades e o bando ao " "que pertencen as vilas (salvo que che pertenzan a ti ou a algún aliado). A " "néboa da guerra retírase temporalmente cando hai unidades propias preto, " "pero volve cando estas se afastan. Tanto o manto do descoñecido como a néboa " "da guerra se retiran con unidades. As unidades exploran as posicións " "adxacentes a aquelas ata ás que se poderán mover durante a súa seguinte " "quenda (sen importar as zonas de control nin as unidades inimigas). \n" "\n" "Normalmente podes desandar os movementos das unidades, sempre que non " "ocorrese nada de resultado imprevisíbel, coma un combate ou un recrutamento " "(dado que moitas das unidades reciben trazos ao chou ao recrutalas). " "Explorar terreo que estivese oculto polo manto do descoñecido ou a néboa da " "guerra tamén impedirá desandar o andado. Pode que che conveña activar a " "opción de text='Retardar as actualizacións do manto do descoñecido' no menú de accións, o que evitará que as unidades revelen o manto do " "descoñecido ou a néboa da guerra ata o seguinte suceso imprevisíbel ou ata " "unha actualización manual mediante text='Actualizar o manto do " "descoñecido' (ou a fin da quenda) conservando así a posibilidade de " "desfacer os movementos." #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Recursos para autores'
" #. [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 "Combate" #. [topic]: id=combat #: data/core/help.cfg:345 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Orde e número de golpes'
" #. [topic]: id=combat #: data/core/help.cfg:345 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 "" "O combate sempre ten lugar entre unidades que están en hexágonos adxacentes. " "Preme nunha das túas unidades e a continuación no inimigo ao que queres " "atacar. A túa unidade moverase cara o inimigo, e cando estean xuntas dará " "comezo o combate. Atacante e defensor golpearanse mutuamente ata que ambos " "os dous esgoten a cantidade de golpes de que dispoñen. O atacante escollerá " "unha das súas armas para atacar, e o defensor defenderase cun dos seus " "ataques do mesmo tipo. Hai dous tipos de ataques: text='corpo a " "corpo' —que normalmente implica armas coma espadas, machadas ou " "trabadas— e text='a distancia' —que xeralmente implica " "armas coma arcos, lanzas ou bólas de lume—." #. [topic]: id=combat #: data/core/help.cfg:347 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" "O atacante golpea en primeiro lugar, e logo o defensor contraataca. Cada " "golpe pode atinar ao inimigo, inflixindo unha determinada cantidade de dano, " "ou errar e non facer dano ningún. Os golpes altérnanse ata que cada unidade " "utilice todos os seus. O número de golpes dunha unidade varía. Por exemplo: " "un elfo loitador cun ataque de 5×4 pode golpear catro veces, e cada golpe " "atinado inflixirá cinco puntos de dano, mentres que un orco roñón cun ataque " "de 9×2 só pode golpear dúas veces —pero fará nove puntos de dano cada vez " "que atine—." #. [topic]: id=combat #: data/core/help.cfg:349 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Probabilidade de atinar'
" #. [topic]: id=combat #: data/core/help.cfg:351 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" "As unidades teñen unha probabilidade concreta de esquivar os ataques, que " "dependerá do text='terreo' no que estean. Isto pode verse " "no panel lateral ou premendo nelas co botón secundario, escollendo a " "text='descrición da unidade' e mirando os " "text='modificadores do terreo'. Por exemplo: a meirande parte " "dos elfos teñen unha defensa do 70% nos bosques, así que unha unidade que os " "ataque só ten unha probabilidade do 30% de atinarlles. E viceversa, a " "probabilidade de que o elfo lle atine ao atacante dependerá do terreo no que " "estea dito atacante." #. [topic]: id=combat #: data/core/help.cfg:353 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" "Existen dúas excepcións: os dst='weaponspecial_magical' text='ataques " "máxicos' e os ataques con dst='weaponspecial_marksman' " "text='puntería'. Os ataques máxicos sempre atinan sete de cada dez " "veces, sen importar o terreo, e os tiradores, cando son eles os atacantes, " "sempre atinan como mínimo tres de cada cinco, independentemente do terreo." #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Dano
" #. [topic]: id=combat #: data/core/help.cfg:357 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" "Cada golpe atinado fai unha cantidade base de dano que depende do tipo de " "ataque. Por exemplo: un elfo loitador cun ataque de 5×4 inflixe cinco puntos " "de dano base. Hai ademais dúas cousas que afectan ao dano final: as " "dst='damage_types_and_resistance' text='resistencias' e mailo " "dst='time_of_day' text='momento do día'. Para ver como cambia o " "dano base por estas circunstancias, escolle o text='cálculo de danos' no menú de escolla do ataque." #. [topic]: id=combat #: data/core/help.cfg:359 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" "Algunhas unidades teñen dst='..abilities_section' text='habilidades' especiais que afectan ao dano inflixido no combate. A máis común delas " "é a dst='weaponspecial_charge' text='carga', que da man do " "atacante fai que o dano inflixido tanto polo atacante coma polo defensor se " "duplique." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 msgid "Damage Types and Resistance" msgstr "Danos e resistencias" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 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" "O funcionamento das resistencias é moi simple: se unha unidade ten un 40% de " "resistencia contra un tipo de dano, entón sufrirá un 40% menos de dano cando " "lle atinen cun ataque dese tipo. Tamén pode ser que unha unidade sexa " "vulnerábel a certos tipos de ataque. Se unha unidade ten unha resistencia de " "−100% contra un tipo de dano, sufrirá un 100% máis de dano (o dobre) cando " "lle atinen cun ataque dese tipo." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 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 "" "No xogo hai tres tipos de dano que se asocian normalmente con ataques " "físicos: text='folla', text='perforación' " "e text='impacto'. Ademais, hai tres tipos máis de dano que " "normalmente se asocian con ataques máxicos: text='lume', " "text='frío' e text='arcano'. As diferentes " "unidades poden ter resistencias que alteran o dano que lles fan certos tipos " "de ataque." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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" "Por exemplo: os esqueletos son moi resistentes aos danos perforantes ou con " "folla, pero son vulnerábeis aos impactos ou ao lume, e extremadamente " "vulnerábeis aos ataques máxicos de tipo arcano." #. [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" "Ao atinar un golpe, este sempre inflixirá como mínimo un punto de dano, " "aínda que o defensor teña un 100% de resistencia a ese tipo de ataque." #. [topic]: id=orbs #: data/core/help.cfg:380 msgid "Orbs" msgstr "Esferas" #. [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 "" "Sobre a barra de vida que aparece canda as unidades hai unha esfera. Para as " "unidades que controles, esta esfera será:" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid " green if it hasn’t moved this turn," msgstr " verde —se aínda non se moveron durante a quenda actual—," #. [topic]: id=orbs #: data/core/help.cfg:384 msgid " yellow if it has moved, but could still move further or attack, or" msgstr " amarela —se xa se moveron pero poden seguir movéndose ou atacar—, ou" #. [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 "" " vermella —se xa non pode moverse ou atacar ou se o usuario deu por " "finalizada a quenda da unidade—." #. [topic]: id=orbs #: data/core/help.cfg:386 msgid " blue if the unit is an ally you do not control." msgstr " A esfera será azul se a unidade é un aliado que non podes controlar." #. [topic]: id=orbs #: data/core/help.cfg:387 msgid " Enemy units have no orb on top of their energy bar." msgstr "" " As unidades inimigas non teñen ningunha esfera sobre a súa barra de vida." #. [topic]: id=time_of_day #: data/core/help.cfg:394 msgid "Time of Day" msgstr "Momento do día" #. [topic]: id=time_of_day #: data/core/help.cfg:395 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 "" "O momento do día afecta ao dano que inflixen certas unidades:\n" "\n" "• As unidades text='legais' inflixen un +25% de dano polo día, " "e un −25% de dano pola noite.\n" "• As unidades text='caóticas' inflixen un +25% de dano pola " "noite, e un −25% de dano polo día.\n" "• As unidades text='neutrais' non se ven afectadas polo momento " "do día.\n" "• As unidades text='crepusculares' inflixen un −25% de dano " "tanto pola noite como polo día." #. [topic]: id=time_of_day #: data/core/help.cfg:400 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" "O momento do día actual pode observarse baixo o mapa, no panel de estado. " "Para o ciclo normal día-noite, a mañá e maila tarde contan coma día, e a " "noitiña e maila noite pecha contan coma noite:\n" "\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 "Amencer" #. [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 "Mañá" #. [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 "Tarde" #. [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 "Anoitecer" #. [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 "Noitiña" #. [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 "Noite pecha" #. [topic]: id=time_of_day #: data/core/help.cfg:411 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Ten en conta que algúns escenarios xóganse baixo a terra, onde sempre é " "noite!\n" #. [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 "" "Algúns lugares subterráneos están iluminados. Eses lugares sempre son un " "punto medio entre día e noite.\n" #. [topic]: id=time_of_day #: data/core/help.cfg:415 #, fuzzy #| msgid "" #| "Some role-playing scenarios take place indoors — these regions are " #| "similarly intermediate." msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" "Algúns escenarios enfocados en elementos de xogos de rol teñen lugar en " "lugares cerrados. Estas rexións son tamén un punto medio entre día e noite." #. [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 "Sandar" #. [topic]: id=healing #: data/core/help.cfg:425 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" " • text='Descanso'. As unidades que nin se movan, nin ataquen " "nin sexan atacadas sandarán dous puntos de vida na seguinte quenda." #. [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 "" "En combate, resulta inevitábel que as unidades sufran dano. Existen varios " "xeitos de sandar as unidades. Porén, coa excepción de descansar, estes " "métodos non se acumulan; só pode usarse un deles por rolda." #. [topic]: id=healing #: data/core/help.cfg:427 #, fuzzy #| msgid "" #| "\n" #| "• text='Villages': A unit which starts a turn in a village " #| "or oasis will heal 8HP. If the unit is poisoned, the poison will be cured " #| "instead." 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" " • text='Vilas'. As unidades que comecen a súa quenda nunha " "vila ou nun oasis sandarán oito puntos de vida; salvo que estivesen " "envelenadas, en cuxo caso curarán." #. [topic]: id=healing #: data/core/help.cfg:428 #, fuzzy #| msgid "" #| "\n" #| "• dst='ability_regenerates' text='Regeneration': Certain units " #| "(such as trolls) will automatically heal 8HP every turn. If the unit is " #| "poisoned, the poison will be cured instead." 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='Rexeneración'. Certas " "unidades (coma os trolles) sandan oito puntos de vida automaticamente cada " "rolda; salvo que estivesen envelenadas, en cuxo caso curarán." #. [topic]: id=healing #: data/core/help.cfg:429 #, fuzzy #| msgid "" #| "\n" #| "• text='Healing units': Units with the " #| "dst='ability_heals +4' text='Heals' ability will heal each " #| "allied adjacent unit, usually dst='ability_heals +4' text='4HP' or dst='ability_heals +8' text='8HP' per turn, or prevent " #| "Poison from causing that unit damage." 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" " • text='Unidades sandadoras'. As unidades coa habilidade " "necesaria dst='ability_heals +4' text='sandarán' a cada unidade " "aliada adxacente —normalmente dst='ability_heals +4' text='catro' " "ou dst='ability_heals +8' text='oito' puntos de vida por quenda— " "ou evitarán que o veleno lles afectes." #. [topic]: id=healing #: data/core/help.cfg:430 #, fuzzy #| msgid "" #| "\n" #| "• text='Curing units': Units with the " #| "dst='ability_cures' text='cures' ability will cure Poison in " #| "all allied adjacent units (in preference to healing, if it has that " #| "ability as well)." 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" " • text='Unidades curadoras'. As unidades coa habilidade " "necesaria dst='ability_cures' text='curarán' o veleno das " "unidades aliadas adxacentes (en vez de sandar, en caso de que tivesen tamén " "esa habilidade)." #. [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 "" "\n" " • text='Avance': As unidades sandan complezamente ao " "dst='advancement' text='avanzar'. Isto ocorre en canto a unidade " "consigue experiencia dabondo, non necesariamente durante a súa quenda." #. [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" "O descanso pódese combinar coas outras formas de sandar, pero as vilas, a " "rexeneración, a curación e sandar non se poden combinar entre elas: usarase " "sempre a mellor opción. Por último, as unidades sandan completamente ao " "pasar dun escenario a outro." #. [topic]: id=healing #: data/core/help.cfg:434 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='Avanzado'" #. [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 "" "\n" "\n" "A diferenza doutras formas de sandación, a habilidade de sandar non xurdirá " "efecto durante a quenda da unidade sandada, senón durante a quenda do " "sandador. Isto significa que mentres que unha unidade arrodeada por varios " "sandadores do mesmo bando só poderá ser sandada por un dos sandadores cada " "rolda, unha unidade arrodeada de sandadores de varios bandos aliados será " "sandada unha vez por cada quenda de ditos aliados." #. [topic]: id=wrap_up #: data/core/help.cfg:444 msgid "Wrap Up" msgstr "Epílogo" #. [topic]: id=wrap_up #: data/core/help.cfg:445 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 "" "Con isto remata o manual do xogo. Pode que queiras ler máis sobre estratexia " "básica, ou familiarizarte cos dst='..traits_section' text='trazos' e coas dst='..abilities_section' text='habilidades', pero xa " "aprendiches todo o que necesitas para xogar a campaña text='O " "herdeiro ao trono'. Pásao ben, e boa sorte!" #. [topic]: id=license #: data/core/help.cfg:450 msgid "License" msgstr "Licenza (en inglés)" #. [topic]: id=..traits_section #: data/core/help.cfg:459 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 "" "\n" "\n" "Case todas as unidades teñen dous trazos. Porén, os non mortos só teñen o " "trazo text='non morto' e nalgúns casos " "text='afouto', e os woses non teñen ningún trazo. " #. [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 "" "Os trazos son modificacións que cambian lixeiramente os atributos das " "unidades. Xeralmente asígnanselles aleatoriamente ás unidades ao recrutalas. " "Os trazos que pode ter cada unidade dependen principalmente da " "text='especie' da unidade." #. [topic]: id=..traits_section #: data/core/help.cfg:461 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" "Os trazos dispoñíbeis para todas as unidades (salvo as antes mencionadas) " "son dst='traits_intelligent' text='intelixencia', " "dst='traits_quick' text='rapidez', dst='traits_resilient' " "text='resistencia' e dst='traits_strong' text='forza'." #. [topic]: id=..traits_section #: data/core/help.cfg:463 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" "Os elfos tamén poden ser dst='traits_dextrous' text='destros', e " "os ananos dst='traits_healthy' text='saudábeis'. Os trolls e " "certos humanos poden ser dst='traits_fearless' text='afoutos'. " "Tamén existen outros trazos, como dst='traits_loyal' text='leal', " "dst='traits_feral' text='feral' e dst='traits_undead' " "text='non morto'.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:473 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" "\n" "\n" "Existen dous tipos de terreos: text='básicos' e " "text='mesturados'." #. [topic]: id=..terrains_section #: data/core/help.cfg:473 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Os mapas teñen unha ampla variedade de terreos que afectan tanto ao " "movemento das unidades como á súa capacidade defensiva no combate." #. [topic]: id=..terrains_section #: data/core/help.cfg:475 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Tipos básicos de terreos'
" #. [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 "" "\n" "\n" "Entre os tipos básicos de terreos están as chairas, os outeiros, as " "montañas, a area, a auga e os lameiros. Hai moitos outros; ao final desta " "páxina atopará unha lista dos terreos que leva descuberto.\n" "\n" #. [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 "" "\n" "\n" "Cada unidade conta cunha taxa de defensa e un custo de movemento en cada un " "dos tipos básicos de terreo. Pode ver os valores concretos na páxina de " "axuda de cada unidade. Os tipos básicos de terreo tamén poden ter " "propiedades únicas, como efectos de iluminación." #. [topic]: id=..terrains_section #: data/core/help.cfg:483 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Tipos mesturados de terreos'
" #. [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 "" "\n" "\n" "Os tipos mesturados de terreos comparten as propiedades de varios tipos " "básicos de terreo. As unidades adoitan recibir text='a mellor das " "defensas' e text='o peor dos movementos' dos tipos " "básicos de terreo que compoñen o tipo mesturado de terreo no que están. É o " "caso en tipos mesturados de terreo como os text='outeiros " "arborados', os text='outeiros de area' ou os " "text='outeiros subterráneos'.\n" "\n" #. [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 "" "\n" "\n" "Unha excepción importante son os terreos de pontes, como as " "text='pontes sobre auga superficial', os " "text='vaos' e mailas text='pontes sobre o abismo'. Tanto os sirénidos coma os humanos poden pasar facilmente por vaos, " "é dicir, os vaos fornecen a mellor defensa e o mellor movemento de entre " "chaira e auga superficial ás unidades, en vez de fornecer o peor dos dous " "movementos. De forma similar, calquera unidade pode pasar polas pontes sobre " "o abismo, aínda que non poidan voar.\n" "\n" #. [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 "" "\n" "\n" "As vilas terrestres adoitan fornecer tamén os mellores valores de defensa e " "movemento. Estas vilas son terreos mesturados, baseados no tipo de terreo " "«vila» e outro tipo de terreo como «outeiro», «lameiro» ou «cova».\n" "\n" #. [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 "" "\n" "\n" "Por último, as unidades terrestres non adoitan poder ocupar vilas " "submarinas, e non fornecen as vantaxes de defensa e movemento asociadas co " "tipo de terreo de «vila». Non contan máis que como hexágonos de auga.\n" "\n" #. [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 "" "\n" "\n" "Para ver que tipos básicos conforman un tipo mesturado, sitúa o cursor sobre " "o hexágono e na parte superior dereita da pantalla (no tema predeterminado) " "aparecerán as iconas dos tipos de terreo." #. [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 "" "\n" "\n" "Para ver o tipo de comportamento que segue un terreo mesturado, sitúe o " "cursor sobre o terreo e accedendo á text='descrición do terreo', ben premendo o seu atallo, ben premendo co botón secundario e " "seleccionando a entrada correspondente do menú de contexto." #. [topic]: id=..terrains_section #: data/core/help.cfg:505 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Límites de defensa'
" #. [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 "" "\n" "\n" "Algunhas unidades teñen text='límites de defensa' para " "tipos básicos de terreo concretos. Estas unidades sofren unha penalización " "en terreos mesturados que teñen ese tipo de terreo básico: a súa defensa non " "pode superar o límite." #. [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 "" "\n" "\n" "Por exemplo, o text='home montado' dst='unit_Cavalryman' ten unha " "taxa de defensa do 30% en bosques, e un límite de defensa para os bosques. " "Polo tanto, nos outeiros arborados, a súa defensa é do 30% en vez de ser do " "40%, porque a defensa do terreo mesturado non pode superar o límite." #. [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 "" "\n" "\n" "Se unha unidade ten un límite de defensa para un terreo, ese límite sempre é " "idéntico á súa taxa de defensa en dito terreo (non pode ser un valor " "superior)." #. [topic]: id=..terrains_section #: data/core/help.cfg:513 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Tipos básicos de terreos'
\n" "\n" #. [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 "" "O nivel de personalización que ofrece o motor de «A batalla polo Noroeste» " "permite aos xogadores crear os seus propios contidos par ao xogo, como novos " "escenarios, campañas, e moito máis do que ofrece o contido oficial " "empaquetado co xogo.\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:536 msgid "Using Add-ons" msgstr "Uso de complementos" #. [topic]: id=using_addons #: data/core/help.cfg:537 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Campañas e escenarios'
" #. [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 "" "O xogo admite distintos tipos de contidos nos complementos, e non todos eles " "estás dispoñíbeis en todos os modos de xogo." #. [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 "" "\n" "\n" "As campañas individuais son coleccións de escenarios xuntadas para narrar " "unha historia. Podes acceder tanto aos escenarios individuais —se están " "pensados para xogarse así— como ás campañas normais desde o menú principal, " "premendo o botón text='Un xogador'." #. [topic]: id=using_addons #: data/core/help.cfg:541 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Campañas, escenarios e mapas para varios xogadores'
" #. [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 "" "\n" "\n" "As partidas para text='varios xogadores' poden ter lugar en " "escenarios completamente personalizados, ou campañas especialmente deseñadas " "para varios xogadores. Existen ademais paquetes con grupos de escenarios " "para varios xogadores." #. [topic]: id=using_addons #: data/core/help.cfg:545 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Eras e faccións para varios xogadores'
" #. [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 "" "\n" "\n" "Á hora de xogar, as distintas especies que habitan o mundo agrúpanse en " "faccións. As faccións xúntanse tamén en grupos equilibrados cun tema común. " "Por exemplo, as faccións principais do Noroeste inclúense na «Era " "predeterminada».\n" "\n" "No modo para text='varios xogadores', podes escoller unha " "era ao crear unha partida, e os xogadores poden escoller unha das faccións " "dispoñíbeis nesa era ao configurar os seus bandos e equipos." #. [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 "" "\n" "\n" "Pode ver que eras te cargadas na text='sección de eras' dst='.." "eras_section' da axuda." #. [topic]: id=using_addons #: data/core/help.cfg:553 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Modificacións'
" #. [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 "" "\n" "\n" "As modificacións son scripts que non están asociadas a escenarios ou eras " "concretas, e que permiten alterar varios aspectos das regras " "predeterminadas. Podes elixir e configurar modificacións ao crear unha nova " "partida." #. [topic]: id=using_addons #: data/core/help.cfg:557 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Creator Resources'
" msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Recursos para autores'
" #. [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 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Recursos para autores'
" #. [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 "" "\n" "\n" "Os autores de contidos poden empregar paquetes de recursos dispoñíbeis no " "servidor de complementos para enriquecer os seus contidos con elementos " "existentes: imaxes, música e código. Normalmente estes recursos non están " "pensados para usarse directamente no xogo. Porén, outros complementos poden " "requirilos ou recomendar a súa instalación ao descargarse." #. [topic]: id=installing_addons #: data/core/help.cfg:574 msgid "Installing Add-ons" msgstr "Instalación de complementos" #. [topic]: id=installing_addons #: data/core/help.cfg:575 #, fuzzy #| 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 text='Filter' 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='Options' button in the top-right corner.\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. " #| "The text='Description' button provides you with additional " #| "details about the add-on, such as its full description, installation " #| "status, and available languages." 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 "" "Para descargar e actualizar complementos feitos por outros usuarios, preme o " "botón text='Complementos' do menú principal. Unha vez " "conectado ao servidor de complementos (text='add-ons.wesnoth.org') de maneira predeterminada, obterás unha lista de complementos " "dispoñíbeis no servidor.\n" "\n" "O estado de instalación de cada un deles mostrarase nunha columna. No caso " "dos complementos text='anovábeis' ou " "text='obsoletos' no servidor, a columna da " "text='Versión' indicará tanto a instalada como a última " "publicada.\n" "\n" "Para buscar complementos mediante termos de busca, escríbeos —non importa a " "orde— na caixa de text='Filtro', separados por espazos. Tamén " "podes organizar a lista de complementos premendo as cabeceiras das columnas. " "Tamén é posíbel mostrar unicamente os complementos pertencentes a categorías " "específicas: preme o botón de text='Opcións' da esquina " "superior dereita.\n" "\n" "Para instalar un complemento, selecciónao na lista e preme a icona de " "text='+', ou fai dobre clic no seu nome. O botón de " "text='Descrición' fornece detalles adicionais sobre o " "complemento, como a súa descrición completa, o estado de instalación, e os " "idiomas nos que está dispoñíbel." #. [topic]: id=removing_addons #: data/core/help.cfg:588 msgid "Removing Add-ons" msgstr "Eliminación de complementos" #. [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 "" "Para eliminar complementos, preme text='Eliminar complementos' " "no diálogo de conexión ao servidor de complementos. Poderás eliminar " "calquera dos complementos que teñas instalados.\n" "\n" "Esta funcionalidade non permite eliminar complementos para os que existe " "información de publicación (ficheiros text='.pbl') " "asociada, para así evitar a perda accidental de datos. Nestes casos, terás " "que eliminar de maneira manual os ficheiros de información ou os propios " "complementos desde fóra do xogo." #. [topic]: id=general_commands #: data/core/help.cfg:604 msgid "General Commands" msgstr "Ordes xerais" #. [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 "" "Estas ordes poden executarse ben mediante a liña de ordes, prefixándoas con " "«:» (tal e como se pode ver aquí) ou desde unha conversa prefixándoas con " "«/» (as conversas ábrense coa tecla M de maneira predeterminada).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:608 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Borrar as mensaxes da conversa.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:611 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "Activar o modo de depuración (non funciona nas partidas con varios " "xogadores). Consulta as dst='debug_commands' text='ordes do modo de " "depuración'. Este modo desactívase ao saír da partida ou coa orde «:" "nodebug».\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:615 msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle between human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" "\n" "Establecer se un bando o controla un xogador ou a intelixencia artificial. " "Esta orde ten que dala o xogador ou o cliente que controla dito bando. Se " "non se proporciona un segundo parámetro, a orde cambia a situación actual. " "Se o segundo parámetro é «on» (activado), a intelixencia artificial toma o " "control do bando. Se é «off» (desactivado), o xogador volve tomar o control. " "Se non se lle fornece ningún parámetro non fai nada.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:618 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "Mostrar o estado do controlador dun bando.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:621 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "Activar a visualización en tempo real dos fotogramas por segundo.\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" "Cambiar un dominio de rexistro a un nivel de rexistro distinto.\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 "" "\n" "Recarga a pantalla e calquera ficheiro de imaxe que cambiase.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:630 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Mostrar o menú de selección do tema visual.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Saír do escenario (sen preguntar).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Gardar a partida (sen preguntar).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:639 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Gardar a partida e saír do escenario (sen preguntar)." #. [topic]: id=mp_commands #: data/core/help.cfg:648 msgid "Multiplayer Commands" msgstr "Ordes para partidas con varios xogadores" #. [topic]: id=mp_commands #: data/core/help.cfg:651 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" "\n" "Vedar a un usuario nunha partida con varios xogadores polo seu enderezo IP e " "botalo da partida. Pode usarse con xogadores que non están na partida pero " "si no servidor (claro que evidentemente non os estarás botando da partida).\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:654 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" "\n" "Ceder o control dun bando (substitúe «side» polo número do bando) a un " "usuario (substitúe «username» polo alcume do xogador ou observador). Podes " "comprobar que bando pertence a cada xogador na xanela da " "text='Configuración do escenario' (preme o botón de " "text='Máis información' no text='Cadro da situación' —o atallo predeterminado é «Alt+S»— para chegar). O anfitrión pode " "cambiar o control de calquera dos bandos.\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 "" "\n" "Mostrar un diálogo para axudar ao anfitrión a cambiar os bandos que " "controlan os xogadores.\n" "\n" #. [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 "" "\n" "Activar ou desactivar o estado de inactividade dun bando. O anfitrión pode " "marcar un bando como inactivo tras unha desconexión de rede.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:663 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" "\n" "Botar a un xogador da partida, pero permitirlle volver unirse. Se só queres " "cambiar o control do seu bando ou bandos, utiliza mellor a orde «:control».\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:666 msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" "\n" "Enviar unha mensaxe privada a un usuario (substitúe polo nome do " "usuario). Non podes enviar mensaxes a xogadores que non controlan ningún dos " "bandos da partida.\n" "\n" #. [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" "Silenciar a un observador específico. Se non se proporciona o nome dun " "usuario, listaranse os nomes dos usuarios silenciados.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:672 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Activar ou desactivar o silencio para todos os observadores.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:675 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" "\n" "Levantarlle a veda a un usuario mediante o enderezo IP que empregou. Pode " "usarse con xogadores que non estean na partida pero si no servidor.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:678 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Deixar de silenciar a un observador específico. Se non se proporciona un " "nome de usuario específico, déixase de silenciar a todos." #. [topic]: id=debug_commands #: data/core/help.cfg:686 msgid "Debug Mode Commands" msgstr "Ordes do modo de depuración" #. [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 "" "\n" "Mostra un menú para elixir un escenario ao que avanzar directamente nunha " "campaña.\n" "\n" #. [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" "Crear unha unidade do tipo especificado () no hexágono " "seleccionado.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Activar a néboa da guerra ou o manto do descoñecido para o bando actual.\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" "Dálle a cantidade especificada de ouro () ao bando actual.\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 "" "\n" "Avanza inmediatamente ao seguinte escenario da campaña.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Define manualmente o valor () dunha variábel do estado da partida.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Mostra unha variábel do estado da partida.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Dispara manualmente o evento indicado.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:713 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Modifica a propiedade especificada () da unidade seleccionada. Por " "exemplo: «:unit hitpoints=100».\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:716 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "Fai que a unidade seleccionada suba de nivel N veces. Por exemplo: «:unit " "advances=2»." # Dunha “quenda” a outra dun mesmo xogador vai unha “rolda”. #. [heals]: id=healing #: data/core/macros/abilities.cfg:12 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 "" "Permite ás unidades sandar as unidades amigas adxacentes ao comezo da súa " "quenda.\n" "\n" "Unha unidade coidada por esta pode sandar ata catro puntos de vida por " "rolda, ou evitar que o veleno lle afecte durante esa rolda.\n" "Esta habilidade non pode curar a unha unidade envelenada, só atrasar os " "efectos do veleno." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 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 "" "Esta unidade combina remedios de herbas con maxia para sandar ás unidades " "máis rápido do normal no campo de batalla.\n" "\n" "Unha unidade coidada por esta pode sandar ata oito puntos de vida por rolda, " "ou evitar que o veleno lle afecte durante esa rolda.\n" "Esta habilidade non pode curar a unha unidade envelenada, só atrasar os " "efectos do veleno." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "cura" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr "cura" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Os curadores poden extraerlle o veleno ás unidades, aínda que esas unidades " "non sandarán vida algunha durante a rolda en que as curan." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "rexenérase" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr "rexenérase" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "A unidade sanda oito puntos de vida por rolda. Se está envelenada, eliminará " "o veleno en vez de sandar." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "firme" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 msgid "female^steadfast" msgstr "firme" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Cando se defende, as resistencias desta unidade duplícanse, ata un máximo do " "50%. Non afecta ás súas vulnerabilidades." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "líder" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 msgid "female^leadership" msgstr "líder" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 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 "" "Esta unidade pode liderar as túas unidades adxacentes facendo que loiten " "mellor.\n" "\n" "As unidades aliadas adxacentes de menor nivel inflixirán máis dano no " "combate. Cando unha unidade adxacente de menor nivel estea no mesmo bando " "que o líder que a manda ao combate, os seus ataques inflixirán un cuarto " "máis de dano por cada nivel máis que teña o líder." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "guerrilleiro" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 msgid "female^skirmisher" msgstr "guerrilleira" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Esta unidade ten a habilidade de moverse rápido entre os inimigos, e pode " "ignorar todas as súas zonas de control." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "ilumina" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 msgid "female^illuminates" msgstr "ilumina" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 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 "" "Esta unidade ilumina os arredores facendo que as unidades legais loiten " "mellor e as unidades caóticas peor.\n" "\n" "Calquera unidade adxacente a esta loitará coma se en vez de noite aínda " "estivese anoitecendo, e coma se fose de día cando estea anoitecendo de " "verdade." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "telepórtase" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 msgid "female^teleport" msgstr "telepórtase" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Esta unidade pode teleportarse entre dúas vilas baleiras calquera do seu " "bando usando un dos seus movementos." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "embosca" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 msgid "female^ambush" msgstr "embosca" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 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 "" "Esta unidade pode ocultarse no bosque e evitar que os inimigos a detecten.\n" "\n" "As unidades inimigas non poderán vela mentres estea no bosque, agás se teñen " "unidades adxacentes. A primeira unidade inimiga que descubra a esta non " "poderá moverse máis nesa quenda." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "asexante nocturno" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 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 "" "A unidade vólvese invisíbel pola noite.\n" "\n" "As unidades inimigas non poden ver a esta unidade pola noite, agás se teñen " "unidades adxacentes. A primeira unidade inimiga que descubra a esta non " "poderá moverse máis nesa quenda." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "ocúltase" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 msgid "female^concealment" msgstr "ocúltase" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 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 "" "Esta unidade pode agocharse nas vilas (a excepción das vilas somerxidas), e " "evitar aos seus inimigos, salvo os dos hexágonos adxacentes.\n" "\n" "As unidades inimigas non poden ver a esta unidade mentres estea nunha vila, " "agás se hai unidades xunta ela. A primeira unidade inimiga que descubra a " "esta non poderá moverse máis nesa quenda." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "mergúllase" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 msgid "female^submerge" msgstr "mergúllase" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 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 "" "Esta unidade pode mergullarse nas augas profundas, e evitar ser detectada " "polos inimigos.\n" "\n" "As unidades inimigas non poden ver a esta unidade cando estea en augas " "profundas, agás se teñen unidades canda ela. A primeira unidade inimiga que " "a descubra non poderá moverse máis nesa quenda." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "aliméntase" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 msgid "female^feeding" msgstr "aliméntase" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Esta unidade aumenta a súa vida máxima nun punto cando mata a unha unidade, " "coa excepción das unidades inmunes a pragas." #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "furioso" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:275 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 "" "Usado de forma ofensiva ou defensiva, este ataque prolonga o combate ata que " "morre un dos combatentes, ou ata que se realicen trinta rondas de ataques." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "puñalada polas costas" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 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 "" "Usado na ofensiva, este ataque inflixe o dobre de dano se hai un inimigo do " "obxectivo no seu lado oposto, e esa unidade non está incapacitada " "(petrificada ou paralizada doutro xeito)." #. [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 "peste" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 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 "" "Cando unha unidade morre polo ataque da peste, a unidade substitúese por " "unha unidade do bando da unidade que a atacou coa peste. Non funciona contra " "os non mortos ou as unidades en vilas." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 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 "" "Cando unha unidade morre polo ataque da peste, a unidade substitúese por un " "cadáver andante do bando da unidade que a atacou coa peste. Non funciona " "contra os non mortos ou as unidades en vilas." #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "ralentiza" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Este ataque ralentiza ao obxectivo durante unha rolda. Ralentizar reduce á " "metade o dano causado polos ataques e o custo de movemento da unidade " "ralentizada duplícase. Unha unidade ralentizada terá unha icona de caracol " "na súa barra de información lateral cando se seleccione." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 msgid "petrifies" msgstr "petrifica" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Este ataque converte ao obxectivo en pedra. As unidades convertidas en pedra " "non poden moverse nin atacar." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "puntería" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Cando se usa de forma ofensiva, este ataque sempre ten como mínimo un 60% de " "probabilidades de atinar." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "máxico" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:360 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Este ataque sempre atina sete de cada dez veces, sen importar as capacidades " "defensivas da unidade atacada." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "enxame" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" "O número de golpes deste ataque diminúe cando a unidade está ferida. O " "número de golpes é proporcional á vida que lle queda entre a total da " "unidade. Por exemplo: se unha unidade ten tres cuartos de vida, terá tres " "cuartos do número de golpes." #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "carga" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 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 "" "Cando se usa de forma ofensiva, este ataque inflixe o dobre de dano no " "obxectivo. Isto tamén fai que a unidade reciba o dobre de dano no " "contraataque do obxectivo." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "absorbe" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Esta unidade absorbe a vida de unidades vivas, sandando a metade do dano que " "inflixe (redondeado cara abaixo)." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 msgid "first strike" msgstr "primeiro golpe" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:405 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Esta unidade sempre golpea primeiro con este ataque, incluso cando está " "sendo atacada." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "velenoso" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 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 "" "Este ataque envelena aos obxectivos vivos. As unidades envelenadas perden " "oito puntos de vida por rolda ata que curan ou chegan a ter só un punto de " "vida. O veleno por si só non pode matar unha unidade." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "" "Puntos de vida máximos aumentados en 3, experiencia máxima aumentada un 20%." # 12:00 #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "Mediodía" # 00:00 #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "Medianoite" # 01:00 #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 msgid "Second Watch — First Hour" msgstr "Noite pecha (primeira hora)" # 02:00 #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 msgid "Second Watch — Second Hour" msgstr "Noite pecha (segunda hora)" # 03:00 #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 msgid "Second Watch — Third Hour" msgstr "Noitebra (primeira hora)" # 04:00 #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 msgid "Second Watch — Fourth Hour" msgstr "Noitebra (segunda hora)" # 05:00 #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 msgid "Second Watch — Fifth Hour" msgstr "Madrugada (primeira hora)" # 06:00 #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 msgid "Second Watch — Sixth Hour" msgstr "Madrugada (segunda hora)" # 08:00 #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "Mañanciña (primeira hora)" # 09:00 #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "Mañanciña (segunda hora)" # 10:00 #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "Mañá (primeira hora)" # 11:00 #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "Mañá (segunda hora)" # 13:00 #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "Tarde (primeira hora)" # 14:00 #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "Tarde (segunda hora)" # 15:00 #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "Tardiña (primeira hora)" # 16:00 #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "Tardiña (segunda hora)" # 17:00 #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "Serán (primeira hora)" # 18:00 #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "Serán (segunda hora)" # 20:00 #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "Noitiña (primeira hora)" # 21:00 #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "Noitiña (segunda hora)" # 22:00 #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "Noite (primeira hora)" # 23:00 #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "Noite (segunda hora)" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 msgid "First Dawn" msgstr "Primeira garda" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 msgid "Second Dawn" msgstr "Segunda garda" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 msgid "First Morning" msgstr "Primeira mañá" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 msgid "Second Morning" msgstr "Segunda mañá" # 12:00 #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 msgid "First Midday" msgstr "Primeiro mediodía" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 msgid "Second Midday" msgstr "Segundo mediodía" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 msgid "First Afternoon" msgstr "Primeira tarde" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 msgid "Second Afternoon" msgstr "Segunda tarde" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 msgid "First Dusk" msgstr "Lusco" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 msgid "Second Dusk" msgstr "Fusco" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "A curta escuridade" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "A longa escuridade (1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "A longa escuridade (2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:650 msgid "The Long Dark (3)" msgstr "A longa escuridade (3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "A longa escuridade (4)" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Notas especiais:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " os espíritos teñen unhas resistencias pouco habituais ao dano, e móvense " "moi lentamente sobre a auga aberta." #: 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 "" " o ataque arcano desta unidade inflixe un tremendo dano ás criaturas " "máxicas, e algún tamén ás criaturas mundanas." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " esta unidade ten unha habilidade básica para sandar." #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr " esta unidade pode sandar rápido." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" " esta unidade ten a capacidade de sandar a todos os que a rodean e curalos " "do veleno." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " esta unidade é capaz de neutralizar os efectos do veleno nas unidades que " "están arredor dela." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " esta unidade rexenérase, o que lle permite sandar coma se estivera nunha " "vila." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " a firmeza desta unidade reduce o dano dalgúns ataques, pero só ao " "defenderse." #: data/core/macros/special-notes.cfg:32 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 "" " o liderado desta unidade permítelle ás unidades adxacentes do mesmo bando " "inflixir máis dano no combate, aínda que isto só afecta ás unidades de nivel " "inferior ao seu." #: 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 "" " a habilidade para a guerrilla desta unidade permítelle ignorar as zonas de " "control dos inimigos podendo así moverse libremente arredor deles." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " a iluminación incrementa o nivel de luz en zonas adxacentes." #: 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 "" " esta unidade pode usar un dos seus movementos para teleportarse entre dúas " "vilas baleiras calquera controladas polo seu bando." #: 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 "" " nos bosques, a habilidade para emboscar desta unidade convértea en " "invisíbel para os inimigos a non ser que estea xusto ao lado deles ou se " "revele atacándoos." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " esta unidade é capaz de agocharse pola noite, sen deixar rastro da súa " "presencia." #: 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 "" " esta unidade pode agocharse nas vilas (a excepción das vilas somerxidas), e " "evitar ser detectada polos seus inimigos, agás polos que estean xunto a ela." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " esta unidade pode moverse na auga profunda sen ser vista, sen precisar aire " "da superficie." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " esta unidade aumenta a súa vida máxima nun punto cando mata a unha unidade " "viva." #: 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 "" " cando usa o seu ataque furioso, esta unidade continúa atacando ata que só " "un dos combatentes queda en pe." #: 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 "" " se hai un inimigo do obxectivo no seu lado oposto mentres o ataca, esta " "unidade pode apuñalar ao obxectivo polas costas, inflixíndolle así o dobre " "de dano." #: data/core/macros/special-notes.cfg:65 msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " os inimigos que perden a súa vida pola peste volverán coma non mortos, a " "non ser que morresen nunha vila." #: 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 "" " esta unidade pode ralentizar aos seus inimigos, reducindo á metade a súa " "velocidade de movemento e o dano que causan durante unha rolda." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " a habilidade de converter aos seres vivos en pedra fai que esta unidade " "resulte moi perigosa." #: 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 "" " a puntería de esta unidade dálle unha alta probabilidade de atinar aos " "inimigos elixidos, pero só ao atacar." #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " a unidade ten ataques máxicos, que sempre teñen unha alta probabilidade de " "acadar ao opoñente." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " os ataques en enxame desta unidade vólvense menos mortíferos cando os seus " "membros están feridos." #: 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 "" " usar un ataque de carga duplica o dano inflixido e recibido. Isto non " "afecta aos ataques defensivos en resposta a ataques inimigos." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " durante a batalla, esta unidade pode absorber a vida das súas vítimas para " "renovar a súa propia." #: 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 "" " a lonxitude da arma desta unidade permítelle golpear primeiro nos " "enfrontamentos corpo a corpo, incluso cando se está a defender." #: 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 "" " as vítimas do veleno desta unidade sufrirán dano continuamente ata que as " "curen nunha vila ou unha unidade que poda." #: 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 "" " Esta unidade ten unha limitación de defensa en certos tipos de terreo. Non " "pode obter unha defensa maior en terreos mesturados con ese tipo de terreo." #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "leal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "leal" # Aparece como “mensaxe contextual”. #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Sen mantemento." #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 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" "Durante as campañas, certas unidades poden optar por unirse ao exército do " "xogador pola súa propia vontade. Estas unidades son leais. Aínda que hai que " "pagar para reincorporalas, non requiren mantemento. Isto pode convertelas en " "unidades moi valiosas durante as campañas longas, cando o ouro escasea. Este " "trazo nunca se lle aplicará ás unidades recrutadas, así que pode que non " "sexa moi intelixente despedir a estas unidades ou envialas a unha morte " "segura." #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 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 "" "Case todas as unidades teñen un custo de mantemento ao final de cada quenda, " "que é igual ao seu nivel, pero as unidades leais non." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "non morto" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "non morta" #. [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 "Inmune á absorción, o veleno e a peste." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 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" "Xeralmente as unidades non mortas só teñen este trazo. Dado que as unidades " "non mortas son os corpos sen vida erguidos para loitar de novo, o veleno non " "ten efecto sobre elas. Isto pode facelas moi valiosas nos enfrontamentos con " "inimigos que empregan veleno nos seus ataques." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "As unidades non mortas son inmunes ao veleno, á absorción e á peste." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "mecánico" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "mecánica" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "Xeralmente as unidades mecánicas só teñen este trazo. Dado que estas " "unidades non están vivas realmente, a absorción, o veleno e maila peste non " "teñen efecto sobre elas." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "As unidades mecánicas son inmunes ao veleno, á absorción e á peste." #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 msgid "elemental" msgstr "elemental" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 msgid "female^elemental" msgstr "elemental" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "Xeralmente as unidades elementais só teñen este trazo. Dado que estas " "unidades son seres baseados en enerxía, a absorción, o veleno e maila peste " "non teñen efecto sobre elas." #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "As unidades elementais son inmunes ao veleno, á absorción e á peste." #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "forte" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "forte" #. [trait]: id=strong #: data/core/macros/traits.cfg:104 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" "Se ben é útil para calquera unidade que combata corpo a corpo, a forza " "resulta máis efectiva nas unidades cun gran número de ataques, coma os elfo " "loitadores. As unidades fortes poden resultar de moita utilidade cando só se " "precisa un pouco máis de dano para que un ataque normal se converta nun " "golpe mortal." #. [trait]: id=strong #: data/core/macros/traits.cfg:104 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "As unidades fortes inflixen 1 punto máis de dano en cada golpe " "atinado no combate corpo a corpo, e teñen un punto de vida adicional." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "destro" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "destra" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 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" "A destreza é un trazo propio dos elfos, famosos pola súa graza sobrenatural " "e o seu dominio do arco. Aínda así, algúns son bendicidos cun talento " "natural que supera ao dos seus irmáns. Estes elfos inflixen un punto " "adicional de dano con cada frecha." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "As unidades destras inflixen un punto máis de dano por cada golpe a " "distancia atinado." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "rápido" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "rápida" #. [trait]: id=quick #: data/core/macros/traits.cfg:142 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" "A rapidez é o trazo máis salientábel, sobre todo para as unidades de " "movemento lento coma os trolles ou a infantería pesada. As unidades rápidas " "a miúdo incrementan en boa medida a súa mobilidade en terreos accidentados, " "algo que deberías ter en conta á hora de despregar as forzas. Tamén cómpre " "ter en conta que as unidades rápidas non son tan resistentes coma o resto " "das unidades, e polo tanto son peores para manter posicións en disputa." #. [trait]: id=quick #: data/core/macros/traits.cfg:142 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "As unidades rápidas teñen un punto de movemento adicional, pero tamén " "un 5% menos de vida do normal." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "intelixente" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 msgid "female^intelligent" msgstr "intelixente" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 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" "As unidades intelixentes son moi útiles ao comezo das campañas, xa " "que poden avanzar de nivel máis rápido. A medida que avanza a campaña a " "intelixencia perde utilidade porque os avances adicionais non supoñen " "un cambio tan significativo como avanzar un nivel. Se tes moitas unidades no " "último nivel pode que prefiras reincorporar unidades con trazos máis útiles." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "As unidades intelixentes requiren un 20% menos de experiencia da normal para " "avanzar." #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "resistente" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "resistente" #. [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" "As unidades resistentes poden ser útiles en todas as etapas dunha campaña, e " "este é un trazo útil para todas as unidades. Xeralmente será máis útil en " "unidades que combinen poucos puntos de vida, boa capacidade defensiva, ou " "grandes resistencias. As unidades resistentes son especialmente útiles para " "defender posicións estratéxicas contra os inimigos." #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "As unidades resistentes teñen 4 puntos de vida máis, e 1 punto de " "vida a maiores por cada nivel." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "saudábel" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "saudábel" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "Sempre que non loita sanda coma se descansase." #. [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 "" "\n" "\n" "As unidades saudábeis teñen 1 punto máis de vida, e conseguen 1 punto " "máis por nivel. Ademais sandan 2 puntos de vida por rolda, independentemente " "de se loitaron ou non durante a rolda anterior." #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Famosos pola súa vitalidade, algúns ananos son máis rexos ca outros e poden " "descansar incluso durante as viaxes." #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "afouto" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "afouta" #. [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 "" "Loita de forma normal durante os momentos do día ou da noite desfavorábeis." #. [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 "" "A aversión á luz ou á escuridade non significa nada para estes afoutos." #. [trait]: id=feral #: data/core/macros/traits.cfg:255 msgid "feral" msgstr "feroz" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 msgid "female^feral" msgstr "feroz" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "Só recibe unha defensa do 50% nas vilas terrestres." #. [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 "" "As criaturas feroces de poucas luces teñen problemas para defenderse " "nas complexas moradas dos seres intelixentes. É por iso que estas unidades " "non reciben máis dun 50% de defensa nas vilas terrestres, independentemente " "do terreo sobre o que estean." #. [trait]: id=weak #: data/core/macros/traits.cfg:274 msgid "weak" msgstr "débil" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "débil" #. [trait]: id=weak #: data/core/macros/traits.cfg:276 msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "As unidades débiles teñen 1 punto menos de vida e quitan 1 punto de " "vida menos nos ataques corpo a corpo." #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "lento" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "lenta" #. [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 "" "\n" "\n" "Robustos e torpes, os exemplares lentos de trasno e outras especies sofren " "unha penalización de movemento, que se ve compensada por un lixeiro aumento " "da súa resistencia." #. [trait]: id=slow #: data/core/macros/traits.cfg:295 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "As unidades lentas teñen 1 punto menos de movemento pero posúen un 5% " "máis de vida." #. [trait]: id=dim #: data/core/macros/traits.cfg:313 msgid "dim" msgstr "parvo" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 msgid "female^dim" msgstr "parva" #. [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 "" "\n" "\n" "Ser parvo é algo moi común entre os trasnos en outras especies inferiores. " "Existen razóns polas que estas especies se consideran inferiores, e esta é " "unha delas." #. [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 "" "As unidades parvas necesitan un 20% máis de experiencia para avanzar." #. [trait]: id=aged #: data/core/macros/traits.cfg:329 msgid "aged" msgstr "ancián" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 msgid "female^aged" msgstr "anciá" #. [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 "" "As unidades vellas teñen 8 puntos menos de vida, quitan 1 punto de " "vida menos nos ataques corpo a corpo e teñen 1 punto de movemento menos por " "rolda." #: data/core/units.cfg:11 #, fuzzy #| 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." 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 "" "A pesar de que os orcos confían na forza bruta, poucos dos seus fillos " "acaban tendo ningunha. A pesar da súa aparencia, os trasnos nacen irmáns dos " "orcos e forman parte da mesma especie. Mentres que outras especies adoitan " "dar a luz a un ou dous fillos, os orcos teñen camadas, o que dispara a súa " "poboación. En cada camada, raramente máis de un ou dous crías medran ata " "conseguir a forza dun «verdadeiro orco», outros poucos son lixeiramente máis " "febles e pequenos, e o resto, a miúdo a metade da camada, son moito máis " "febles e serán trasnos. Xa desde que nacen entra en xogo o sistema de clases " "da sociedade dos orcos, e os irmáns máis forte poñen aos máis febles no seu " "lugar. Os máis fortes acapararán a meirande parte da comida, facéndose aínda " "máis fortes, acentuando así as diferenzas entre eles e os seus irmáns máis " "febles." #. [race]: id=bats #: data/core/units.cfg:46 msgid "race^Bat" msgstr "Morcego" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "Morcego" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "Morcegos" #. [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 "" "Hai morcegos de moitas formas e tamaños distintos, pero case todos eles son " "inofensivos, pois aliméntanse unicamente de insectos e outros animais de " "pequeno tamaño. Os exemplares máis grandes e violentos supoñen unha ameaza " "para os humanos e outras especies, así como para o seu gando, especialmente " "cando van en grupos. Animais nocturnos por definición, a miúdo os cazan (e " "mesmo domestican) aqueles que comparten ese amor pola escuridade." #. [race]: id=drake #: data/core/units.cfg:58 msgid "race^Drake" msgstr "Draconián" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "Draconiá" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "Draconiáns" #. [race]: id=drake #: data/core/units.cfg:61 #, fuzzy #| 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. The only " #| "technology drakes value is armor- and weapon-smithing, and neither know " #| "or need other science and culture besides this. However, 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." 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 "" "Os draconiáns son criaturas grandes, aladas e con alento de lume que gardan " "gran parecido cos dragóns. O draconián adulto medio mide tres metros e pesa " "máis que un humano e un cabalo xuntos. A súa pel está formada por escamas " "duras, resistentes á gran maioría dos ataques físicos, exceptuando os de " "perforación e de frío. A meirande parte dos draconiáns son capaces de voar " "de verdade e poden viaxar grandes distancias en pouco tempo. Porén, o seu " "peso e tamaño limitan en certo modo a súa capacidade de voo, facéndoos " "torpes no aire. Sempre que poden aproveitan as peculiaridades do terreo, " "coma os outeiros, as montañas e mailas árbores, utilizándoas coma trampolíns " "para obter unha forza e velocidade maiores. Por sorte para os seus inimigos, " "son a pesar de todo criaturas torpes e sorprendentemente lentas ao combater, " "o que combinado co seu gran tamaño os converte en brancos fáciles para quen " "ousa atacalos.\n" "\n" "Os draconiáns son criaturas máxicas por natureza, cun misterioso lume " "interior que lles dá a vida. Esta realidade pode comprobarse facilmente " "cando morren en combate. O seu lume interno libérase, reducindo o seu corpo " "a cinzas. O seu lume interno é tamén a súa maior debilidade. Fainos " "extremadamente vulnerábeis aos ataques con frío. A pesar da súa natureza " "máxica, os draconiáns son incapaces de canalizar a maxia dun xeito " "controlado. Aínda que a súa maxia interior lles permite cuspir lume e lles " "dá a vida, non son capaces de controlala a vontade.\n" "\n" "Sociedade\n" "Os draconiáns son unha especie relativamente guerreira e as súas sociedades " "poden describirse como «sociedades marciais con cultura». O núcleo de cada " "tribo confórmao un pequeno grupo de guerreiros veteranos encabezado por un " "dst='dominant' text='líder' respectado —ou simplemente temido— " "que dirixe a sociedade con férrea disciplina. Agárdase de cada draconián que " "gañe o seu lugar na estrita xerarquía, obedeza aos seus superiores e dirixa " "aos seus inferiores. A entrada na elite dirixente só é posíbel desafiando e " "derrotando a un superior en combate cara a cara, que é a forma na que se " "define a xerarquía na propia elite. O uso de calquera tipo de engano cara " "calquera compañeiro está considerado sen excepcións un acto de covardía " "inaceptábel.\n" "\n" "Aínda que a súa natureza guerreira e o seu sentido do territorio os leva a " "defender as súas terras de forma salvaxe, os draconiáns rara vez invaden ou " "entran sequera nas terras xa ocupadas por outras das especies intelixentes. " "En troques, asentan en zonas deshabitadas que pasan a considerar territorio " "seu. Aliméntanse principalmente de veados que cazan nas terras baixas que " "rodean os seus fogares, pero sábese que as crías e os draconiáns de casta " "inferior tamén se alimentan de certos musgos e fungos que cultivan na " "profundidade das súas cavernas. A única tecnoloxía que os draconiáns valoran " "é a ferrería de armaduras e armas, e non coñecen nin precisan outra ciencia " "ou cultura. Aínda así, os poucos instrumentos que fan non teñen rival en " "calidade e só son equiparábeis aos producidos nas mellores forxas dos " "ananos.\n" "\n" "Os draconiáns nacen de ovos, e cando morren de forma natural adoitan facelo " "entre os vinte e os trinta anos. A súa forma preferida para deixáreste mundo " "é a morte na batalla. A diferencia dos membros máis vellos doutras especies, " "os draconiáns fanse por natureza máis agresivos e temerarios cara a fin das " "súas vidas naturais, tal vez para axudar a asegurar o seu lugar nas heroicas " "lendas das súas xentes.\n" "\n" "Xeografía\n" "Os draconiáns proveñen dun arquipélago de illas volcánicas, " "dst='morogor' text='Mórogor', situado no dst='great_ocean' " "text='Gran Océano'. Por mor do crecemento da poboación e mailo " "afundimento dalgunhas das illas, as colonias de draconiáns estendéronse cara " "o dst='great_continent' text='Gran Continente'. Os draconiáns " "adoitan construír os seus fogares en cavernas nas montañas preto de volcáns " "para protexer os seus ovos, crías e forxas. Aínda que prefiren de forma " "natural a calor, o seu lume interno é máis que capaz de mantelos incluso en " "climas relativamente fríos, algo que lles permitiu poboar mesmo algunhas das " "montañas do afastado norte do Gran Continente." #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "race^Dwarf" msgstr "Anano" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "Anana" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "Ananos" #. [race]: id=dwarf #: data/core/units.cfg:97 #, fuzzy #| 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." 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 "" "Os ananos son famosos polos seus mineiros, ferreiros, comerciantes e " "guerreiros. Considerados a terceira especie máis vella do Gran Continente " "despois dos elfos e dos trolles, o principio da súa historia está rodeado de " "misterio. As lendas falan dun tempo esquecido hai moito no que as súas " "xentes comezaron a emerxer de debaixo da terra a través de covas. Non se " "sabe nada sobre a súa vida antes da súa chegada, ou das súas razóns para " "saír á superficie, pero desde aquela pasaron a ser unha parte fundamental da " "historia do continente. Pouco despois da súa emersión desde o mundo " "subterráneo, os ananos tiveron problemas cos habitantes orixinais da " "superficie, os elfos. A orixe da súa disputa perdeuse na historia, pero as " "dúas razas loitaron en tres grandes guerras desde aquela, interrompidas por " "unhas poucas décadas de paz. Durante estas guerras os ananos non deron " "expulsado aos elfos dos profundos bosques do sur, pero si consolidaron as " "súas posicións nos outeiros e montañas do norte do continente, coñecidas " "hoxe en día como as Terras Nórdicas. Desde entón construíron fantásticas " "fortificacións e asentamentos na profundidade das montañas e penedos do seu " "territorio.\n" "\n" "Posibelmente debido ao seu illamento, os ananos adoitan ser desconfiados ou " "mesmo hostís cara a maioría das outras especies, sobre todo cara os elfos, " "sendo os humanos a única excepción. Isto remóntase aos tempos de Haldric I e " "a chegada dos humanos e dos orcos ao continente. Nesa época os ananos " "comezaron a permitirlle a algúns humanos, na súa maioría disidentes e " "proscritos do Reino do Noroeste, asentarse en certas zonas das Terras " "Nórdicas. Os motivos eran obvios, a situación destes individuos lembráballe " "aos ananos a persecución dos seus primeiros anos, creando un sentimento de " "solidariedade. Ademais os ananos tiñan moito que gañar creando lazos con " "estes parias. Estableceríanse en zonas nas que os ananos non gustaban de " "vivir: chairas, bosques e brañas. Así os ananos liberaríanse da defensa " "destas zonas.\n" "\n" "Os ananos son de pequena estatura en comparación cos humanos, pero non son " "fráxiles en absoluto. Os seus guerreiros, resistentes e fortes, son temidos " "e respectados en todo o continente pola súa capacidade para a batalla. " "Ademais, os ananos son coñecidos polos seus intelectos calculadores e " "magnífica destreza. Os ferreiros ananos son famosos polas súas mortais armas " "e armaduras pesadas. Estes logros non teñen rivais en calidade, e " "posibelmente só son igualados polos producidos polos armeiros dos " "draconiáns. A súa intelixencia e curiosidade naturais tamén os converteu na " "especie do continente máis avanzada tecnicamente. Un dos seus descubrimentos " "máis famosos e temidos foi un misterioso po que produce unha gran explosión " "cando se expón ao lume ou ás faíscas. Certos guerreiros ananos usan este po " "para lanzar pequenos obxectos a velocidades incríbeis. Dadas as súas " "inclinacións tecnolóxicas, moitos ananos tenden a desconfiar dos que " "empregan a maxia. Porén, algúns practican unha forma de maxia baseada no " "gravado de runas. Os chamados mestres das runas usan estas inscricións para " "encantar obxectos para aumentar certos aspectos das súas naturezas." #. [race]: id=elf #: data/core/units.cfg:114 msgid "race^Elf" msgstr "Elfo" #. [race]: id=elf #: data/core/units.cfg:115 msgid "race+female^Elf" msgstr "Elfa" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "Elfos" #. [race]: id=elf #: data/core/units.cfg:118 #, fuzzy #| 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." 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 "" "Comparados cos humanos, os elfos son algo máis altos e áxiles, pero non tan " "rexos. Teñen orellas aguzadas, pel clara e adoitan ser louros. Pero a súa " "diferencia máis salientábel é a vida anormalmente longa dos elfos —a " "maioría, a non ser por enfermidade, accidente ou a guerra, vive dous séculos " "e medio—. Aínda que se sabe dalgúns elfos cunha gran aptitude para a maxia " "que viviron ata un século máis, a maior parte dos elfos comeza a debilitarse " "fisicamente entre os douscentos cincuenta e os trescentos anos, e falecen " "pouco despois (entre un e dous anos).\n" "\n" "Os elfos están imbuídos cun certo grao de maxia natural. Aínda que a maioría " "non son capaces de canalizala directamente, a súa presenza é a razón dos " "seus agudos sentidos e maila súa longa vida. Moitos elfos teñen talentos " "relacionados coa maxia, coma a puntería e a ocultación, o que lles permiten " "facer cousas que calquera outro ser consideraría incríbeis. Os elfos que " "aprenden a controlar ese poder poden chegar a ser realmente formidábeis no " "seu uso. Moitos son os que elixen usar o seu don para sandar a outros.\n" "\n" "Os poucos elfos que se aventuran nos camiños da maxia e o misticismo " "vólvense sensíbeis ao ferro frío, que ata pode queimalos. E de acordo coas " "lendas dos elfos, no pasado eran moitos máis os que elixían este camiño.\n" "\n" "Os elfos pasan gran parte do seu tempo mellorando os seus talentos e " "habilidades. Os que non son hábiles coa maxia normalmente adícanse a " "mellorar as súas habilidades físicas. Así, os elfos son excelentes no uso do " "arco, que é quizais a súa táctica de guerra máis importante. A maioría das " "tropas dos elfos portan un arco e ningunha outra especie pode competir cos " "seus arqueiros en velocidade e puntería. Todos os elfos comparten tamén unha " "inexplicábel afección pola natureza salvaxe, e adoitan sentirse incómodos " "nos espazos abertos sen vexetación. Viven principalmente nos bosques do Gran " "Continente: o Bosque do Edén no sueste, Güesmer no noroeste e os bastos " "bosques nórdicos, co Bosque de Lintanir no seu límite sur.\n" "\n" "Os elfos son a especie máis antiga do continente, pode que a excepción dos " "trolles. Moitos dos seus asentamentos non poden datarse de forma fiábel, e " "sen dúbida existiron durante máis dun milenio." #. [race]: id=falcon #: data/core/units.cfg:135 msgid "race^Falcon" msgstr "Falcón macho" #. [race]: id=falcon #: data/core/units.cfg:136 msgid "race+female^Falcon" msgstr "Falcón femia" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcons" msgstr "Falcóns" #. [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 "" "Os falcóns son aves de présa, famosas pola súa excepcional velocidade e " "axilidade. Máis lixeiros e con garras menos fortes que as doutras aves " "rapaces, os falcóns aproveitan o seu pico para matar ás súas vítimas. A súa " "vista e seren domesticábeis convérteos nunha ave común e popular, usada " "tanto por nobres por deporte como polos nómades e tribos que lles sacan " "partido para cazar. Os falcóns teñen ás veces tamén o seu rol no campo de " "batalla; adestrados para distinguir amigos de inimigos, resultan útiles como " "asistencia na embestida." #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "Trasno" # Haberá trasno macho e femia. Pero o termo “trasno” mantense. #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Trasno" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Trasnos" #. [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 "" "\n" "\n" "Febles e esmirrados, non adoitan acadar máis altura que a dun humano novo.\n" "\n" "Afeitos a unha vida case de escravitude á sombra dos seus irmáns maiores, " "son enviados na primeira liña de batalla, sen apenas esperanza de vida. Pero " "a pesar do seu tráxico destino prosperan, en gran parte grazas ao seu gran " "número, e tamén porque os seus irmáns os orcos son conscientes de canto os " "necesitan. Realizan case todas as tarefas que necesitan os orcos, " "exceptuando unicamente aquelas que requiren da forza bruta dos orcos de " "verdade, aquelas que lles gusta facer para demostrar a súa destreza." #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "Grifón" # Grifón (femia) #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Grifón" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Grifóns" #. [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 "" "Os grifóns son animais grandes e fortes que comparten trazos de predadores " "terrestres e aéreos. Aínda que ás veces son domados e usados como montura " "polos máis ousados, os grifóns son moi territoriais e agresivos, " "especialmente cando se trata dos seus niños.\n" "\n" "Aínda que durante os últimos séculos xurdiron varias teorías sobre como os " "grifóns poden voar a pesar do seu enorme peso, non existe ningún acordo " "xeral; a explicación desta cuestión segue a ser un misterio tan grande como " "a propia orixe da especie." #. [race]: id=human #: data/core/units.cfg:189 msgid "race^Human" msgstr "Humano" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "Humana" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "Humanos" # Os recrutados son “homes”. As mulleres non aparecen entre as unidades propiamente militares do exército, aparecendo só entre as unidades con maxia e os marxinados. #. [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 "" "A especie humana é extremadamente diversa. Aínda que orixinalmente viñeron " "do Vello Continente, os humanos espalláronse por todo o mundo e dividíronse " "en moitas culturas e razas diferentes. Aínda que non están imbuídos pola " "maxia coma outras criaturas, os humanos poden aprender a usala e son capaces " "de aprender máis tipos de maxia que a maior parte das outras especies. Non " "teñen máis habilidades especiais ou aptitudes aparte da súa versatilidade e " "o seu vigor. Aínda que a miúdo teñen problemas con todas as especies, ás " "veces poden formar alianzas coas menos agresivas, coma os elfos e os ananos. " "Os menos escrupulosos deles non teñen medo en contratar mercenarios orcos. " "Non teñen inimigos naturais, aínda que a maioría deles, coma case toda as " "criaturas, sente unha repulsión instintiva polos non mortos. Os humanos son " "máis baixos que os elfos, pero máis altos que os ananos. A súa cor de pel " "pode variar, desde case branca a marrón escura.\n" "\n" "Súbditos da Coroa\n" "Existen moitos grupos diferentes de humanos, pero a maioría dos do Gran " "Continente viven baixo o dominio da Coroa do Noroeste. Os humanos chegaron " "por vez primeira ao Gran Continente desde unhas terras do afastado oeste, " "coñecidas como a Illa Verde, e non tardaron en establecer a súa capital " "nunha cidade no interior do continente que bautizaron co nome de Güedin. Nos " "séculos posteriores construíron un gran número de cidades polo continente " "adiante. Os soldados da Coroa do Noroeste protexen o país, constituíndo a " "forza militar máis organizada do mundo coñecido. Os seus guerreiros proveñen " "das principais provincias, nas que todos os homes son recrutados de novos.\n" "\n" "Os clans\n" "As provincias orientais do Reino do Noroeste, coñecidas coma as Terras dos " "Clans, teñen unha xeografía formada por máis chairas abertas e outeiros " "ondulados que nas provincias occidentais, máis civilizadas. Nelas habitan os " "Clans dos Cabalos, aliados coa Coroa do Noroeste pero que actúan " "independentemente e manteñen a súa propia identidade. Algúns considéranos un " "estado tributario, que envía comida e soldados á coroa a cambio de " "protección. Outros din que están na mesma situación que a metade occidental " "do Reino do Noroeste. En calquera caso, as provincias orientais non recrutan " "o seu exército do modo en que se fai na parte occidental do Reino do " "Noroeste. O adestramento para a loita é parte do modo de vida dos clans. Os " "pais apréndenlles aos nenos a montar cabalos, loitar e disparar co arco " "desde que son pequenos. En xeral, os guerreiros dos clans están menos " "organizados que os loitadores civilizados, e as fortalezas e debilidades " "destes grupos compleméntanse." #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:208 data/core/units.cfg:233 msgid "race^Dunefolk Human" msgstr "Humano das dunas" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:209 data/core/units.cfg:234 msgid "race+female^Dunefolk Human" msgstr "Humana das dunas" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:210 data/core/units.cfg:235 msgid "race+plural^Dunefolk" msgstr "Moradores das dunas" #. [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 "" "Os humanos moradores das areas son una rama dunha civilización nómade " "esquecida que reclaman os vales dos ríos e os oasis das areas. Non se sabe " "como acabaron habitando esta esquina afastada do Gran Continente; as súas " "lendas falan de moitas longas travesías desde terras remotas, pero o certo é " "que a súa verdadeira orixe é aínda tema de discusión entre os máis sabios " "dos seus académicos.\n" "\n" "Independentemente da orixe, os moradores das dunas floreceron. As súas " "cidades érguense orgullosas nas rexións fértiles máis amplas. Hábiles " "artesáns e ferreiros e comerciantes profesionais conforman a espiña dorsal " "da súa economía urbana. Cada unha destas cidades goza ademais dun grao de " "independencia menos común nas nacións centralizadas do norte, habendo " "incluso casos de cidades que teñen exército de seu. Porén, en tempos de " "necesidade, todas e cada unha se unen baixo unha autoridade superior " "designada para protexer o interese global da nación.\n" "\n" "Aqueles que non se estabeleceron nestes centros urbanos continúan o modo de " "vida dos seus antepasados remotos, vagando polas dunas e conducindo o gando " "entre fontes de auga. A súa actividade concéntrase nas horas do amencer e do " "atardecer, cando a temperatura do deserto non é demasiado elevada nin " "demasiado baixa. A súa habilidade para moverse entre as dunas é excelente " "mesmo para os estándares dos moradores das dunas. Aínda que ás veces son " "vistos como inferiores polos seus compatriotas urbanos, durante as guerras a " "súa mobilidade e lixeireza resulta imprescindíbel, como o é á hora de " "escoltar carromatos de comercio en tempos de paz.\n" "\n" "O interese dos moradores das dunas no comercio e a exploración permitiulles " "ás súas cidades acumular grandes fortunas, algo que lles gañou tanto " "admiración como envexa por parte doutras especies e razas. Grazas aos " "intereses comúns, desenvolveron relacións de cordialidade coas tribos " "veciñas de nagas, pero especies máis reservadas como os ananos ou os elfos " "sempre consideraron aos moradores das dunas demasiado intrusivos nas súas " "expedicións, especialmente cando se achegan aos límites fronteirizos. De " "cando en vez o seus carromatos caen vítimas de emboscadas de trolles nas " "montañas, alimentando as historias sobre grandes tesouros ocultos en covas.\n" "\n" "Vivir en ambientes hostís durante séculos fixo aos moradores das dunas " "desenvolver métodos racionais de investigación, grazas aos cales continúan a " "mellorar a súa compresión do mundo. O seu estudo de medicina baseada en " "herbas contribúe á saúde e benestar dos seus guerreiros e soldados. Os seus " "coñecementos de alquimia permítelles domar o lume e usalo como arma letal no " "campo de batalla. Ao mesmo tempo, a súa forma analítica de pensar " "distanciounos das artes máxicas; para a mente racional, a maxia é " "incontrolábel, imposíbel de predicir, e polo tanto non se pode confiar nela. " "É por iso que os moradores das dunas son especialmente remisos ás " "perversións da nigromancia e as artes escuras, incluso máis que outras " "especies e razas.\n" "\n" "A natureza inquisitiva e exploradora dos moradores das dunas non prexudica a " "súa fortaleza militar. Non só contan con tropas lixeiras, catafractos e " "infantería pesada, senón que os seus avances tecnolóxicos lles confiren " "certa vantaxe sobre os seus opoñentes. Porén, ao enfrontarse aos moradores " "das dunas en combate, o máis temido son as feroces e estrañas bestas que os " "acompañan. Desde o maxestoso roc ao perigoso güivern, a súa sinerxía con " "estas criaturas confírelles unha gran versatilidade en combate. A orixe " "desta tradición é probábel que estea na herdanza do pasado distante dos " "moradores das areas, nas exóticas e remotas terras de Irïdia." #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:236 msgid "This race does not have a description yet." msgstr "Aínda non hai ningunha descrición para esta especie ou raza." #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race^Saurian" msgstr "Saurio" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race+female^Saurian" msgstr "Sauria" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "race^Saurians" msgstr "Saurios" #. [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 "Máquina" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "race+plural^Mechanical" msgstr "Máquinas" #. [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 "" "O termo «máquina» emprégase para facer referencia a aqueles artefactos " "animados non por vida natural ou nigromancia, senón grazas ao traballo dun " "ser intelixente. A meirande parte das máquinas nin se moven nin pensan por " "si mesmas, se ben existen excepcións debidas a encantamentos máxicos." #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Merman" msgstr "Sirénido" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Mermaid" msgstr "Sirénida" #. [race]: id=merman #: data/core/units.cfg:289 msgid "race^Merfolk" msgstr "Sirénidos" #. [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 "" "Os sirénidos son unha enigmática especie que a simple vista podería " "describirse coma un punto medio entre humano e peixe, e que conta con " "atributos de ambos os dous mundos. As súas fortes colas permítenlles " "desprazarse a unha gran velocidade nos ambientes acuáticos, mentres que as " "súas destras mans e maila súa intelixencia lles permiten desenvolver " "complexas ferramentas e trebellos. De natureza anfibia, os sirénidos poden " "respirar tanto na auga coma na superficie sen dificultade. Pero aínda que " "sexan capaces de sobrevivir en terra firme son máis rápidos e áxiles na auga " "e rara vez son vistos lonxe do océano. Adoitan ser cautelosos ao aventurarse " "en terra, pois na superficie vólvense torpes e cústalles moito atravesar " "bosques ou terreos agrestes." #. [race]: id=monster #: data/core/units.cfg:299 msgid "race^Monster" msgstr "Monstro" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race+female^Monster" msgstr "Monstro" #. [race]: id=monster #: data/core/units.cfg:301 msgid "race^Monsters" msgstr "Monstros" #. [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 "" "O termo «monstro» emprégase para facer referencia a moitas bestas espantosas " "que habitan en covas, selvas, as profundidades oceánicas ou outros ambientes " "de todo o mundo. Tamén están moi presentes nas lendas e mailos pesadelos dos " "seus veciños." #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Naga" msgstr "Naga macho" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagini" msgstr "Naga femia" #. [race]: id=naga #: data/core/units.cfg:311 msgid "race^Nagas" msgstr "Nagas" #. [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 "" "Os nagas son unha das especies máis incomprendidas do Gran Continente, en " "parte por mor da súa natureza xenófoba, en parte polo estraño ambiente no " "que viven. A naga é unha das poucas especies que pode moverse sen problemas " "nos medios acuáticos, o que lles dá acceso a todo un mundo prohibido para as " "criaturas terrestres, criaturas que os nagas rexeitan, e ao marxe das cales " "poden vivir grazas precisamente á súa mobilidade na auga. Porén, os nagas " "non son verdadeiras criaturas mariñas, e a súa incapacidade para respirar " "baixo a auga mantenos lonxe das profundidades. Vivir nas zonas costeiras " "dálles unha ruta de escape por terra cando se ven atacados polos habitantes " "das profundidades, ao tempo que os mantén á marxe das criaturas terrestres e " "aéreas. Aínda que de corpo feble, os nagas son máis veloces e áxiles que os " "seus contrincantes. Ás veces teñen disputas territoriais cos sirénidos, pero " "xeralmente prefiren as brañas e mailos ríos que o mar aberto." #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race^Ogre" msgstr "Ogro" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race+female^Ogre" msgstr "Ogro" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "race^Ogres" msgstr "Ogros" #. [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 "" "A dos ogros é unha especie salvaxe e primitiva que habita principalmente as " "terras salvaxes do Gran Continente. Fisicamente teñen parecido cos humanos e " "mailos orcos, pero son máis grandes e fortes. Ata os ogros máis novos " "supoñen un difícil rival para calquera humano. Case ningún núcleo de " "poboación sente cariño polos ogros, e ou os evitan ou os botan pola forza, " "quedando os ogros xeralmente relegados ás zonas montañosas afastadas da " "civilización, onde conseguen alimento atracando viaxeiros e caravanas. Se " "ben non son especialmente intelixentes ou rápidos, a súa forza e " "agresividade convérteos en útiles soldados nos exércitos doutras especies, " "moi valorados por comandantes desapiadados aos que non lles importa a súa " "brutalidade. Pouco se sabe deles a nivel biolóxico ou social —se é que teñen " "diso—, pero disque ás veces atacan xunto con lobos e outras bestas, ora non " "se sabe se é cuestión de cooperación, domesticación ou un simple oportunismo " "mutuo." #. [race]: id=orc #: data/core/units.cfg:331 msgid "race^Orc" msgstr "Orco" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race+female^Orc" msgstr "Orco" #. [race]: id=orc #: data/core/units.cfg:333 msgid "race^Orcs" msgstr "Orcos" #. [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 "" "En aparencia, os orcos aseméllanse aos humanos pero teñen trazos máis " "propios de bestas. Son máis altos, rexos e fortes que os humanos. Son " "guerreiros, salvaxes e crueis por natureza. O seu sangue é máis escuro e " "denso que o dos humanos e teñen pouca preocupación pola hixiene persoal ou a " "súa aparencia física. Aínda que os orcos son violentos incluso entre eles, " "teñen tendencia a ir en grupo. Un orco nunca viaxa só ou vive en grupos de " "menos de media ducia.\n" "\n" "Sociedade\n" "Case todos os orcos forman parte dunha tribo ou clan. As relacións entre " "tribos veciñas son normalmente violentas, agás cando un inimigo mutuo ameaza " "a súa existencia ou a perspectiva dun gran saqueo elimina a animadversión " "mutua. De cando en vez pode emerxer un único xefe forte dabondo para liderar " "varias tribos, normalmente mediante a intimidación dos seus seguidores. En " "tempos de paz, as tribos de orcos adoitan centrarse case exclusivamente en " "prepararse para o seguinte conflito armado. Sábese que os orcos teñen un " "sistema de escrita basto —normalmente con sangue—, aínda que o usan " "comunmente os líderes das tribos para intercambiar insultos ou ameazas entre " "eles.\n" "\n" "As sociedades dos orcos baséanse en pouco máis que a forza. A forza dá o " "dereito, e un líder só se mantén no poder e sobrevive mentres ninguén " "consiga arrebatarlle o título. Entre os potenciais xefes da tribo hai unha " "constante loita polo poder. Un líder orco raramente vive máis dun puñado de " "anos para gozar da súa autoridade absoluta antes de ser asasinado pola súa " "posición —aínda que se coñece na historia dalgunhas notábeis excepcións—. " "Os orcos non manteñen ningún código de honor, e se ben a forza bruta " "indiscutíbel adoita ser o método para demostrar o poder, o asasinato, o " "envelenamento ou unha puñalada polas costas son medios completamente viábeis " "para conseguir os obxectivos persoais.\n" "\n" "Os orcos viven na súa maioría en zonas rurais, a miúdo ao pé dos outeiros ou " "en rexións montañosas, ás veces en covas. Non cultivan nin teñen gando, pero " "son uns cazadores competentes grazas á súa estatura física e a súa " "brutalidade. Debido ao seu gran número son capaces de cazar nunha zona " "practicamente sen nada maior que un roedor nun período de tempo " "relativamente curto. Por isto e pola inestabilidade do seu liderado, as " "tribos de orcos tenden a levar un estilo de vida seminómade, non " "establecéndose nunha mesma rexión moito tempo. As tribos máis numerosas " "poden establecerse firmemente nunha zona durante anos ou mesmo décadas e " "construír grandes campamentos que mesmo semellan cidades, pero incluso estes " "se desmontan e abandonan facilmente se hai necesidade de cambiar de terras.\n" "\n" "Os orcos máis vellos coñecidos tiñan entre cincuenta e sesenta anos de vida, " "pero poucos individuos chegan a vivir para ver máis de dúas ou tres décadas " "antes de chegar á súa fin na guerra ou a mans dun dos seus. Os orcos máis " "vellos son a miúdo xamáns, que son quizais os únicos aos que a maioría dos " "seus ve coma seres de confianza e neutrais. As orixes deste costume son " "descoñecidas, xa que os xamáns non contribúen moito directamente ás " "sociedades dos orcos senón que actúan unicamente coma conselleiros —algo que " "os orcos tampouco adoitan tolerar—. Os xamáns son en moitos sentidos o " "oposto da maioría dos outros orcos: a miúdo son fisicamente pálidos e " "débiles en comparación e carecen de habilidades para a guerra.\n" "\n" #. [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 "" "\n" "\n" "Os orcos que non foron os máis fortes da súa camada adoitan especializarse " "noutras habilidades, como o tiro con arco ou o asasinato." #. [race]: id=troll #: data/core/units.cfg:354 msgid "race^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race+female^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:356 msgid "race^Trolls" msgstr "Trolles" #. [race]: id=troll #: data/core/units.cfg:357 #, fuzzy #| 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 orcs " #| "to persuade 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." 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 "" "Os trolles son criaturas antigas, unha das especies máis antigas que se sabe " "habita no Gran Continente. Son grandes, lentos, pouco intelixentes, e teñen " "vidas extremadamente longas dentro das covas profundas ou na cima das altas " "montañas. A súa vitalidade interna caracteriza aos trolles e mantenos e " "sándaos desde dentro. Como resultado as súas vidas distínguense " "completamente das das outras criaturas coñecidas. Os trolles teñen poucas " "necesidades reais: precisan pouca comida e auga, e polo tanto teñen poucos " "incentivos para perseguir aparte de protección contra os que lles son " "hostís. Isto significa que raramente teñen que preocuparse por nada e poden " "pasar moito tempo durmindo ou meditando. Os trolles teñen unha curiosa " "afinidade coa natureza. Non se relacionan cos seres vivos coma os elfos, " "senón coa terra e as rochas. Tamén senten curiosidade polo que os arrodea, e " "moitos dos cachorros máis novos mesmo gozan viaxando e vendo mundo. A medida " "que os trolles se van facendo vellos tenden a volverse máis pasivos, " "perdendo gradualmente o interese polo seu arredor e pasando máis tempo " "durmindo nun tranquilo e familiar recanto da súa cova. Isto é ata que " "finalmente morren e os seus corpos se converten en estatuas de pedra sen " "vida.\n" "\n" "Moitos ven aos trolles coma pouco máis que outra especie de monstros " "salvaxes. Este erro tan común perpetúano en parte os orcos, para convencer " "aos trolles de que se unan aos seus exércitos. Dado que son unha especie " "pouco intelixente e non entenden ás outras especies, ou ás veces nin son " "quen de distinguilas, as bandas de orcos poden convencelos facilmente de que " "uníndose a elas poderán vingarse daqueles que outrora os cazaran. Estes " "novos recrutas son enviados entón a atacar a aqueles cos que os orcos están " "en conflito nese momento, fose ou non inimigo dos trolles, o que lles " "orixina máis inimigos aos enganados trolles. O inimigo máis común dos " "trolles son os ananos, e o rancor entre estas dúas especies ven de tempos " "ancestrais.\n" "\n" "Xeografía\n" "Os trolles levan vivindo nas montañas do Gran Continente desde antes de que " "os ananos emigrasen a elas. Os trolles son fáciles de atopar nas " "cordilleiras montañosas do norte e leste do Reino do Noroeste, e onde queira " "que viaxen as hordas dos orcos." #. [race]: id=undead #: data/core/units.cfg:377 msgid "race^Undead" msgstr "Non morto" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+female^Undead" msgstr "Non morta" #. [race]: id=undead #: data/core/units.cfg:379 msgid "race+plural^Undead" msgstr "Non mortos" #. [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 "" "En realidade os non mortos non son unha especie, aínda que a miúdo se lles " "trate como tal. Un nigromante coas habilidades necesarias pode reanimar " "calquera criatura en forma de non morto. Os non mortos son principalmente " "criaturas contranaturais e cunha intelixencia case inexistente, que obedecen " "a quen os creou sen preguntar nin cuestionar. Un dos grandes misterios da " "nigromancia é de que xeito se manteñen estas criaturas sen o esforzo " "constante por parte do nigromante. Unha criatura non morta non precisa a " "atención constante do nigromante para recibir ordes e manterse, senón que " "pode traballar de forma autónoma de acordo coas ordes do seu dono. O " "nigromante só ten que manter á súa creación de cando en vez, ao mellor cada " "poucos meses.\n" "\n" "A nigromancia está limitada case só aos humanos. Incluso as lendas de " "especies dadas á maxia coma os elfos ou os sirénidos apenas falan dalgún dos " "seus que afondasen nas artes escuras. Seica a maxia dos nigromantes esixe " "unha gran facilidade para adaptarse e unha mente flexíbel, características " "que se atopan a miúdo nos humanos. O obxectivo definitivo da maioría dos " "nigromantes é usar a mesma arte para conservar e imbuír a vida sobre eles " "mesmos, alterándose a si mesmos a calquera , para fuxir para sempre da morte " "conservando a súa mente e alma.\n" "\n" "Xeografía\n" "Aínda que foi nos tempos de Haldric I cando os non mortos chegaron ao Gran " "Continente en gran número, xa antes elfos e ananos escoitaran da súa " "existencia." #. [race]: id=wolf #: data/core/units.cfg:393 msgid "race^Wolf" msgstr "Lobo" #. [race]: id=wolf #: data/core/units.cfg:394 msgid "race+female^Wolf" msgstr "Loba" #. [race]: id=wolf #: data/core/units.cfg:395 msgid "race^Wolves" msgstr "Lobos" #. [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 "" "Os lobos son depredadores caninos que adoitan vivir salvaxes. Grazas á súa " "velocidade, forza e resistencia, un lobo solitario abonda para mutilar ou " "matar a un civil ou a un soldado sen adestramento sen dificultades, pero o " "que de verdade os converte nunha ameaza para os viaxeiros é a súa tendencia " "de viaxar en manada e de atacar de maneira organizada. Porén, adoitan " "afastarse da civilización, achegándose só ás veces para atacar ao gando." #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Wose" msgstr "Wose" #. [race]: id=wose #: data/core/units.cfg:406 msgid "race^Woses" msgstr "Woses" #. [race]: id=wose #: data/core/units.cfg:407 #, fuzzy #| 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 " #| "deeper connection to the woodlands 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." 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 "" "Os poderosos woses habitan o interior dos bosques máis extensos do mundo " "coñecido. Para quen non está afeito a eles, os woses non parecen máis que " "árbores de forma estraña pero nobre. Os woses comparten unha conexión cos " "bosques máis forte que a dos elfos, e considéranse os seus protectores. Se " "ben son unha especie pacífica, o ataque aos antigos bosques baixo a súa " "protección esperta a ira da propia natureza. Os woses son criaturas lentas, " "e poden chegar a pasar séculos nun mesmo lugar, alleos ao paso do tempo.\n" "\n" "Aínda que non practican a maxia, os woses posúen unha estreita conexión " "feérica. O pouco que se sabe desta antiga especie é grazas a sabios dos " "elfos que creen que o poder místico dos woses, que os máis poderosos elfos " "soñan con dominar, é inherente aos woses. A pesar do parecido, os woses non " "teñen ningún antepasado en común coas árbores. Crese que os woses son unhas " "das criaturas máis antigas do mundo, pode que máis antigas que os bosques " "que habitan, e pénsase que o seu poder feérico deu a estes seres unha eterna " "misión: a de protexer o bosque.\n" "\n" "Os woses non son unha especie bélica, e non están afeitos ao combate. Porén, " "responden cunha violencia indiscriminada en defensa do seu territorio de " "bosque. Os woses son lentos, e vulnerábeis fóra dos bosques. Debido á súa " "estreita conexión feérica, os woses son especialmente sensíbeis aos ataques " "arcanos. E a dura madeira que fai aos woses case inmunes aos ataques físicos " "é responsábel tamén da súa debilidade contra o lume. A súa grosa cortiza e " "maila súa capacidade para empregar o poder feérico para rexenerarse " "rapidamente cando sofren danos permítelles sobrevivir aos ataques dos " "inimigos tempo dabondo para responder cunha forza inaudita, que parece " "impropia dunha criatura tan pacífica e pasiva como un wose. Dentro dos " "bosques, os woses son capaces de desaparecer entre as árbores, e nin o " "explorador elfo máis preparado pode evitar caer nunha das súas emboscadas.\n" "\n" "Descoñécese canto tempo chegan a vivir os woses, aínda que os membros máis " "vellos da especie levan vivindo varios séculos, acadando alturas " "espectaculares. Hai quen di que os woses non poden morrer por causas " "naturais, e que só morren cando caen en combate. Conformes con pasar os " "séculos nun mesmo sitio actuando de sentinelas, e sen ningún interese polos " "asuntos do mundo civilizado, o único que move aos woses é a defensa da " "natureza e dos bosques que consideran o seu fogar." #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "+1 vida máx." #: src/help/help.cpp:181 msgid "Close" msgstr "Pechar" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "Axuda do xogo" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "Houbo un erro ao analizar o texto da axuda: " #~ msgid "Editor Brush" #~ msgstr "Brocha de edición" #~ msgid "TODO" #~ msgstr "PENDENTE" #~ msgid "Terrain Clipboard" #~ msgstr "Portapapeis de terreo" #~ msgid "" #~ "Paint terrain tiles on the map.\n" #~ "\n" #~ "The paint tool utilizes the brushes and the terrain palette." #~ msgstr "" #~ "Pinta hexágonos de terreo no mapa.\n" #~ "\n" #~ "A ferramenta de pintar emprega as brochas e a paleta de terreos." #~ msgid "" #~ "Fill continuous regions of terrain with a different one!\n" #~ "\n" #~ "The fill tool utilizes the terrain palette." #~ msgstr "" #~ "Enche rexións continuas de terreo cun terreo distinto.\n" #~ "\n" #~ "A ferramenta de pintar emprega a paleta de terreos." #~ msgid "" #~ "Selects a set of hex fields. The best tool ever!\n" #~ "\n" #~ "This tool utilizes the brushes." #~ msgstr "" #~ "Selecciona un grupo de hexágonos.\n" #~ "\n" #~ "Esta ferramenta usa as brochas." #~ msgid "Paste Tool" #~ msgstr "Ferramenta de pegar" #~ msgid "Paste the terrain in the clipboard" #~ msgstr "Pega o terreo do portapapeis." #~ msgid "Starting Tool" #~ msgstr "Ferramenta de posición inicial" #~ msgid "" #~ "Defines the side leader starting position\n" #~ "\n" #~ "This tool sets the side leaders' default starting locations, and named " #~ "special locations." #~ msgstr "" #~ "Define a posición inicial do líder do bando.\n" #~ "\n" #~ "Esta ferramenta define as posicións iniciais dos líderes dos bandos, e " #~ "posicións especiais con nome." #~ msgid "Item Tool" #~ msgstr "Ferramenta de elementos" #~ msgid "Soundsource Tool" #~ msgstr "Ferramenta de fontes de son" #~ msgid "" #~ "Places Soundsources on your maps!\n" #~ "\n" #~ "This tool has not been implemented yet." #~ msgstr "" #~ "Sitúa fontes de son en mapas.\n" #~ "\n" #~ "Esta ferramenta aínda non está lista." #~ msgid "" #~ "Named Areas are sets of gamefields which can be addressed during scenario " #~ "scripting by a given name.\n" #~ "\n" #~ "It can be used to abstract between the implementation of an effect and " #~ "the map specific setting.\n" #~ "This is a very powerful mechanism since it allows generic scenario " #~ "codings working with different maps providing the needed named locations." #~ msgstr "" #~ "As áreas nomeadas son un grupo de hexágonos aos que se pode facer " #~ "referencia desde scripts mediante un certo nome.\n" #~ "\n" #~ "Permite separar a definición dun efecto dos datos do mapa sobre os que " #~ "actúa.\n" #~ "Esta funcionalidade permite que un código funcione en varios escenarios " #~ "só con definir as áreas nomeadas en cada escenario." #~ msgid "" #~ "Saves a list of music tracks defining a random playlist to the scenario.\n" #~ "\n" #~ "Have a look at the addon server for easy to use additional music tracks." #~ msgstr "" #~ "Garda una lista de pistas de música que conforman a lista de reprodución " #~ "aleatoria do escenario.\n" #~ "\n" #~ "No servidor de complementos atopará pistas de música adicionais para usar." #~ 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'" #~ msgstr "" #~ "O editor de mapas e escenarios permite crear e editar os mapas de A " #~ "batalla polo Noroeste. Tamén fornece funcionalidades dabondo para " #~ "configurar un escenario básico.\n" #~ "\n" #~ "Pode abrir o editor desde o text='editor de mapas'." #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ " opción na pantalla principal.\n" #~ "\n" #~ "
text='O que vostede ve'
" #~ msgid "" #~ "\n" #~ "\n" #~ "• dst='editor_terrain' text='Terrain Editor'\n" #~ "An easy to use map editor, similar to simple paint applications.\n" #~ "\n" #~ "• Scenario Editor\n" #~ "\n" #~ "• dst='editor_playlist' text='Playlist Manager'" #~ msgstr "" #~ "\n" #~ "\n" #~ "• dst='editor_terrain' text='Editor de terreos'\n" #~ "Un editor de mapas fácil de usar, similar a programas de pintar " #~ "sinxelos.\n" #~ "\n" #~ "• Editor de escenarios\n" #~ "\n" #~ "• dst='editor_playlist' text='Xestor de listas de reprodución'" #~ msgid "" #~ "\n" #~ "Predefine the scenario's music track playlist.\n" #~ "\n" #~ "• Time Schedule Editor\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "Predefinir as pistas de música da lista de reprodución do escenario.\n" #~ "\n" #~ "• Planificador\n" #~ "\n" #~ msgid "" #~ "\n" #~ "\n" #~ "• What-you-see-is-what-you-get\n" #~ "The editor is not a WYSIWYG application.\n" #~ "\n" #~ "Because which exact graphic tile represents a terrain in the map depends " #~ "on all terrain rules loaded (which is different between the editor and " #~ "each other use case) the map won't look exactly the same.\n" #~ "\n" #~ "• Event handlers and scripting\n" #~ "The editor is not a tool to help you scripting the scenario's event " #~ "handlers.\n" #~ "\n" #~ "• Infinite Backwards Compatibility\n" #~ "The editor can't load maps from versions prior to 1.10.\n" #~ "TODO is that true?\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "• O que ve é o que hai\n" #~ "O editor non é un programa que mostre exactamente o resultado final.\n" #~ "\n" #~ "Como o hexágono gráfico concreto que representa un terreo no mapa depende " #~ "das regras de terreo que se carguen (que son distintas no editor do que " #~ "son logo nas partidas reais) o mapa non ten o mesmo aspecto que terá " #~ "cando se use.\n" #~ "\n" #~ "• Manexadores de eventos e scripting\n" #~ "O editor non é unha ferramenta para axudalo a definir mediante código " #~ "eventos do escenario.\n" #~ "\n" #~ "• Compatibilidade cara atrás infinita\n" #~ "O editor non pode cargar mapas de versións anteriores á 1.10.\n" #~ "PENDENTE É isto correcto?\n" #~ "\n" #~ msgid "" #~ "\n" #~ "• dst='editor_modes' text='Editing Modes'\n" #~ "• dst='editor_toolkit' text='Editor Toolkit'\n" #~ "• dst='editor_palette' text='Editor Palette'\n" #~ "• dst='editor_brush' text='Editor Brushes' TODO: not sure if " #~ "it needs a topic on its own\n" #~ "• dst='editor_clipboard' text='Editor Clipboard'" #~ msgstr "" #~ "\n" #~ "• dst='editor_modes' text='Modos de edición'\n" #~ "• dst='editor_toolkit' text='Grupo de ferramentas do editor'\n" #~ "• dst='editor_palette' text='Paleta do editor'\n" #~ "• dst='editor_brush' text='Brochas do editor' PENDENTE: non " #~ "está claro se necesita un artigo de seu.\n" #~ "• dst='editor_clipboard' text='Portapapeis do editor'" #~ msgid "Editing Modes" #~ msgstr "Modos de edición" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Modo de mapa puro'
" #~ msgid "The editor features two separate modes of operation:" #~ msgstr "O editor fornece dous modos de operación diferentes:" #~ msgid "" #~ "\n" #~ "\n" #~ "Allows only the composing of the terrain map itself and the definition of " #~ "leader starting positions." #~ msgstr "" #~ "\n" #~ "\n" #~ "Só permite a composición do propio mapa de terreo e a definición das " #~ "posicións iniciais dos líderes." #~ msgid "" #~ "\n" #~ "How the information is saved depends on the loaded file:\n" #~ "\n" #~ "text='Native'" #~ msgstr "" #~ "\n" #~ "A forma en que se garda a información depende do ficheiro que se cargue:\n" #~ "\n" #~ "text='Nativa'" #~ msgid "" #~ "\n" #~ "A new map or file containing only the arguments to the map_data " #~ "attribute.\n" #~ "\n" #~ "The produced map can be played in the “User Maps” game type at the create " #~ "multiplayer game dialog if saved to the default directory.\n" #~ "\n" #~ "text='Embedded'" #~ msgstr "" #~ "\n" #~ "Un novo mapa ou ficheiro que só contén os argumentos para o atributo " #~ "«map_data».\n" #~ "\n" #~ "Se se garda no cartafol predeterminado, o mapa resultante pode xogarse no " #~ "tipo de partida «Mapas do usuario» dispoñíbel no diálogo de creación de " #~ "partidas para varios xogadores.\n" #~ "\n" #~ "text='Incrustado'" #~ msgid "" #~ "\n" #~ "Scenario files containing a valid map_data attribute (not a file include) " #~ "will be opened in this submode. The editor replaces only the content of " #~ "map_data and leaves everything else in the scenario untouched. Maps " #~ "opened this way are marked [e] in the Maps menu." #~ msgstr "" #~ "\n" #~ "Os ficheiros de escenario que conteñan un atributo «map_data» válido (non " #~ "unha inclusión de ficheiro) abriranse neste submodo. O editor substitúe " #~ "só o contido de «map_data» e deixa estar o resto do contido do escenario. " #~ "Os mapas que se abre deste xeito márcanse cun «[e]» no menú de mapas." #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Modo de escenario'
" #~ msgid "" #~ "\n" #~ "\n" #~ "The Scenario mode allows several extra tools to be used, such as the Unit " #~ "tool. At least one side must be defined in order to use these tools, " #~ "however.\n" #~ "\n" #~ "In this mode, terrain data is stored in the map_data attribute and saved " #~ "into a file with any applicable WML." #~ msgstr "" #~ "\n" #~ "\n" #~ "O modo de escenario permite usar varias ferramentas adicionais, como a " #~ "ferramenta de unidades. Porén, para usar estas ferramentas debe haber " #~ "polo menos un bando definido.\n" #~ "\n" #~ "Neste modo os datos do terreo almacénanse no atributo «map_data» e " #~ "gárdanse nun ficheiro con código WML." #~ msgid "Editor Tools" #~ msgstr "Ferramentas do editor" #~ msgid "" #~ "The editor provides several tools for editing your maps and scenarios. At " #~ "all times, one of the editor tools is active. The active tool's context " #~ "determines the content of the editor palette and context menu.\n" #~ "\n" #~ "These following tools are provided:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Paint Tool'\n" #~ "• dst='editor_tool_fill' text='Fill Tool'\n" #~ "• dst='editor_tool_select' text='Select Tool'\n" #~ "• dst='editor_tool_paste' text='Paste Tool'\n" #~ "• dst='editor_tool_starting' text='Starting Tool'\n" #~ "• dst='editor_tool_label' text='Label Tool'\n" #~ "• dst='editor_tool_item' text='Item Tool'\n" #~ "• dst='editor_tool_soundsource' text='Soundsource Tool'\n" #~ "• dst='editor_tool_village' text='Village Tool'\n" #~ "• dst='editor_tool_unit' text='Unit Tool'\n" #~ "\n" #~ msgstr "" #~ "O editor fornece varias ferramentas para editar mapas e escenarios. En " #~ "todo momento hai activa unha ferramenta do editor activa, e o contexto " #~ "desa ferramenta activa determina o contido da paleta do editor e do menú " #~ "de contexto.\n" #~ "\n" #~ "O editor fornece as seguintes ferramentas:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Ferramenta de pintar'\n" #~ "• dst='editor_tool_fill' text='Ferramenta de encher'\n" #~ "• dst='editor_tool_select' text='Ferramenta de selección'\n" #~ "• dst='editor_tool_paste' text='Ferramenta de pegar'\n" #~ "• dst='editor_tool_starting' text='Ferramenta de posicións " #~ "iniciais'\n" #~ "• dst='editor_tool_label' text='Ferramenta de etiquetas'\n" #~ "• dst='editor_tool_item' text='Ferramenta de elementos'\n" #~ "• dst='editor_tool_soundsource' text='Ferramenta de fontes de son'\n" #~ "• dst='editor_tool_village' text='Ferramenta de vilas'\n" #~ "• dst='editor_tool_unit' text='Ferramenta de unidades'\n" #~ "\n" #~ msgid "" #~ "The terrain editor's functionality is covered by the " #~ "dst='editor_tool_paint' text='Paint' and " #~ "dst='editor_tool_fill' text='Fill Tool'." #~ msgstr "" #~ "A funcionalidade do editor de terreos explícase nas páxinas da " #~ "dst='editor_tool_paint' text='ferramenta de pintar' e da " #~ "dst='editor_tool_fill' text='ferramenta de encher'." #~ 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." #~ msgstr "" #~ "A paleta do editor contén os elementos que pode usar coa ferramenta " #~ "activa. Por exemplo, cando a ferramenta activa é a ferramenta de pintar, " #~ "a paleta mostra unha lista con todos os terreos dispoñíbeis; a ferramenta " #~ "de unidades mostra unha lista de todas as unidades dispoñíbeis." #~ msgid "" #~ "Wesnoth stores its maps in human readable plain text files.\n" #~ "\n" #~ "A map file consists of rows with comma separated terrain code strings. " #~ "The files can be edited with a general purpose text editor like notepad.\n" #~ "\n" #~ "The only additional information provided by the map syntax are the " #~ "starting positions of the scenario's sides.\n" #~ "\n" #~ "Additional information, such as teams, custom events, and complex side " #~ "setups still need to be manually coded in WML." #~ msgstr "" #~ "A batalla polo Noroeste almacena os mapas en ficheiros de texto simple.\n" #~ "\n" #~ "Un ficheiro de mapa consiste en filas de códigos de terreos separados por " #~ "comas que pode editar con calquera editor de texto simple.\n" #~ "\n" #~ "A única información adicional que fornece a sintaxe do mapa son as " #~ "posicións iniciais dos bandos do escenario.\n" #~ "\n" #~ "Calquera outra información, como os equipos, os eventos personalizados, " #~ "ou configuracións de bandos complexas deben codificarse manualmente " #~ "mediante WML." #~ msgid "Scenario Format" #~ msgstr "Formato de escenario" #, fuzzy #~| 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." #~ 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 "" #~ "Usado de forma ofensiva ou defensiva, este ataque prolonga o combate ata " #~ "que morre un dos combatentes, ou ata que se realicen trinta rondas de " #~ "ataques." #, fuzzy #~| msgid "first strike" #~ msgid "true strike" #~ msgstr "primeiro golpe" #, fuzzy #~| msgid "" #~| "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 "" #~ "Este ataque sempre atina sete de cada dez veces, sen importar as " #~ "capacidades defensivas da unidade atacada." #~ msgid "" #~ "The Dunefolk are a human culture inhabiting the dry deserts in the " #~ "southern region of the Great Continent." #~ msgstr "" #~ "Os moradores das dunas son unha cultura humana que habita os desertos " #~ "secos da rexión austral do Gran Continente." #~ msgid "race^Mermen" #~ msgstr "Sirénidos" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Autores" #~ msgid "race^Khalifate Human" #~ msgstr "Humano do califato" #~ msgid "race+female^Khalifate Human" #~ msgstr "Humana do califato" #~ msgid "race+plural^Khalifate" #~ msgstr "Califato" #~ msgid "female^nightstalk" #~ msgstr "asexante nocturna" #~ msgid "Evil Tool for painting." #~ msgstr "Ferramenta malvada para pintar." #~ 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 "" #~ "Cando unha unidade morre polo ataque da peste, a unidade substitúese por " #~ "outra idéntica do bando da unidade que a atacou coa peste. Non funciona " #~ "contra os non mortos ou as unidades en vilas." #~ msgid "Intelligent" #~ msgstr "Intelixencia" #~ msgid "Quick" #~ msgstr "Rapidez" #~ msgid "Resilient" #~ msgstr "Resistencia" #~ msgid "Strong" #~ msgstr "Forza" #~ msgid "Fearless" #~ msgstr "Valentía" #~ msgid "Feral" #~ msgstr "Ferocidade" #~ msgid "Loyal" #~ msgstr "Lealdade" #~ msgid "trait^Undead" #~ msgstr "Non morte" #~ msgid "trait^Mechanical" #~ msgstr "Mecánica" #~ msgid "trait^Elemental" #~ msgstr "elemental" #~ msgid "Dextrous" #~ msgstr "Destreza" #~ msgid "Healthy" #~ msgstr "Vitalidade" #~ msgid "Dim" #~ msgstr "Estupidez" #~ msgid "Slow" #~ msgstr "Lentitude" #~ msgid "Weak" #~ msgstr "Debilidade" #~ msgid "trait^Aged" #~ msgstr "Vellez" #~ msgid " " #~ msgstr " " #~ 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 "" #~ "No combate as unidades han sufrir dano antes ou despois. Cando " #~ "dst='advancement' text='avancen' sandarán completamente. Isto " #~ "ocorre sempre tras un combate, sen importar que a unidade fose atacante " #~ "ou defensora. Existen outras formas de conseguir que as unidades sanden, " #~ "que sempre teñen lugar ao comezo da quenda do bando da unidade, antes de " #~ "calquera movemento. " #~ msgid "Factions" #~ msgstr "Faccións" #~ msgid "Overview" #~ msgstr "Resumo" #~ msgid "Fundamentals of Gameplay" #~ msgstr "Limiar" #~ 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" #~ "Para comezar o mellor é premer o botón de text='Aprendizaxe' " #~ "do menú principal. Iniciará entón a aprendizaxe interactiva, onde se che " #~ "ensinarán os aspectos básicos do xogo. Despois recoméndase xogar a " #~ "campaña «O herdeiro ao trono» —preme text='Un xogador' e " #~ "logo escolle text='O herdeiro ao trono'—. Dado que " #~ "text='A batalla polo Noroeste' pode resultar un pouco " #~ "difícil, quizais prefiras comezar no nivel fácil." #~ 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 "" #~ "Estas páxinas explican todo o que precisas saber para xogar, partindo da " #~ "información máis básica. A medida que xogues e descubras novos aspectos " #~ "do xogo, engadirase información sobre os mesmos a estas páxinas. Para " #~ "obter máis información sobre situacións especiais ou excepcións, segue as " #~ "ligazóns." #~ 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" #~ "As text='campañas' están formadas por varios escenarios " #~ "seguidos que contan unha historia común. Nas campañas adoita ser " #~ "necesario xogar con máis prudencia que nos escenarios individuais, dado " #~ "que cómpre ir conservando as mellores tropas para podelas reincorporar en " #~ "escenarios posteriores da campaña." #~ 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 "" #~ "O xogo consiste nunha serie de batallas, chamadas " #~ "text='escenarios'. Cada escenario enfronta as túas " #~ "tropas contra as dun ou máis adversarios. Podes xogar contra a " #~ "intelixencia artificial ou con amigos, movendo por quendas as vosas " #~ "unidades. Se tes acceso a unha rede tamén podes xogar contra outra xente " #~ "conectada a ela. Se tes conexión á internet, poderás xogar contra xente " #~ "de todo o mundo." #~ msgid "Experience and Advancement" #~ msgstr "Experiencia e avance" #~ 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" #~ "As unidades text='saudábeis' teñen un punto de vida máis " #~ "do normal, un punto de vida adicional por cada nivel e sandan os dous " #~ "puntos de vida por descansar sempre que non loitan nunha rolda. Asemade, " #~ "o veleno failles só un cuarto do dano habitual." #~ msgid "Help" #~ msgstr "Axuda" #~ msgid "
text='Units having this special attack'
" #~ msgstr "" #~ "
text='Unidades que teñen ataques con esta propiedade'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Unidades con esta habilidade'
" #~ msgid "Leaders:" #~ msgstr "Líderes:" #~ msgid "Recruits:" #~ msgstr "Recrutados:" #~ msgid "Era:" #~ msgstr "Era:" #~ msgid "Factions:" #~ msgstr "Faccións:" #~ msgid "Factions are only used in multiplayer" #~ msgstr "As faccións só se utilizan en partidas de varios xogadores." #~ msgid "Base Terrain: " #~ msgstr "Terreo base: " #~ msgid "level" #~ msgstr "nivel" #~ msgid "Advances from: " #~ msgstr "Avance de: " #~ msgid "Base unit: " #~ msgstr "Unidade base: " #~ msgid "Base units: " #~ msgstr "Unidade base: " #~ msgid "Variations: " #~ msgstr "Variacións: " #~ msgid "race^Miscellaneous" #~ msgstr "Varios" #~ msgid "Race: " #~ msgstr "Especie: " #~ msgid "Abilities: " #~ msgstr "Habilidades: " #~ msgid "Ability Upgrades: " #~ msgstr "Melloras das habilidades: " #~ msgid "HP: " #~ msgstr "Vida: " #~ msgid "Moves: " #~ msgstr "Movementos: " #~ msgid "Vision: " #~ msgstr "Visión: " # Para detalles sobre a funcionalidade: http://forum.wesnoth.org/viewtopic.php?t=36716&p=528674 #~ msgid "Jamming: " #~ msgstr "Ofuscamento: " #~ msgid "Cost: " #~ msgstr "Custo: " #~ msgid "Alignment: " #~ msgstr "Aliñación: " #~ msgid "Required XP: " #~ msgstr "Experiencia necesaria: " #~ msgid "unit help^Attacks" #~ msgstr "Ataques" #~ msgid "unit help^Name" #~ msgstr "Nome" #~ msgid "Type" #~ msgstr "Tipo" #~ msgid "Strikes" #~ msgstr "Golpes" #~ msgid "Range" #~ msgstr "Alcance" #~ msgid "Special" #~ msgstr "Especial" #~ msgid "Resistances" #~ msgstr "Resistencias" #~ msgid "Attack Type" #~ msgstr "Tipo de ataque" #~ msgid "Resistance" #~ msgstr "Resistencia" #~ msgid "Terrain" #~ msgstr "Terreo" #~ msgid "Defense" #~ msgstr "Defensa" #~ msgid "Movement Cost" #~ msgstr "Custo de movemento" #~ msgid "Vision Cost" #~ msgstr "Custo de visión" #~ msgid "Jamming Cost" #~ msgstr "Custo de ofuscamento" #~ msgid " < Back" #~ msgstr "< Anterior" #~ msgid "Forward >" #~ msgstr "Seguinte >" #~ msgid "Reference to unknown topic: " #~ msgstr "Referencia a un tema descoñecido: " #~ msgid "corrupted original file" #~ msgstr "o ficheiro orixinal non está ben." #~ msgid "Caste" #~ msgstr "Casta" #~ msgid "" #~ "One of the variant forms of the drake: either be a dst='unit_Drake " #~ "Clasher' text='Clasher' or a dst='unit_Drake Fighter' " #~ "text='Drake Fighter'." #~ msgstr "" #~ "Cada unha das variedades de draconián: dst='unit_Drake Clasher' " #~ "text='batallador' ou dst='unit_Drake Fighter' text='loitador'." #~ msgid "Aerie" #~ msgstr "Niño" #~ msgid "" #~ "A very large castle-like structure that is home to a dst='flight' " #~ "text='flight'. It contains the dst='breeding_pen' " #~ "text='breeding pens'." #~ msgstr "" #~ "Gran estrutura en forma de castelo na que vive unha dst='flight' " #~ "text='bandada'. Dentro está a dst='breeding_pen' text='sala de " #~ "cría'." #~ msgid "Breeding Pen" #~ msgstr "Sala de cría" #~ msgid "" #~ "The portion of an dst='aerie' text='aerie' where the " #~ "nonsentient dst='breeder' text='Breeders' live under the " #~ "dst='dominant' text='Dominant'’s eye." #~ msgstr "" #~ "Parte do dst='aerie' text='niño' onde as dst='breeder' " #~ "text='criadoras' viven ao amparo do dst='dominant' " #~ "text='dominante'." #~ msgid "Breeding Cycle" #~ msgstr "Ciclo de cría" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "" #~ "O tempo que pasa desde a posta dun dst=egg text='ovo' ata a do " #~ "seguinte." #~ msgid "World Ocean" #~ msgstr "Océano" #~ msgid "" #~ "The World Ocean is the name of the open seas that surround the " #~ "archipelago of dst='morogor' text='Morogor'. The drakes " #~ "believe it to end at the dst='abyss' text='Abyss', a vast and " #~ "deadly waterfall." #~ msgstr "" #~ "O Océano é o mar aberto que arrodea o arquipélago de dst='morogor' " #~ "text='Mórogor'. Os draconiáns teñen a crenza de que remata no " #~ "dst='abyss' text='Abismo', unha enorme e mortal catarata." #~ msgid "New Continent" #~ msgstr "Novo Continente" #~ msgid "" #~ "The great continent to the east of dst='morogor' text='Morogor'. Its existence is unknown to the drakes until the flight of Galun." #~ msgstr "" #~ "O Novo Continente é a gran extensión de terra que hai ao leste de " #~ "dst='morogor' text='Mórogor'. Os draconiáns non souberon da " #~ "súa existencia ata a bandada de Galun." #~ msgid "Abyss" #~ msgstr "Abismo" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "" #~ "Na cosmoloxía dos draconiáns, catarata enorme e mortal pola que o océano " #~ "cae do mundo." #~ msgid "Spiral Path" #~ msgstr "O Camiño en Espiral" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "Unha organización medio secreta formada por draconiáns decididos a evitar " #~ "unha gran guerra causada pola superpoboación e a falta de alimento " #~ "abondo. Véxase tamén o dst='straight_path' text='Camiño Recto'." #~ msgid "Straight Path" #~ msgstr "O Camiño Recto" #~ msgid "" #~ "The drakish tradition of perpetual expansion and conquest. This term is " #~ "mostly used by the members of the dst='spiral_path' text='Spiral " #~ "Path'." #~ msgstr "" #~ "Tradición dos draconiáns de expansión e conquista constantes. O termo " #~ "adóitano empregar os membros do dst='spiral_path' text='Camiño en " #~ "Espiral'." #~ msgid "Dominant" #~ msgstr "Dominante" #~ msgid "" #~ "The dst='aspirant' text='Aspirant' that emerges as the drake " #~ "leader, the only drake in the tribe that is allowed to reproduce with the " #~ "dst='breeder' text='breeders'. Rarely, he may confer breeding " #~ "privileges on others." #~ msgstr "" #~ "O dst='aspirant' text='aspirante' que emerxe como líder dos " #~ "draconiáns, único draconián de toda tribo que pode reproducirse coas " #~ "dst='breeder' text='criadoras'. Aínda que pouco habitual, ten " #~ "dereito a conferirlles privilexios de cría a outros draconiáns." #~ msgid "Vulcaniad" #~ msgstr "Volcanián" #~ msgid "" #~ "The (irregular) period between consecutive eruptions of " #~ "dst='mount_morogor' text='Mount Morogor'. The " #~ "dst='long_count' text='Long Count' calendar is based upon it." #~ msgstr "" #~ "Período variábel de tempo que hai entre dúas erupcións consecutivas do " #~ "dst='mount_morogor' text='Monte Mórogor'. O calendario de " #~ "dst='long_count' text='Conta Longa' baséase en dito período." #~ msgid "Recorder" #~ msgstr "Gravador" #~ msgid "" #~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish " #~ "dst='drakish_script' text='script'. The recorders are the only " #~ "dst='caste' text='caste' of Drake not determined by biology: " #~ "they recruit their members from all of the other castes." #~ msgstr "" #~ "Os gravadores son gardiáns draconiáns do pergameo que dominaron a " #~ "dst='drakish_script' text='escrita' draconiá. Os gravadores " #~ "son a única dst='caste' text='casta' que non se determina de " #~ "maneira biolóxica, senón que os seus membros se recrutan de entre as " #~ "filas do resto de castas." #~ msgid "Laying" #~ msgstr "Posta" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "" #~ "Unha das partes en que se divide temporalmente o " #~ "dst='breeding_cycle' text='ciclo de cría'." #~ msgid "Hatching" #~ msgstr "Postura" #~ msgid "Hatchling" #~ msgstr "Cría" #~ msgid "" #~ "A young drake that has not yet seen another generation hatch. The younger " #~ "of the current generation of hatchlings are the most aggressive is the " #~ "behavior of the dst='flight' text='flight'." #~ msgstr "" #~ "Draconián pertencente á última niñada. Canto máis nova é a última niñada, " #~ "máis agresiva se volve a dst='flight' text='bandada'." # Pareceume o perfecto xogo de palabras, neste caso dos significados de «rapaz». #~ msgid "Fledgling" #~ msgstr "Rapaz" #~ msgid "" #~ "A young drake that has seen another generation hatch. If the " #~ "dst='flight' text='flight' can afford the loss of a generation " #~ "they start the dst='swarming' text='Swarming'." #~ msgstr "" #~ "Draconián pertencente á penúltima niñada. Se a dst='flight' " #~ "text='bandada' pode permitirse perder unha xeración, comezarán a " #~ "dst='swarming' text='migración'." #~ msgid "Breeder" #~ msgstr "Criadora" #~ msgid "" #~ "The female drake. They are rare since dst='egg' text='eggs' " #~ "that become breeders have to be handled with extra care. The number of " #~ "breeders is also limited by the amounts of non-breeders around, since " #~ "breeders can't take care of their food for themselves when laying. Drake " #~ "breeders become fertile after the next dst='hatching' " #~ "text='hatching'." #~ msgstr "" #~ "A femia dos draconiáns. Son pouco habituais, xa que os dst='egg' " #~ "text='ovos' de criadora requiren dun coidado especial. A cantidade " #~ "de criadoras dependerá tamén da cantidade de machos, pois durante a posta " #~ "as criadoras non poden procurarse alimento. As criadoras dos draconiáns " #~ "pasan a ser fértiles tras a seguinte dst='hatching' text='niñada'." #~ msgid "Egg, Drake" #~ msgstr "Ovo de draconián" #~ msgid "" #~ "The dst=caste text='caste' the dst='hatchling' " #~ "text='Hatchling' will belongs to is determined by the time it is " #~ "laid and to some extent the ambient temperature." #~ msgstr "" #~ "A dst=caste text='casta' á que pertencerá a " #~ "dst='hatchling' text='cría' decídese en función do momento da " #~ "posta, aínda que tamén afecta en certo modo a temperatura ambiental." #~ msgid "Flight" #~ msgstr "Bandada" #~ msgid "" #~ "Tribe of Drakes, lives in an dst='aerie' text='Aerie', " #~ "controlling a hunting range. Each tribe has one dst='dominant' " #~ "text='Dominant', who confers mating privileges." #~ msgstr "" #~ "Tribo de draconiáns, viven nun dst='aerie' text='niño', e " #~ "aliméntanse do que cazan polos arredores. Cada tribo ten un " #~ "dst='dominant' text='dominante' con privilexios de cría." #~ msgid "Aspirant" #~ msgstr "Aspirante" #~ msgid "" #~ "Male drake that has passed through a hormonal metamorphosis that makes " #~ "him able to mate with the dst='breeder' text='breeders'. The " #~ "secretion of the hormone is caused by hunt and combat actions in which " #~ "the drake is involved." #~ msgstr "" #~ "Macho dos draconiáns que sufriu unha metamorfose hormonal que lle permite " #~ "reproducirse coas dst='breeder' text='criadoras'. A secreción " #~ "da hormona cáusana as accións de caza e combate que leva a cabo o " #~ "draconián." #~ msgid "Ascendant" #~ msgstr "Devanceiro" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "" #~ "Nome polo que os draconiáns coñecen aos dst='unit_Fire Dragon' " #~ "text='dragóns de verdade'." #~ msgid "Intendant" #~ msgstr "Pretendente" #~ msgid "" #~ "One of the dst='aspirant' text='Aspirant' lieutenants of a " #~ "dst='dominant' text='Dominant'. Traditionally he has one of " #~ "each dst=caste text='caste' other than his own. Additional " #~ "'Intendants' are sometimes designated for special duties. Intendants are " #~ "likeliest to be granted mating privileges, especially after a notable " #~ "service." #~ msgstr "" #~ "Cada un dos dst='aspirant' text='aspirantes' tenentes do " #~ "dst='dominant' text='dominante'. Tradicionalmente o dominante " #~ "conta cun pretendente de cada unha das outras dst=caste " #~ "text='castas', reunindo co propio dominante un exemplar de cada " #~ "unha. Ás veces desígnase algún pretendente máis para misións especiais. " #~ "Xeralmente, aos pretendentes concédenselles privilexios de cría, " #~ "especialmente despois de levar a cabo algún deber de certa importancia." #~ msgid "Swarm" #~ msgstr "Enxame" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "Os dst='swarmlings' text='emigrantes' que deixaron atrás o seu " #~ "dst='aerie' text='niño' para fundar un novo." #~ msgid "Swarming" #~ msgstr "Migración" #~ msgid "" #~ " The dst='flight' text='flight' for a new drake " #~ "dst='aerie' text='aerie' that recurs every " #~ "dst='breeding_cycle' text='breeding cycle'. See " #~ "dst='swarm' text='Swarm'" #~ msgstr "" #~ "A dst='flight' text='bandada' que marcha para fundar un novo " #~ "dst='aerie' text='niño', algo que se repite en cada " #~ "dst='breeding_cycle' text='ciclo de cría'. Véxase " #~ "«dst='swarm' text='enxame'»." #~ msgid "Runners" #~ msgstr "Fuxitivos" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "" #~ "Termo co que os draconiáns denominan a aqueles escravos que cazaron como " #~ "diversión e que conseguiron escapar." #~ msgid "Mount Morogor" #~ msgstr "Monte Mórogor" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "" #~ "Montaña volcánica da illa central do arquipélago de dst='morogor' " #~ "text='Mórogor'." #~ msgid "Long Count" #~ msgstr "Conta Longa" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "Calendario dos draconiáns. Baséase no dst='vulcaniad' " #~ "text='Volcanián' e mailos dst=breeding_cycle text='ciclos de " #~ "cría'." #~ msgid "Long Pig" #~ msgstr "Porco grande" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "" #~ "Termo empregado nos mares do sur para referirse á carne humana, empregado " #~ "para traducir un termo na lingua dos draconiáns que ten o mesmo " #~ "significado." #~ msgid "Ceramics" #~ msgstr "Cerámica" #~ msgid "" #~ "The drakes work metal, but are are masters in the craftsmanship of making " #~ "ceramics. Only the dst='unit_Drake Burner' text='burners' can " #~ "generate the amount of heat to cure the pieces to full strength." #~ msgstr "" #~ "Os draconiáns traballan o metal, pero a súa especialidade é o traballo da " #~ "cerámica. Só os dst='unit_Drake Burner' text='draconiáns " #~ "incendiarios' poden xerar lume dunha temperatura elevada dabondo " #~ "para sacarlle ás pezas o seu máximo potencial." #~ msgid "Drakish, script" #~ msgstr "Escrita dos draconiáns" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "Linguaxe de gravados dos draconiáns. Custodiada por dst='recorder' " #~ "text='gravadores' en táboas de dst='ceramic' text='cerámica'." #~ msgid "Drakish, language" #~ msgstr "Lingua dos draconiáns" #~ msgid "The language spoken by the drakes." #~ msgstr "A lingua que falan os draconiáns." # Flat é “chaira“, pero no xogo refírese aos herbais (terreos con herba), non a todas as chairas. #~ msgid "Flat" #~ msgstr "Chaira" #~ 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 "" #~ "As text='chairas' representan calquera tipo de terreo " #~ "aberto e chan, xa teña cultivos, pasto ou estea botado a monte. Ao ser " #~ "terreo aberto é moi fácil moverse por el, pero tamén é moi difícil " #~ "defenderse nel. Normalmente as unidades que se desenvolven ben nas " #~ "chairas son as de cabalería, ou unidades moi áxiles que se benefician dos " #~ "espazos abertos.\n" #~ "\n" #~ "Case todas as unidades teñen entre un 30% e un 40% de defensa nas chairas." #~ msgid "Road" #~ msgstr "Camiño" #~ 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 "" #~ "Os text='camiños' son rutas de terra pisada, creadas " #~ "polos moitos viaxeiros que as percorreron. No que atinxe ao xogo, os " #~ "camiños son idénticos ás dst='terrain_flat' text='chairas'.\n" #~ "\n" #~ msgid "Forest" #~ msgstr "Bosque" #~ 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 "" #~ "Os text='bosques' representan calquera terra con árbores " #~ "e maleza suficiente para dificultar o paso. Case todas as unidades son " #~ "máis rápidas por chairas que por bosques, pero tamén lles resulta máis " #~ "doado defenderse neles que en terra aberta. Á cabalería, pola contra, " #~ "cústalle tanto desprazarse pola maleza que non a dan aproveitado para " #~ "defenderse. Os elfos son unha excepción a esta regra xeral dos bosques. " #~ "Non só se moven con total liberdade por eles, senón que ademais gañan " #~ "unha importante bonificación defensiva. Os ananos son outra excepción. " #~ "Aínda que son capaces de abrirse paso a través dos bosques sen moita " #~ "dificultade, o seu descoñecemento do terreo déixaos completamente " #~ "vulnerábeis.\n" #~ "\n" #~ "A maioría das unidades teñen un 50% de defensa no bosque, pero a " #~ "cabalería está limitada ao 30%. Os elfos, por outra banda, gozan de entre " #~ "un 60% e un 70%, mesmo os que van a cabalo. Os ananos adoitan recibir só " #~ "un 30% de defensa nos bosques.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Outeiros" #~ 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 "" #~ "Os text='outeiros' representan calquera terreo " #~ "razoabelmente esgrevio, con altos e baixos que sirvan de abeiro. A " #~ "maioría das tropas teñen dificultades para moverse por eles. Os ananos, " #~ "trolles e orcos están tan familiarizados co terreo que poden atravesalo " #~ "sen reducir a marcha, porén a cabalería ten tantos problemas ao " #~ "desprazarse por el que calquera vantaxe defensiva queda contrarrestada.\n" #~ "\n" #~ "Case todas as unidades teñen arredor dun 50% de defensa nos outeiros, " #~ "mentres que a cabalería está limitada ao 40%, e os ananos gozan dun 60%.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "Montañas" #~ 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 "" #~ "As text='montañas' son tan esgrevias que as unidades a " #~ "miúdo teñen que gabear por obstáculos para moverse. Pola súa natureza, " #~ "proporcionan unha importante bonificación defensiva a case todas as " #~ "tropas, pero tamén limitan bastante o seu avance. A cabalería rara vez " #~ "pode atravesar os terreos montañosos, coas excepcións da cabalería dos " #~ "elfos e os trasnos montados en lobo. Os ananos e mailos trolles están " #~ "afeitos aos terreos montañosos, polo que se desenvolven moi ben neles.\n" #~ "\n" #~ "Case todas as unidades reciben arredor dun 60% de defensa nas montañas, " #~ "mentres que os ananos gozan dun 70%." #~ msgid "Swamp" #~ msgstr "Braña" #~ 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 "" #~ "As text='brañas' ou text='lameiros' " #~ "representan calquera tipo de terras húmidas. Entorpecen o avance de case " #~ "calquera, e adoitan inhibir a súa capacidade de defensa. porén, as " #~ "especies cun corpo afeito a moverse pola auga teñen nas brañas unha " #~ "liberdade de movemento completa e mais unha bonificación defensiva. Quen " #~ "nos lameiros habita, nos lameiros se agocha.\n" #~ "\n" #~ "Case todas as unidades teñen un 30% de defensa nas brañas, salvo os " #~ "sirénidos, os nagas e mailos saurios, que adoitan gozar do 60%." #~ msgid "Shallow Water" #~ msgstr "Auga pouco profunda" #~ 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 "" #~ "As text='augas pouco profundas' representan calquera " #~ "extensión de auga profunda dabondo como para cubrir a un humano ata a " #~ "cintura, o que abonda para reducir o avance de case calquera criatura, " #~ "así coma deixala case sen defensa. Os ananos, dado que a auga lles chega " #~ "case ata o pescozo, pásano verdadeiramente mal neste medio. Pola outra " #~ "banda, as criaturas con corpos afeitos á natación móvense con completa " #~ "liberdade na auga, ademais de gañar unha importante bonificación " #~ "defensiva.\n" #~ "\n" #~ "A maioría das unidades teñen entre un 20% e un 30% de defensa nas augas " #~ "pouco profundas, mentres que os nagas e os sirénidos gozan dun 60%." #~ msgid "Deep Water" #~ msgstr "Auga profunda" #~ 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 "" #~ "As text='augas profundas' representan calquera extensión " #~ "de auga profunda dabondo para cubrir a cabeza dun home. A maioría das " #~ "unidades non poden entrar nas augas profundas, nas que se desenvolven ben " #~ "as que poden voar ou nadar moi ben.\n" #~ "\n" #~ "Os sirénidos e mailos nagas teñen un 50% de defensa nas profundidades, " #~ "con total liberdade de movemento." #~ msgid "Frozen" #~ msgstr "Xeado" #~ 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 "" #~ "Os terreos text='xeados' representan calquera área chá " #~ "cuberta de xeo ou neve. A meirande parte das unidades van máis a modo " #~ "sobre estes terreos, e cústalles máis defenderse neles. Nótese que as " #~ "unidades nadadoras, mesmo as que poden respirar baixo a auga, non poden " #~ "mergullarse baixo o xeo.\n" #~ "\n" #~ "A meirande parte das unidades teñen entre un 20% e un 40% de defensa nos " #~ "terreos xeados." #~ msgid "Castle" #~ msgstr "Castelo" #~ 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 "" #~ "Os text='castelos' son calquera tipo de fortificación " #~ "permanente. Case todas as unidades reciben unha importante bonificación " #~ "defensiva nos castelos, e a maior parte teñen total liberdade de " #~ "movemento neles. As unidades situadas dentro dun castelo representan a " #~ "súa capacidade defensiva. Sen unha unidade en cada hexágono con muralla, " #~ "un inimigo pode simplemente entrar no castelo sen loitar, conseguindo a " #~ "mesma bonificación defensiva que os que xa estaban dentro.\n" #~ "\n" #~ "A maioría das unidades teñen arredor dun 60% de defensa nun castelo.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Area" #~ 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 "" #~ "A inestabilidade da text='area' fai que sexa difícil de " #~ "cruzar para a maioría das unidades, que ademais quedan moi expostas a " #~ "posíbeis ataques. Por outra banda, os pés grandes ou os corpos con forma " #~ "de serpes das especies réptiles fai que estas se desenvolvan moi ben " #~ "neste medio.\n" #~ "\n" #~ "A maioría das unidades teñen entre un 20% e un 40% de defensa na area." #~ msgid "Desert" #~ msgstr "Deserto" #~ 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 "" #~ "Os text='desertos' teñen unha composición algo diferente " #~ "á das fosas de area e das praias pero, a efectos do xogo, todas son " #~ "iguais. Consulta a información sobre a dst='terrain_sand' " #~ "text='area'." #~ msgid "Cave" #~ msgstr "Cova" #~ 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 "" #~ "As text='covas' representan calquera caverna subterránea " #~ "con espazo dabondo para que unha unidade pase por ela. A meirande parte " #~ "das unidades non están nada familiarizadas co terreo, polo que se moven e " #~ "defenden con maior dificultade. Os ananos e mailos trolles, afeitos a " #~ "vivir en covas, están familiarizados con este tipo de terreos, en " #~ "especial os ananos, que debido ao seu diminuto tamaño poden superar " #~ "obstáculos que outras especies non poden. Ás veces as covas están " #~ "dst='terrain_illuminated_cave' text='iluminadas'.\n" #~ "\n" #~ "A meirande parte das unidades reciben entre un 20% e un 40% de defensa " #~ "nas covas, mentres que os ananos teñen un 50%." #~ msgid "Rockbound Cave" #~ msgstr "Cova rochosa" #~ 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 "" #~ "As text='covas rochosas' fórmanse pola acción da auga e " #~ "do vento, que arrastran partículas erosivas que roen a rocha. Semellan " #~ "cavernas subterráneas estreitas, o cal reduce a eficiencia da maioría das " #~ "unidades, pero dálles abeiro. Os ananos e mailos trolles, principais " #~ "habitantes das covas, poden desprazarse por este terreo con relativa " #~ "facilidade. Os ananos, debido ao seu pequeno tamaño, non teñen ningún " #~ "problema para moverse neste ambiente. En certas ocasións as covas están " #~ "dst=terrain_illuminated_cave text=iluminadas.\n" #~ "\n" #~ "A maioría das unidades teñen arredor dun 50% de defensa nas covas " #~ "rochosas, mentres que a cabalería está limitada ao 40%. Os ananos gozan " #~ "dun 60% de defensa neste medio." #~ msgid "Illuminated Cave" #~ msgstr "Cova iluminada" #~ 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 "" #~ "Existen pequenos fragmentos do mundo subterráneo iluminados por raios de " #~ "luz que proveñen da superficie e brillan na tenebrosa escuridade. Isto " #~ "proporciona unha bonificación de ataque ás unidades legais e elimina a " #~ "bonificación de ataque das unidades caóticas. Polo demais, o terreo é " #~ "idéntico ao dunha dst='terrain_cave' text='cova normal'." #~ msgid "Mushroom Grove" #~ msgstr "Colonia de cogomelos" #~ 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 "" #~ "As text='colonias de cogomelos' son vastos bosques " #~ "subterráneos de cogomelos xigantes que medran na húmida escuridade. A " #~ "maioría das unidades teñen problemas ao franquear o chan esponxoso dos " #~ "pequenos fungos, pero teñen moito abeiro tras os grandes talos. As " #~ "unidades montadas, en troques, quedan totalmente atoadas e carecen de " #~ "liberdade de movemento para o combate. As unidades non mortas teñen unha " #~ "afinidade natural pola podremia e desenvólvense moi ben nos bosques de " #~ "cogomelos.\n" #~ "\n" #~ "A maioría das unidades reciben entre un 50% e un 60% de defensa nas " #~ "colonias de cogomelos, mentres que a cabalería só recibe un 20%." #~ msgid "Village" #~ msgstr "Vila" #~ 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 "" #~ "As text='vilas' representan calquera grupo de edificios. " #~ "Case todas as unidades, incluso as montadas a cabalo, se moven " #~ "perfectamente polas vilas, e a maioría das unidades obteñen unha " #~ "bonificación defensiva por estar nelas. As vilas ofrecen ás unidades os " #~ "recursos necesarios para limpar e curar as feridas, o que lle permite ás " #~ "unidades situadas nelas sandar oito puntos de vida cada rolda, ou curar " #~ "do envelenamento.\n" #~ "\n" #~ "A maioría das unidades teñen dun 50% a un 60% de defensa nas vilas, " #~ "mentres que a cabalería só recibe un 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Vila somerxida" #~ 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 "" #~ "As text='vilas somerxidas' son o fogar dos sirénidos e " #~ "dos nagas. Se ben se trata do medio natural para as criaturas acuáticas, " #~ "as terrestres teñen grandes dificultades para percorrer e defender estas " #~ "aldeas. Non obstante, como en calquera outra aldea, as instalacións están " #~ "dispoñíbeis para todas as criaturas, o que permite que as unidades poidan " #~ "sandar as súas feridas. Calquera unidade situada nunha aldea pode sandar " #~ "ata oito puntos de vida por rolda, ou ser curada do envelenamento.\n" #~ "\n" #~ "Os sirénidos e mailos nagas teñen un 60% de defensa nas vilas somerxidas, " #~ "mentres que as unidades terrestres teñen normalmente pouca defensa nelas." #~ msgid "Unwalkable" #~ msgstr "Intransitábel" #~ 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 "" #~ "Un terreo text='intransitábel' é calquera abismo ou " #~ "canón que, como o seu propio nome indica, non se pode transitar. Os " #~ "abismos salientan por ter paredes moi esgrevias que leva días atravesar. " #~ "A efectos do xogo, só as unidades capaces de voar poden cruzar estes " #~ "terreos." #~ msgid "Lava" #~ msgstr "Lava" #~ 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 "" #~ "Os perigos inherentes a intentar camiñar sobre a text='lava' resultan bastante evidentes. No que se refire ao movemento, a " #~ "lava é equivalente ao terreo dst='terrain_unwalkable' " #~ "text='intransitábel', e só poden cruzala aquelas unidades capaces " #~ "de voar a unha gran altura. O magma fundido produce ademais un brillo " #~ "intenso que proporciona unha bonificación de ataque ás unidades legais e " #~ "elimina a bonificación ofensiva das unidades caóticas." #~ msgid "River Ford" #~ msgstr "Vao" #~ 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 "" #~ "Cando un río é moi pouco profundo, atravesalo é unha cousa trivial para " #~ "as unidades terrestres. Ademais, calquera criatura afeita a nadar ten " #~ "total liberdade de movemento mesmo nestas partes dos ríos. No que " #~ "respecta ao xogo, un vao trátase coma se fose unha chaira ou auga pouco " #~ "profunda, o que mellor acaia a cada unidade en cuestións de defensa e " #~ "movemento." #~ msgid "Coastal Reef" #~ msgstr "Arrecife costeiro" #~ msgid "" #~ "text='Coastal reefs' are shallows formed by stone, coral " #~ "and sand. This provides most land units with a more steady footing and " #~ "defensive positions than wading in shallow water normally would and also " #~ "grants most water-dwelling races an exceptionally high defense.\n" #~ "\n" #~ "Mermen and Naga both receive 70% defense on coastal reefs." #~ msgstr "" #~ "Os text='arrecifes costeiros' son baixíos formados por " #~ "rochas, coral e area. Isto permite que a maioría das unidades terrestres " #~ "se movan e defendan mellor neste terreo que ao vadear augas pouco " #~ "profundas, e ademais garántelles ás criaturas acuáticas unha defensa " #~ "excepcional.\n" #~ "\n" #~ "Os sirénidos e os nagas obteñen un 70% de defensa nos arrecifes costeiros." #~ msgid "Bridge" #~ msgstr "Ponte" #~ 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 "" #~ "Para aqueles capaces de construílas, as text='pontes' " #~ "ofrecen unha liberación da inconstante natureza dos camiños que forma a " #~ "auga, cuxos vaos veñen e van segundo sobe ou baixa o nivel fluvial. Por " #~ "non falar da comodidade de non ter os pés mollados, que non é para tomar " #~ "a risa durante o inverno.\n" #~ "\n" #~ "Para os anfibios unha ponte ten o mellor de ambos os dous mundos —a " #~ "efectos do xogo, trátase como unha chaira ou auga superficial, segundo o " #~ "que mellor lle acaia á criatura do hexágono en cuestións de defensa e " #~ "movemento—. Ten en conta que unha unidade acuática e unha terrestre non " #~ "poden ocupar un mesmo hexágono ao mesmo tempo." #~ msgid "Impassable" #~ msgstr "Infranqueábel" #~ msgid "" #~ "Obstacles that not even the most determined traveler may overcome include " #~ "solid walls of stone and mountains so tall and steep that they are " #~ "constantly wreathed in cloud. Even flying creatures cannot navigate the " #~ "jagged peaks at such rarified heights, and not even the fiercest troll " #~ "can smash through thick walls of stone." #~ msgstr "" #~ "Os obstáculos que incluso o viaxeiro máis determinado non podería superar " #~ "son as paredes de pedra sólida e montañas tan altas e empinadas que están " #~ "constantemente cubertas de nubes. Nin as criaturas voadoras poden " #~ "desprazarse por picos tan elevados, e nin o troll máis feroz pode " #~ "atravesar as grosas paredes de pedra." #~ msgid "" #~ "Wesnoth’s extensibility allows the thriving user community to develop " #~ "content by making use of the game engine’s full potential to deliver new " #~ "scenarios, campaigns, and more beyond what the official content set has " #~ "to offer.\n" #~ "\n" #~ msgstr "" #~ "A batalla polo Noroeste pode estenderse con contido desenvolvido pola súa " #~ "activa comunidade de usuarios, que fai uso de todo o potencial do motor " #~ "do xogo para fornecer novos escenarios, campañas, e moito máis do que " #~ "ofrece o contido oficial.\n" #~ "\n" #~ msgid "" #~ "The game supports various types of add-ons that are used differently " #~ "according to their purpose." #~ msgstr "" #~ "O xogo permite o uso de varios tipos de complementos que se integran en A " #~ "batalla polo Noroeste de xeito distinto segundo o seu propósito." #~ 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 "" #~ "Furia:\n" #~ "Usado de forma ofensiva ou defensiva, este ataque prolonga o combate ata " #~ "que morre un dos combatentes, ou ata que se realicen trinta rondas de " #~ "ataques." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Maxia:\n" #~ "Este ataque sempre atina sete de cada dez veces, sen importar as " #~ "capacidades defensivas da unidade atacada." #~ msgid "firststrike" #~ msgstr "primeiro golpe" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Primeiro golpe:\n" #~ "Esta unidade sempre golpea primeiro con este ataque, incluso cando está " #~ "sendo atacada." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Alimentación:\n" #~ "Esta unidade aumenta nun punto a súa vida máxima cada vez que mata a unha " #~ "unidade viva." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Algunhas armas teñen propiedades especiais que aumentan a súa " #~ "efectividade.\n" #~ "\n" #~ msgid "
text='Race specific topics'
" #~ msgstr "
text='Temas relacionados coa especie'
" #~ msgid "South Seas pidgin for human meat." #~ msgstr "Termo empregado nos mares do sur para referirse á carne humana." #~ msgid "" #~ " red if it has finished its turn (might still be able to move or attack)." #~ msgstr "" #~ " vermella —se remataron a quenda (ao mellor aínda poden moverse ou atacar)" #~ "—."