# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-# # Indonesian translations for Battle for Wesnoth package. # Copyright (C) 2007 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2007. # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.3-svn\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 15:00+0300\n" "PO-Revision-Date: 2012-12-31 00:00+0700\n" "Last-Translator: Yuris \n" "Language-Team: none\n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Poedit 1.5.4\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 "Bawah tanah" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "mengobati +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 "mengobati +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "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." 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 "" "Mengobati +4:\n" "Memampukan unit ini mengobati unit-unit sekutu disebelahnya pada mulai ronde " "kita.\n" "\n" "Unit yang diobati oleh penyembuh ini akan diobati sampai maksimum 4 darah " "per ronde, atau menyetop racun berpengaruh pada ronde itu.\n" "Unit yang keracunan tidak bisa disembuhkan oleh dukun, dan harus mencari " "perawatan di desa atau dari unit yang bisa menyembuhkan." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "Mengobati +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 "mengobati +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Mengobati +8:\n" "Unit ini menyampurkan obat daun-daunan dengan sihir untuk mengobati unit " "lain lebih cepat dari yang biasanya mungkin di medan perang.\n" "\n" "Unit yang diobati oleh penyembuh ini akan diobati sampai maksimum 8 darah " "per ronde, atau menyetop racun berpengaruh pada ronde itu.\n" "Unit yang keracunan tidak bisa disembuhkan oleh dukun, dan harus mencari " "perawatan di desa atau dari unit yang bisa menyembuhkan." #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Editor" msgstr "Pemodifikasi Daerah" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269 #, fuzzy #| msgid "Terrain Modifiers" msgid "Scenario Editor" msgstr "Pemodifikasi Daerah" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:109 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:129 msgid "Label Tool" msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:130 msgid "" "Put text labels on the map.\n" "\n" "• Left-click will open a dialog box to create a new label or edit an " "existing one.\n" "• Right-click deletes.\n" "• Drag-and-drop with the left mouse button moves labels.\n" "\n" "This tool is only available in Scenario Mode; the decorations are " "implemented in the scenario using WML’s text='[label]' tag." msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:145 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:146 msgid "" "The Item Tool allows placing decorations such as windmills, bookcases and " "monoliths. Multiple items can be placed on the same hex.\n" "\n" "text='Note:' the tool doesn’t support deleting items once " "placed, nor does it support undo. Mistakes can currently only be fixed by " "editing the generated WML file.\n" "\n" "This tool is only available in Scenario Mode; the decorations are not part " "of the terrain and are implemented in the scenario using WML’s " "text='[item]' tag." msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:159 msgid "Village Ownership Tool" msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:160 msgid "" "This tool assigns ownership of villages at the start of a scenario. The " "villages must first be placed on the terrain with the " "dst='editor_tool_paint' text='Paint Tool'.\n" "\n" "• Left-click will assign the village to the currently-selected side.\n" "• Right-click will set the village back to unowned.\n" "\n" "This tool is only available in Scenario Mode; ownership information is " "stored by adding WML text='[village]' tags to the " "appropriate text='[side]'." msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:174 msgid "Unit Tool" msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:175 msgid "" "Place units belonging to the currently-selected side.\n" "\n" "• Left-click will place a unit.\n" "• Left drag-and-drop will move an already-placed unit.\n" "• Various operations are added to the right-click menu when the hex contains " "a unit.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[unit]' tags to the appropriate " "text='[side]'." msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:190 msgid "Named Areas" msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:191 msgid "" "This tool create sets of tiles that can be used in WML scripts’ Standard " "Location Filters (a concept explained in detail on the Wiki), by using the " "area’s id in the filter’s text='area=' attribute. For " "example:\n" "\n" "• assigning a local time zone to this set of hexes\n" "• filtering the set of hexes which trigger an event when a unit moves on to " "them\n" "\n" "To use the tool:\n" "\n" "• select hexes using the dst='editor_tool_select' text='select tool'\n" "• in the Areas menu, select Add New Area\n" "• then in the Areas menu, select Save Selection to Area\n" "• then in the Areas menu, select Rename Selected Area and choose a name for " "the area\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[time_area]' tags to the scenario. Although the tag’s " "name implies time, it is now more generic and can be used for other purposes " "without needing to change the time-of-day schedule in the area." msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:212 msgid "Playlist Manager" msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:213 msgid "" "Shows a list of music tracks known to the editor, with toggle-boxes to " "enable them.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[music]' tags to the scenario." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:223 msgid "Map/Scenario Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:224 msgid "" "Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario.\n" "\n" "The editor can be launched from the text='Map Editor' " "option at the title screen.\n" "\n" "
text='Editing Modes'
\n" "\n" "The editor features two modes of operation: terrain mode and scenario mode.\n" "\n" "The dst='..editor_mode_terrain' text='Terrain Mode' is similar to " "a simple paint application, with tools to dst='editor_tool_paint' " "text='paint', dst='editor_tool_fill' text='fill', " "dst='editor_tool_select' text='select (and copy)', and " "dst='editor_tool_paste' text='paste'. It also has the tool for " "setting the leaders’ dst='editor_tool_starting' text='starting " "locations'.\n" "\n" "The dst='..editor_mode_scenario' text='Scenario Mode', in " "addition to the tools available in terrain mode, adds support for adding " "dst='editor_tool_label' text='labels', " "dst='editor_tool_scenery' text='scenery items', " "dst='editor_tool_unit' text='units' in addition to the leader, " "and assigning dst='editor_tool_village' text='village ownership' " "at the start of the scenario. There’s also a dst='editor_playlist' " "text='playlist manager' for the music.\n" "\n" "text='Warning: the Scenario Mode is buggy in 1.14.' Improving " "it is one of the main blockers for the 1.16 release, however in 1.14 its " "quality is far below that of the game and the terrain mode." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:238 msgid "" "
text='What you do *not* get'
\n" "\n" "• Exactly the same map rendering as in-game\n" "\n" "The map won’t look exactly the same in the game as it does in the editor, " "because this depends on the terrain rules. For example, when many mountain " "hexes are clustered together the terrain rules will try to combine them into " "mountain ranges and large graphics spanning multiple hexes.\n" "\n" "• Event handlers and scripting\n" "\n" "The editor is not a tool to help you scripting the scenario’s event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "\n" "The editor can load most maps from older versions of Wesnoth, but not all. " "Maps from 1.3.2 and later will normally be supported, unless they use " "terrains which are no longer in mainline Wesnoth. Maps from add-ons which " "have their own terrains will need that add-on to tell the editor about their " "terrains." msgstr "" #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:258 msgid "" "The terrain editor’s functionality is similar to a simple paint " "application.\n" "\n" "The right-hand sidebar contains, from top to bottom, the mini-map, the " "toolkit (see the pages for each tool), tool options, and " "dst='editor_palette' text='Palette'.\n" "\n" "When saved using “Save Map As” and saving to the default directory, the " "resulting map can be found in the “Custom Maps” game type of the multiplayer " "“Create Game” dialog." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:270 msgid "" "The scenario editor mode adds support for some map-related WML features, " "such as areas and scenery items. Most scenarios will still require " "additional WML to be written using a different tool; the scenario editor " "does not support scripting the scenario’s events." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:272 msgid "" "
text='Checking whether the editor is in scenario mode'
\n" "\n" "You can check which mode the editor is in by looking at the menu bar.\n" "\n" "• In scenario mode the “Areas” and “Side” menus are enabled.\n" "• In terrain-only mode the “Areas” and “Side” menus are grayed-out." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:279 msgid "" "
text='Entering scenario mode'
\n" "\n" "To start a new map in scenario mode, choose “New Scenario” from the “File” " "menu.\n" "\n" "If you’re already editing a map in terrain mode, use “Save Scenario As” from " "the “File” menu; this will switch to scenario mode.\n" "\n" "To load a map that was created in the scenario editor, use “Load Map” from " "the “File” menu, and select the .cfg file (not a .map file)." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:287 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves exactly one file, either a .map (for terrain mode) or " "a .cfg (for scenario mode). In scenario mode the terrain map is saved inside " "the .cfg file; there is no separate .map file. If you start editing in " "terrain mode and then switch to scenaro mode then an old .map file might " "remain, but this is not updated by the scenario editor.\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that use a " "separate .map file (which can't be created by the scenario editor), the " "editor may follow the link and open the corresponding .map in terrain-only " "mode, as if the .map file was chosen in the file selector." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:299 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:300 msgid "" "When loading a .cfg file, the scenario editor understands files created by " "the scenario editor, but is likely to have difficulty with files that have " "been edited by hand.\n" "\n" "Files created by the scenario editor omit the opening [scenario] and closing " "[/scenario] tags. If you are creating a campaign (or other add-on), then " "those tags need to be added; there is more detail about this in the " "dst='editor_map_format' text='map file format' documentation.\n" "\n" "One workflow is to create a separate WML file, also with the .cfg extension, " "which uses the WML preprocessor to include the editor-created file. This " "separate file contains both the [scenario] tag and any hand-edited WML such " "as events. With this workflow, the add-on’s file structure could look like " "this:\n" "\n" "
text='For Wesnoth 1.14'
\n" "\n" "• _main.cfg:\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in " "these four lines:\n" " ◦ [scenario]\n" " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" " ◦ [/scenario]\n" " ◦ [+scenario]\n" "\n" "The first three of those lines insert the scenario-generated file inside a " "[scenario] tag. The ‘+’ sign on the fourth line means that two scenario tags " "will be combined, with attributes in the second one overriding attributes in " "the first one.\n" "\n" "
text='1.16 and later'
\n" "\n" "If your add-on will only be used on 1.16 and later, there are new features " "to load .cfg files via map_file, and to avoid repeating the add-on’s name " "within the .cfg files.\n" "\n" "• _main.cfg:\n" " ◦ use “[binary_path]” to add add-on’s directories to the binary path, " "which makes “map_file” search the “maps” directory.\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to " "load that file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:338 msgid "Editor Mask Usage" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:339 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "" #. [topic]: id=editor_time_schedule #. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser #: data/core/editor/help.cfg:347 #, fuzzy #| msgid "Time of Day" msgid "ToD and Schedule Editor" msgstr "Jam" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:348 msgid "" "This button at the top-right of the screen accesses the time-of-day preview " "and the schedule editor.\n" "\n" "In terrain mode, this displays the map as it will be recolored at different " "times of day.\n" "\n" "In scenario mode, the button accesses an editor for individual schedules for " "dst='editor_named_area' text='time areas'." msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:359 msgid "Editor Palette" msgstr "" #. [topic]: id=editor_palette #. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:361 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units. When using the Starting Locations Tool, the palette changes " "to a list of “Player 1”, “Player 2”, etc.\n" "\n" "text='Filter'\n" "\n" "There is a filter function to show only a subset of the available items — " "this is the leftmost of the four buttons at the top of the palette, and the " "graphic changes depending on what is selected. Examples:" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:366 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:367 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:368 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:379 msgid "Wesnoth Map Format" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:380 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:382 msgid "" "
text='Native'
\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "only non-terrain information provided by the map syntax is the set of " "locations created by the dst='editor_tool_starting' text='Starting " "Locations Tool'. The files can be edited with a general purpose text " "editor like notepad.\n" "\n" "These files can be used directly for multiplayer games, the number of " "players is automatically determined by the number of starting positions. " "When saved in the default directory, the map can be found in the “Custom " "Maps” game type of the multiplayer “Create Game” dialog; you may need to " "refresh the cache (press F5 on the title screen) before a newly-created map " "appears.\n" "\n" "These files can be used in a scenario’s .cfg file, with the scenario’s WML " "providing additional information such as teams, custom events, and complex " "side setups. The .cfg file loads the map file with either of:\n" "\n" "• map_file=maps/01_First_Map.map text='— supported since Wesnoth " "1.14'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— a WML preprocessor " "include'\n" "\n" "The text='map_file' method is preferred over using a " "preprocessor include." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:395 msgid "" "
text='Embedded'
\n" "\n" "The map data can stored as part of a scenario’s .cfg file, directly in the " "text='map_data' attribute. In other words, in the place " "that the preprocessor would include it when using the preprocessor-include " "method.\n" "\n" "
text='Using Embedded Format in Terrain Mode'
\n" "\n" "If you are editing the map and not using the Scenario Mode support, then " "it’s trivial to move the data to a native map file before opening it in the " "editor. This conversion is recommended — the editor supports editing the " "content of map_data while leaving everything else in the file untouched, but " "this is rarely-used code. Maps opened this way are marked (E) in the Window " "menu." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:403 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the data as a .cfg file with embedded map " "data. When loading a .cfg file, the scenario editor understands files " "created by the scenario editor itself, but is likely to have difficulty with " "files that have been edited by hand; problems can be avoided by " "dst='editor_separate_events_file' text='using a separate .cfg file' for the hand-edited parts." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:407 msgid "" "
text='Which scenario files use the [scenario] tag'
\n" "\n" "Files created by the scenario editor have the contents of a WML scenario " "element, but don’t include the opening [scenario] and closing [/scenario] " "tags. For each .cfg file in the userdata folder’s editor/scenarios " "subfolder, the game will automatically try to load a scenario from it to " "include in the “Custom Scenarios” list (files that fail to load are " "ignored). In this folder each file is a separate item - files that fail to " "parse as a scenario are ignored, and files must not contain the [scenario][/" "scenario] tags.\n" "\n" "The opposite applies when a scenario is part of a campaign or other add-on. " "Typically each scenario has its own .cfg file, however this is unnecessary - " "all of the WML in an add-on will be combined by the preprocessor, it doesn’t " "matter whether the add-on is written as separate files or not. The engine " "needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags " "to know which WML is part of each scenario." msgstr "" #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121 msgid "Deep Underground" msgstr "Dalam Bawah Tanah" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "Dalam Ruangan" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Ensiklopedi" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Geografi'" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Geografi" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arkan-thoria" #. [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 "" "Sebuah sungai yang muncul di dst='heart_mountains' text='Pegunungan " "Heart' dan mengalir ke timur ke Listra." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy #| msgid "Great Ocean" msgid "Great River" msgstr "Lautan Luas" #. [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 "" "Benua di mana dst='kingdom_wesnoth' text='Kerajaan Wesnoth' " "berada. Pantai baratnya dikelilingi oleh dst='great_ocean' text='Lautan " "Luas'." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Lautan Luas" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 #, fuzzy #| 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 the Great " #| "Ocean is a huge archipelago called dst='morogor' text='Morogor'." 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 "" "Terletak di barat dst='great_continent' text='benua' dan semua " "sungai akhirnya mengalir ke sana. Jauh di sebelah barat di Lautan Luas " "adalah sebuah kepulauan besar yang disebut dst='morogor' " "text='Morogor'." #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Morogor" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 #, fuzzy #| msgid "" #| "Archipelago, located somewhere in the dst='great_ocean' text='Great " #| "Ocean' west of the dst='green_isle' text='Green Isle' " #| "and east of the dst=old_continent text='Old Continent'.\n" #| "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" #| "The central island of the archipelago is also called ‘Morogor’." 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 "" "Kepulauan, yang terletak di suatu tempat di dst='great_ocean' " "text='Lautan Luas' sebelah barat dari dst='green_isle' " "text='Pulau Hijau' dan timur dari dst=old_continent text='Benua " "Tua'.\n" "Kepulauan ini sebagian besar dihuni oleh dst='..race_drake' " "text='bangsa drake'.\n" "Pulau di tengah kepulauan ini juga disebut 'Morogor'." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Pulau Hijau" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" "Sebuah pulau yang lebih besar terletak di dst='great_ocean' " "text='Lautan Luas'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Benua Tua" #. [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 "" "Terletak di sebelah barat dari dst='morogor' text='Morogor' " "melewati dst='great_ocean' text='Lautan Luas'." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Benua Besar" #. [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 "" "Benua di mana dst='kingdom_wesnoth' text='Kerajaan Wesnoth' " "berada. Pantai baratnya dikelilingi oleh dst='great_ocean' text='Lautan " "Luas'." #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irdya" #. [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 "" "Nama dunia di mana kerajaan dst='kingdom_wesnoth' text='Wesnoth' " "terletak adalah 'Irdya'. Istilah ini, bagaimanapun, jarang digunakan dalam " "zaman yang digambarkan oleh peta utama. Orang-orang biasanya hanya " "mengatakan \"dunia\" atau, secara puitis, \"dunia hijau yang luas\"." #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Kerajaan Wesnoth" #. [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" #| " • 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" #| " • 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\n" #| " ◦ Green Swamp: Large swamp in the heart of the wilds of " #| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and " #| "feeds into the Great River. (Not shown on the main map.)" 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 "" "Kerajaan Wesnoth terletak di bagian utara-tengah dari " "dst='great_continent' text='Benua Besar'. Sebagian besar tema " "utama kampanye berkisar di sekitar itu. Kerajaan Wesnoth dibatasi di peta " "oleh Sungai Besar di utara, pantai Lautan Luas di barat, Aethenwood di " "sebelah dst='southwest_elven_lands' text='barat daya', dan Rawa " "Pahit di sebelah tenggara (pojok kanan bawah peta utama).\n" "\n" "Diatas Sungai Aethen, selatan dari Benteng Tahn, adalah daerah perbatasan " "Bangsa Wesnoth. Ini dibatasi di sebelah selatan (diluar-peta) oleh hutan " "lebat yang Aethenwood dapat dianggap sebagai perluasan paling utara.\n" "\n" " • Kota-Kota Terkemuka:\n" " ◦ Weldyn: Ibukota Wesnoth.\n" " ◦ Aldril: Kota yang terletak di Teluk Mutiara.\n" " ◦ Pelabuhan Air Hitam: Kota yang terletak di selatan Teluk " "Mutiara.\n" " ◦ Carcyn: Terletak diantara Hutan Abu-Abu dan Sungai Besar.\n" " ◦ Dan'Tonk: Kota terbesar Wesnoth, terletak di pusat negara, di " "barat dan utara dari Weldyn.\n" " ◦ Soradoc: Pos terluar perbatasan paling utara Wesnoth, mengawasi " "pertemuan antara Sungai Weldyn dan Sungai Besar.\n" " ◦ Benteng Tahn: Pos terluar perbatasan paling selatan, mengawasi " "jalan utara/selatan menyeberangi Sungai Aethen.\n" " ◦ Tath: Benteng kota penting di utara Dan'Tonk, mengendalikan " "pedalaman hutan belantara disekeliling timur Perbukitan Coklat dan utara " "sampai ke Arungan Abez.\n" "\n" " • Roman Negeri Terkemuka:\n" " ◦ Gunung Gryphon: Rumah dari Para Gryphon yang banyak diceritakan\n" " ◦ Arungan Abez: Bagian dangkal dari Sungai Besar, biasanya diawasi " "oleh pasukan Wesnothian\n" " ◦ Sungai Weldyn: Ini adalah anak-anak sungai dari Sungai Besar dan " "mengarah ke selatan\n" " ◦ Dataran Tengah Luas: Daerah yang dibatasi oleh Weldyn, Dan'Tonk, " "dan Benteng Tahn, dataran ini adalah keranjang roti Wesnoth dan rumah bagi " "sebagian besar penduduknya\n" " ◦ Perbukitan Dulatus: Kumpulan bukit-bukit ini membatasi Dataran " "Tengah Luas menyediakan banyak ternak dan pertanian Wesnoth\n" " ◦ Perbukitan Coklat: Tanah kosong melingkupi Gunung Gryphon yang " "tidak berpenduduk dan kadang-kadang sangat berbahaya\n" " ◦ Dataran-Dataran Kuda: Daerah dataran-dataran melandai tepat di " "sebelah selatan Sungai Besar, dibatasi oleh Hutan Glyn di barat dan Sungai " "Weldyn di timur; selatannya yang menyatu mencapai Dataran Tengah. Rumah dari " "Suku-Suku kuat; kuda-kuda terbaik di Wesnoth dibesarkan di sini.\n" " ◦ Perbukitan Estmark: barisan tanjakan agak besar di selatan " "Sungai Besar dan di timur Sungai Weldyn. Bagian paling utara, paling dekat " "dengan Sungai Weldyn, telah pada berbagai masa ditempati oleh Pasukan " "Wesnothian, tapi pengawasan Kerajaan lemah dalam keadaan yang paling baik " "dan kejahatan adalah biasa.\n" " ◦ Hutan Glyn: Kadang-kadang dikenal sebagai Hutan Kerajaan, " "dinamakan untuk salah satu dari putra Haldric II\n" " ◦ Hutan Abu-Abu: hutan besar di jantung hutan belantara Wesnoth, " "terletak diantara Carcyn dan Aldril dan biasanya dianggap angker\n" " ◦ Rawa Hijau: Rawa besar di jantung hutan belantara Wesnoth, di " "selatan Aldril. Rawa ini mendapatkan pengaliran air dari Perbukitan Coklat " "dan diteruskan ke Sungai Besar. (Tidak ditampilkan di peta utama.)" #. [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" #| " • 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" #| " • 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 "" "Elensefar pada suatu waktu adalah sebuah provinsi dst='kingdom_wesnoth' " "text='Wesnoth', pada suatu waktu sebuah negara yang berdiri sendiri, " "dan pada suatu waktu dalam sebuah perjanjian federasi dengan Wesnoth. " "Perbatasannya adalah Sungai Besar di utara, sebuah garis ditetapkan dengan " "longgar bersama Wesnoth di timur, Teluk Mutiara di selatan, dan " "dst='great_ocean' text='lautan' di barat. Informasi lebih lanjut " "dilihat dalam cerita sejarah Wesnoth.\n" "\n" " • Kota-Kota Terkemuka:\n" " ◦ Elensefar: Ibukota, terletak di sebuah pulau di delta " "dst='great_river' text='Sungai Besar' \n" " ◦ Carcyn: Kota di perbatasan Wesnoth-Elensefar, yang disengketakan " "dengan Wesnoth\n" " • Roman Negeri Terkemuka:\n" " ◦ dst='great_river' text='Sungai Besar': Sungai ini " "sangat lebar pada saat ini, dan hanya kapal-kapal yang dapat menyeberanginya." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Wilayah Utara" #. [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" #| " • Notable cities:\n" #| " ◦ Glamdrol: An Orcish tribal capital\n" #| " ◦ Romyr: Another 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" #| " • 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 than 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 "" "Tidak ada pemerintahan di Wilayah Utara. Berbagai kelompok orc, dwarf, " "manusia barbar dan bahkan bangsa elf mendiami wilayah ini. Batas-batas utara " "dan timur tidak ditetapkan, batas selatan adalah dst='great_river' " "text='Sungai Besar', dan batas barat adalah dst='great_ocean' " "text='Lautan Luas'.\n" "\n" " • Kota-Kota Terkemuka:\n" " ◦ Glamdrol: Sebuah Ibukota suku orc\n" " ◦ Romyr: Sebuah Ibukota suku orc lain\n" " ◦ Wesmere: Tempat Ka’lian — Dewan Elf\n" " ◦ Dwarven Doors: Sebuah kota campuran manusia/dwarf di wilayah " "Knalga di selatan Pegunungan Heart. Sebuah pusat perdagangan utama.\n" " ◦ Dallben dan Delwyn: Desa-desa manusia mula-mula dibangun oleh " "para penetap yang menyebrangi Sungai Besar selama expansi Masa Keemasan " "Wesnoth. Sekarang ditinggalkan. Wilayah berhutan utara Elensefar, dimana " "desa-desa ini terletak, dinamakan provinsi Annuvin oleh bangsa manusia " "tetapi dikenal oleh bangsa elf sebagai Wesmere.\n" "\n" " • Roman Negeri Terkemuka:\n" " ◦ Pegunungan Heart: Sebuah penghalang hampir tak dapat dilalui " "diantara pedalaman sungai dan Dataran-Dataran Utara.\n" " ◦ Heartfangs: terutama sekali daerah terlarang dari puncak-puncak " "tinggi sebelah barat daya Danau Vrug and utara dari Hutan Wesmere. Bagian " "yang paling tidak ramah dan berbahaya dari Pegunungan Heart; hanya para " "pertapa, orang-orang gila, dan para penyihir tinggal disini.\n" " ◦ Rawa Ketakutan: suatu tanah berlumpur yang sangat luas terletak " "diantara Pegunungan Heart dan Sungai Besar. Sebuah tempat yang terkenal " "berbahaya.\n" " ◦ Danau Vrug: Sebuah danau gunung yang besar yang sungai-sungainya " "mengukir satu-satunya jalan kecil melalui Pegunungan Utara\n" " ◦ Arkan-thoria: Sungai yang keluar dari Danau Vrug. Ini adalah " "nama elf; diantara para manusia menyebutnya Longlier.\n" " ◦ Sungai Listra: Anak sungai Sungai Besar yang mengalir keselatan " "bermuara ke Arkan-thoria.\n" " ◦ Hutan Lintanir: Bagian paling selatan dari Hutan Besar Utara, " "suatu hutan sangat luas yang batasan-batasan timur dan utaranya hanya " "diketahui oleh bangsa elf. Ibukota mereka, Elensiria, telah jarang " "dikunjungi oleh bangsa manusia.\n" " ◦ Sungai Besar: Sumber sungai ini di suatu tempat di timur wilayah " "utara" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "Wilayah Elf Barat Daya" #. [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 Green Swamp to the northeast, the desert (not shown) to the " #| "south, and the dst='great_ocean' text='Ocean' to the west.\n" #| "\n" #| " • Notable cities\n" #| " ◦ None known\n" #| " • Notable land features:\n" #| " ◦ Aethen Forest: The largest southern forest, it extends far to " #| "the southwest—much farther than is charted—and is home to dst='.." #| "race_elf' text='elves'." 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 "" "Hutan Bangsa Elf terpisah dari hutan-hutan di utara, dan hanya memiliki " "hubungan kecil dengan mereka di utara dan kebanyakan negara-negara lain. " "Perbatasannya adalah Rawa Hijau di timur laut, gurun (tidak ditampilkan) di " "selatan, dan dst='great_ocean' text='Lautan' di barat.\n" "\n" " • Kota-Kota Terkemuka\n" " ◦ Tidak diketahui\n" " • Roman Negeri Terkemuka:\n" " ◦ Hutan Aethen: Hutan selatan terbesar, hutan itu " "meluas jauh ke barat daya—lebih jauh daripada yang dipetakan—dan merupakan " "rumah bagi dst='..race_elf' text='bangsa elf'." #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Pegunungan Heart" #. [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 "" "Sebuah penghalang hampir tidak dapat dilalui diantara pedalaman " "dst='arkan_thoria' text='sungai' dan dst='far_north' " "text='Daratan Utara'." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Utara Jauh" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 #, fuzzy #| 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" #| " • Notable cities:\n" #| " ◦ Barag Gor, a city home to the Orcish Council\n" #| " ◦ Bitok\n" #| " ◦ Borstep\n" #| " ◦ Castelfrang\n" #| " ◦ Farzi\n" #| " ◦ Festog\n" #| " ◦ Grisbi\n" #| " ◦ Lmarig\n" #| " ◦ Melmog\n" #| " ◦ Prestim\n" #| " ◦ Tirigaz\n" #| " • Notable land features:\n" #| " ◦ Swamp of Desolation\n" #| " ◦ Mountains of Dorth\n" #| " ◦ Mountains of Haag\n" #| " ◦ Green Forest\n" #| " ◦ Silent Forest\n" #| " ◦ Forest of Thelien\n" #| " ◦ River Oumph\n" #| " ◦ River Bork\n" #| " ◦ Wild Steppe" 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 "" "Dingin, keras, dan tidak dapat dijangkau, Utara Jauh adalah rumah leluhur " "Suku Orc. Itu terletak di utara dst='heart_mountains' text='Pegunungan " "Heart', yang para Orc sebut Haggid-Dargor dan menyatakannya (tanpa " "kepatutan) sebagai milik mereka. Di timur terletak Suku-suku yang tidak " "bersekutu dari Stepa Liar, yang berselisih dengan penguasaan Suku Orc, " "malahan mengembara dengan manusia barbar liar dan berselisih dengan Bangsa " "Elf Tinggi Dataran-Dataran Utara (dikenal sebagai Bangsa Elf Utara di " "wilayah manusia). Bangsa Elf Tinggi sendiri berada jauh ke timur, di mana " "dikabarkan mereka memerintah sebuah kerajaan besar.\n" "\n" " • Kota-Kota Terkemuka:\n" " ◦ Barag Gor, sebuah kota rumah bagi Dewan Orc\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Castelfrang\n" " ◦ Farzi\n" " ◦ Festog\n" " ◦ Grisbi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " • Roman Negeri Terkemuka:\n" " ◦ Rawa Kesedihan\n" " ◦ Pegunungan Dorth\n" " ◦ Pegunungan Haag\n" " ◦ Hutan Hijau\n" " ◦ Hutan Sunyi\n" " ◦ Hutan Thelien\n" " ◦ Sungai Oumph\n" " ◦ Sungai Bork\n" " ◦ Stepa Liar " #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "Jam" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Kata Pengantar" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Permainan" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:457 msgid "Traits" msgstr "Sifat" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Unit" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Kemampuan" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Kemampuan Khusus Senjata" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:472 msgid "Terrains" msgstr "Daerah" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:525 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:598 msgid "Commands" msgstr "Perintah" #. [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." 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='Pertempuran demi Wesnoth' adalah sebuah permainan " "strategi fantasi bergiliran yang agak aneh di antara permainan-permainan " "strategi modern. Sementara permainan-permainan lain berusaha untuk " "keruwetan, text='Pertempuran demi Wesnoth' berusaha untuk " "kesederhanaan baik aturan-aturan dan permainan. Namun, ini tidak membuat " "permainannya lebih mudah — dari aturan-aturan sederhana ini muncul banyak " "strategi, membuat permainan ini mudah dipelajari tetapi sebuah tantangan " "untuk dikuasai." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Tentang Permainan Ini" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 #, fuzzy #| msgid "" #| "Certain units have abilities that either directly affect other units, or " #| "have an impact on how the unit interacts with other units. These " #| "abilities will be listed under this topic as you encounter them.\n" #| "\n" msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "Beberapa unit memiliki kemampuan yang langsung mempengaruhi unit lain, atau " "mempengaruhi bagaimana unit itu berinteraksi dengan unit lain. Kemampuan-" "kemampuan ini akan didaftarkan di dalam topik ini ketika anda menemukannya.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Unit Tidak Diketahui" #. [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" "Unit ini tidak diketahui pada saat ini. Anda harus menemukannya di dalam " "permainan untuk diperbolehkan melihat deskripsinya." #. [topic]: id=..gameplay #: data/core/help.cfg:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', that pit your troops against the troops " "of one or more adversaries. Multiple scenarios that follow on from each " "other, telling a story, make up text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' introduces the basics of " "Wesnoth gameplay in the context of a scenario. Most material covered in the " "tutorial is explained more in-depth in these pages, so you can always refer " "back here if you forget something.\n" "\n" "After you master the basics, try out a beginner campaign, such as " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy #| msgid "
text='Units of this race'
" msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "
text='Unit-unit ras ini'
" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy #| msgid "" #| "While playing, keep in mind that if you mouse-over many items in the " #| "game, such as the information displayed in the status pane, a brief " #| "description will be shown explaining each item. This is especially useful " #| "when you encounter new dst='..abilities_section' text='abilities' for the first time." msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "Ketika bermain, ingat bahwa jika anda memindahkan tetikus ke atas banyak hal " "di permainan, seperti informasi yang ditunjukkan di papan status, sebuah " "deskripsi singkat akan ditunjukkan menjelaskan setiap hal. Ini berguna " "terutama ketika anda menemukan dst='..abilities_section' " "text='kemampuan' baru pada pertama kali." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Kemenangan dan Kekalahan" #. [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" "Ketika anda menang sebuah skenario, petanya akan menjadi abu-abu dan tombol " "text='Akhiri Giliran' akan berubah menjadi text='Akhiri " "Skenario'. Sekarang, anda bisa melakukan hal-hal seperti mengganti " "pilihan simpanan atau (jika anda sedang di permainan multiplayer) bercakap-" "cakap dengan pemain-pemain lain sebelum menekan tombol itu untuk meneruskan." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, fuzzy #| msgid "" #| "Pay careful attention to the text='Objectives' pop-up box at " #| "the beginning of each scenario. Usually you will achieve victory by " #| "killing all enemy leaders, and only be defeated by having your leader " #| "killed. But scenarios may have other victory objectives — getting your " #| "leader to a designated point, say, or rescuing someone, or solving a " #| "puzzle, or holding out against a siege until a certain number of turns " #| "have elapsed." 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 "" "Perhatikan dengan seksama kotak text='Tujuan-tujuan' yang " "muncul di permulaian setiap skenario. Biasanya anda akan mencapai kemenangan " "dengan membunuh semua pemimpin musuh, dan hanya dikalahkan jika pemimpin " "anda dibunuh. Tapi skenario-skenario mungkin memiliki tujuan-tujuan " "kemenangan yang lain — membawa pemimpin anda ke suatu tempat yang ditandai, " "misalnya, atau menyelamatkan seseorang, atau mencari jawaban teka-teki, atau " "bertahan melawan kepungan sampai sejumlah giliran berlalu." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Merekrut dan Memanggil Kembali" #. [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" "Jika anda mengklik kanan di sebuah heks istana dan memilih rekrut, unit yang " "baru akan muncul di situ. Kalau tidak, ia akan muncul di heks kosong di " "dekat benteng. Anda hanya boleh merekrut unit sebanyak heks kosong di istana " "anda, dan anda tidak bisa membelanjakan lebih banyak emas dari yang anda " "punya ketika merekrut." #. [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 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 "" "Setiap pihak memulai dengan satu pemimpin di bentengnya. Pada permulaan " "setiap pertempuran, dan selama berada dalam pertempuran, anda akan perlu " "merekrut dst='..units' text='unit-unit' ke dalam tentara anda. " "Untuk merekrut, anda harus menaruh pemimpin anda (misalnya, Konrad di " "kampanye text='Pewaris Takhta') di heks benteng dari sebuah " "dst='terrain_castle' text='istana'. Setelah itu, anda bisa " "merekrut baik dengan memilih text='Rekrut' dari menu atau " "mengklik kanan di sebuah heks dan memilih text='Rekrut'. Ini " "memunculkan menu rekrut, yang mana daftar-daftar unit-unit tersedia untuk " "direkrut, bersama dengan harganya. Klik seorang unit untuk melihat " "statistiknya, lalu tekan tombol rekrut untuk merekrutnya." #. [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" "Unit-unit yang direkrut tampil dengan dua dst='..traits_section' " "text='sifat' acak yang memodifikasi statistik mereka." #. [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" "Di skenario berikutnya, anda juga bisa Memanggil kembali orang yang selamat " "dari pertempuran sebelumnya. Memanggil kembali berharga 20 emas dan " "menyajikan anda dengan sebuah daftar tentang semua unit yang masih hidup " "dari skenario-skenario sebelumnya." #. [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" "Unit-unit tidak hanya memerlukan emas untuk Direkrut atau Dipanggil Kembali, " "mereka juga memerlukan uang untuk dukungan. Lihat " "dst='income_and_upkeep' text='pendapatan dan pemeliharaan' untuk " "informasi lebih lanjut." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Pendapatan dan Pengeluaran" #. [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" "Pendapatan gampang dimengerti. Anda memiliki pendapatan dasar 2 emas per " "giliran. Untuk setiap desa yang anda kuasai, anda mendapatkan satu emas " "tambahan per giliran. (Pada umumnya ini tergantung tetapi di dalam kampanye-" "kampanye hampir selalu satu emas per desa). Demikian, jika anda memiliki " "sepuluh desa, anda biasanya akan mendapatkan 12 emas per giliran. Biaya " "pemeliharaan anda dikurangi dari pendapatan ini, terinci sebagai berikut." #. [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 "" "Di Wesnoth, bermain tidak cukup sesederhana merekrut dan bertempur. Anda " "harus memperhatikan emas anda juga, khususnya dalam kampanye, di mana anda " "bisa membawa emas tambahan dari satu skenario ke skenario berikutnya. Ada " "dua aspek mengenai ini; text='pendapatan' dan " "text='pemeliharaan'." #. [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" "Pemeliharaan juga mudah dimengerti. Setiap unit memerlukan sejumlah " "pemeliharaan sebanding dengan levelnya. Anda bisa mendukung seberapa " "banyakpun unit-unit level bernilai sebanyak desa yang anda miliki, tanpa " "membayar pemeliharaan apapun. Namun, untuk setiap unit level di atas jumlah " "desa yang anda punya, anda harus membayar satu emas per giliran. Misalnya, " "jika anda memiliki dua belas unit level satu dan sepuluh desa, anda harus " "membayar dua emas per giliran untuk pemeliharaan." #. [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" "Biaya pemeliharaan dikurangi dari pendapatan anda, jadi dalam kasus anda " "memiliki dua belas unit level dan sepuluh desa, pendapatan anda yang " "dihasilkan akan menjadi 10 emas per giliran." #. [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" "Ada dua perkecualian penting untuk pemeliharaan: unit-unit dengan sifat " "setia dan pemimpin-pemimpin tidak pernah memerlukan pemeliharaan. Unit-unit " "dengan mana anda memulai skenario (seperti Delfador), atau unit-unit yang " "menggabungkan diri dengan anda selama sebuah skenario (seperti penunggang " "kuda di skenario kedua dari text='Pewaris Takhta') akan " "biasanya memiliki sifat text='setia'. Unit yang anda " "mainkan (seperti Konrad) akan hampir selalu menjadi seorang pemimpin." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Darah dan Pengalaman" #. [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 "" "Setiap unit memiliki jumlah text='hitpoint' tertentu (HP). " "Jika hitpoint seorang unit jatuh di bawah 1, unit itu mati. Setiap unit juga " "memiliki jumlah text='poin pengalaman' tertentu (XP). Unit " "yang baru saja direkrut mulai dengan tanpa poin pengalaman, dan memperoleh " "pengalaman bila bertarung dengan musuh-musuh." #. [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 "" "Darah dan angka pengalaman ditunjukkan di papan status menggunakan dua nomor " "(nomor sekarang dan nomor maksimum yang unit ini bisa miliki)" #. [topic]: id=hitpoints #: data/core/help.cfg:244 #, fuzzy #| msgid "" #| "The hitpoints are also indicated by an energy bar next to each unit, " #| "which is green, yellow or red. A unit with at least 1 experience point " #| "has a blue experience bar, which turns white as the unit is about to " #| "dst='experience_and_advancement' text='advance'." 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 "" "Darah juga ditunjukkan oleh sebuah batang tenaga di sebelah setiap unit, " "berwarna hijau, kuning dan merah. Unit dengan sedikit-dikitnya 1 angka " "pengalaman memiliki sebuah batang pengalaman biru, yang berubah putih ketika " "unit itu akan dst='experience_and_advancement' text='naik level'." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "Naik level ke:" #. [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" "Unit-unit memiliki beberapa angka pengalaman diperlukan untuk naik level " "(ini 20% lebih sedikit untuk unit mempunyai sifat Pandai). Setelah mereka " "menyampai nomor ini, mereka langsung naik level, dan juga disembuhkan dari " "semua luka. Kadang-kadang, anda akan diberi kenaikan level pilihan." #. [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 "" "Jika dua unit bertahan hidup setelah berkelahi, mereka memperoleh beberapa " "angka pengalaman sama dengan level unit yang mereka tarung. Namun, jika " "sebuah unit membunuh unit lain di pertempuran, ia memperoleh jauh lebih " "banyak pengalaman — 4 untuk unit level 0, 8 untuk level 1, 16 untuk level 2, " "24 untuk level 3, dan seterusnya." #. [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" "Meskipun kebanyakan unit memiliki tiga level, tidak semuanya memilikinya. " "Unit-unit tertentu (seperti dst='unit_Mage' text='penyihir') " "memiliki empat. Setelah sebuah unit mencapai level maksimumnya, ia akan " "memiliki text='Kenaikan Setelah Level Maksimum' (KSLM). " "KSLM akan memodifikasi unit itu setiap kali unitnya mencapai angka " "pengalaman maksimum, tetapi unit itu akan tetap memiliki level yang sama. " "Biasanya, pengaruh KSLM adalah bagi unit menaikkan darah maksimum dengan 3 " "dan menyembuhkannya dari semua luka. KSLM yang pertama akan biasanya dicapai " "dengan 150 XP diperoleh (120 XP untuk unit-unit pandai). Namun, mencapai " "suatu KSLM menjadi semakin lebih susah untuk setiap KSLM yang dicapai, jadi " "biasanya lebih bermanfaat untuk mencoba menaikkan level unit-unit anda yang " "berlevel rendah." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Gerakan" #. [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" "Setiap unit memiliki jumlah pergerakan tertentu yang digunakan ketika pindah " "ke heks baru, tergantung pada Daerah heks khusus itu. Misalnya, tanah rumput " "hampir selalu menghabiskan 1 angka pergerakan memasukinya. Tepatnya berapa " "banyak angka pergerakan yang diperlukan untuk memasuki sebuah heks " "tergantung pada jenis unitnya — di hutan, unit-unit elf hanya menghabiskan 1 " "angka pergerakan, kebanyakan unit-unit manusia dan orc menghabiskan 2, " "sementara penunggang kuda menghabiskan 3. Anda bisa mengetahui berapa angka " "pergerakan yang diperlukan oleh sebuah unit untuk memasuki sebuah jenis " "daerah tertentu dengan mengklik kanan pada unit itu, memilih " "text='Deskripsi Unit', dan lalu melihat " "text='Pemodifikasi Daerah'." #. [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 "" "Gerakan di text='Pertempuran demi Wesnoth' mudah. Klik unit " "yang anda mau pindahkan untuk memilihnya, lalu klik di heks di mana anda mau " "dia pindah. Ketika sebuah unit dipilih, setiap daerah di mana dia bisa " "bergerak di giliran ini akan disoroti, dan semua heks yang lain di peta " "digelapkan. Pindahkan mouse ke atas sebuah heks yang disoroti menunjukkan " "angka perlindungan yang unit ini akan miliki jika anda memindahkannya ke " "sana. Memindahkan mouse ke atas heks yang digelapkan juga akan menunjukkan " "jumlah giliran yang diperlukan untuk sampai ke sana, dan mengkliknya akan " "membuat unit ini berpindah kearah heks itu melalui jalan yang paling cepat " "kesana dan giliran-giliran berikutnya. Jika anda tidak menggunakan seluruh " "gerakan sebuah unit ketika anda memindahkannya, anda bisa memindahkannya " "lagi. Ini berguna ketika menukar tempat dua unit. Menyerang dengan sebuah " "unit akan menggunakan seluruh gerakannya. Mengakhiri gerakan di sebuah desa " "yang anda belum miliki sebelumnya juga akan menggunakan seluruh gerakannya, " "tetapi ia masih bisa menyerang." #. [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 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" "Hal lain yang perlu diingat ketika bergerak adalah text='zona-zona " "kontrol'. Setiap unit menghasilkan sebuah zona kontrol dengan " "seketika di heks-heks sekelilingnya, dan unit musuh manapun yang memasuki " "heks-heks itu dengan segera mengakhiri pergerakannya. Mempelajari bagaimana " "memanfaatkan zona-zona kontrol bagi keuntungan anda adalah sebuah bagian " "penting dari Wesnoth, karena hanya dst='ability_skirmisher' text='para " "skirmisher' yang bisa mengabaikan zona-zona kontrol." #. [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" "Untuk melihat ke mana musuh anda bisa pindah di gilirannya, tekan Ctrl-v " "atau Cmd-v. Ctrl-b atau Cmd-b menunjukkan ke mana musuh anda bisa bergerak, " "jika unit anda tidak ada di peta untuk menghalangi gerakan mereka." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Selubung dan Kabut Peperangan" #. [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 "" "Dalam beberapa skenario, beberapa bagian petanya akan disembunyikan dari " "anda. Ada dua mekanisme yang bisa dipakai secara terpisah atau bersama-sama. " "text='selubung' menyembunyikan baik daerah dan unit-unit " "apapun di sebuah tempat. Namun, setelah itu disingkirkan, anda bisa selalu " "melihat tempat itu. text='kabut peperangan' hanya " "menyembunyikan unit-unit dan hak milik desa-desa (yang bukan dikontrol oleh " "anda atau sekutu-sekutu anda). Kabut peperangan disingkirkan untuk sementara " "ketika anda memiliki unit-unit di dekatnya, tetapi kembali lagi ketika " "mereka pergi. Baik selubung dan kabut peperangan disingkirkan oleh unit-" "unit. Setiap unit menyingkirkannya dari tempat-tempat yang berdekatan dengan " "mereka dalam satu giliran gerakan (mengabaikan zona-zona kontrol dan unit-" "unit musuh).\n" "\n" "Biasanya anda bisa membatalkan gerakan sebuah unit, selama sebuah kejadian " "dengan hasil acak belum terjadi, seperti pertempuran atau perekrutan (karena " "hampir semua unit menerima sifat-sifat acak ketika direkrut). Menjelajahi " "daerah tersembunyi dengan menyingkirkan selubung atau kabut juga menghalangi " "kembali ke keadaan sebelumnya. Anda bisa mengaktifkan text='Tunda " "Memperbarui Selubung' di menu tindakan. Ini akan mencegah unit-unit " "menyingkirkan selubung atau kabut sampai peristiwa acak selanjutnya atau " "pembaruan manual melalui text='Memperbarui Selubung Sekarang' " "(atau mengakhiri giliran anda) dan dengan cara demikian sanggup " "mengembalikan pergerakan." #. [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='Chance to Hit'
" msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [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 "Pertempuran" #. [topic]: id=combat #: data/core/help.cfg:345 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Tatatertib dan Jumlah Serangan'
" #. [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 "" "Pertempuran di text='Pertempuran demi Wesnoth' selalu " "terjadi di antara unit-unit di heks bersebelahan. Klik unit anda, dan klik " "pada musuh yang anda ingin serang: unit anda akan bergerak menuju unit " "musuh, dan ketika mereka bersebelahan, pertarungan akan dimulai. Penyerang " "dan pembela bergantian menyerang sampai dua-duanya sudah menggunakan seluruh " "jumlah serangan mereka. Penyerang memilih salah satu senjatanya untuk " "menyerang, dan pembela membalas dengan salah satu serangannya yang bertipe " "sama. Ada dua tipe serangan: text='serangan jarak dekat', " "yang biasanya melibatkan senjata-senjata seperti pedang, kapak atau gigi " "taring; dan text='serangan jarak jauh', yang biasanya " "melibatkan senjata-senjata seperti busur panah, tombak dan bola api." #. [topic]: id=combat #: data/core/help.cfg:347 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "The attacker gets the first strike, then the defender retaliates. Each " #| "strike either hits, doing a given amount of damage, or misses, doing no " #| "damage at all. Strikes alternate until each unit has used up all of its " #| "strikes. The number of strikes a unit has varies; for instance, an elvish " #| "fighter with a 5–4 attack may strike 4 times, each successful strike " #| "dealing 5 damage, while an orcish grunt with a 9–2 attack can only strike " #| "twice (but at 9 damage for each hit)." 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" "Penyerang mendapatkan serangan pertama, lalu pembela membalas. Setiap " "serangan mengenai sasaran, melukai beberapa darah, atau meleset, tidak " "melukai siapapun. Setiap serangan bergantian sampai setiap unit sudah " "menggunakan semua jumlah serangannya. Jumlah serangan-serangan unit memiliki " "banyak macam; misalnya, seorang elf petarung dengan 5–4 serangan bisa " "menyerang 4 kali, setiap serangan yang sukses melukai 5 darah, sedangkan " "seorang orc muda dengan 9–2 serangan hanya bisa menyerang dua kali (tetapi " "melukai 9 darah per serangan)." #. [topic]: id=combat #: data/core/help.cfg:349 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [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" "Setiap unit memiliki sebuah kemungkinan dilukai, tergantung " "text='daerah' di mana unit itu berada. Ini ditunjukkan di " "jendela status, dan juga bisa diketahui dengan mengklik kanan sebuah unit, " "pilih text='Deskripsi Unit', lalu melihat " "text='Pemodifikasi Daerah'. Misalnya, banyak elf yang memiliki " "angka perlindungan 70% di dalam hutan, jadi sebuah unit yang menyerang " "mereka hanya memiliki 30% kemungkinan mengenai sasaran. Sebaliknya, " "kemungkinan elf melukai penyerang pada serangan pembalasan tergantung pada " "daerah di mana penyerangnya berdiri." #. [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" "Ada dua perkecualian untuk peraturan ini: dst='weaponspecial_magical' " "text='serangan-serangan sihir' dan dst='weaponspecial_marksman' " "text='keahlian menembak'. Serangan sihir selalu memiliki 70% " "kemungkinan mengenai sasaran, tanpa mempedulikan daerah, dan, ketika dipakai " "untuk menyerang, keahlian menembak selalu memiliki paling sedikit 60% " "kemungkinan mengenai sasaran, tanpa mempedulikan daerah." #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Luka
" #. [topic]: id=combat #: data/core/help.cfg:357 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Each strike which hits causes a base amount of damage depending on the " #| "attack type. For instance, an elvish fighter with a 5–4 attack does 5 " #| "base damage. This is usually modified by two things: " #| "dst='damage_types_and_resistance' text='resistance' and " #| "dst='time_of_day' text='time of day'. To see how base damage " #| "is modified by the circumstances, select text='Damage " #| "Calculations' in the attack selection menu." 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" "Setiap serangan yang mengenai menyebabkan sejumlah kerusakan dasar " "tergantung jenis serangannya. Misalnya, seorang elf petarung dengan serangan " "5–4 melakukan 5 kerusakan dasar. Ini biasanya diubah oleh dua hal: " "dst='damage_types_and_resistance' text='daya tahan' dan " "dst='time_of_day' text='waktu'. Untuk melihat bagaimana kerusakan " "dasar dimodifikasi oleh keadaan, pilih text='Perhitungan Kerusakan' di menu pilihan serang." #. [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" "Beberapa unit memiliki dst='..abilities_section' text='kemampuan-" "kemampuan' khusus yang mempengaruhi luka serangan di peperangan. Yang " "paling umum adalah dst='weaponspecial_charge' text='serangan', " "yang mendua kali lipatkan luka serangan baik oleh penyerang dan pembela " "ketika unit dengan serangan menyerang." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 msgid "Damage Types and Resistance" msgstr "Tipe Serangan dan Daya Tahan" #. [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" "Daya tahan gampang dimengerti: jika sebuah unit memiliki 40% daya tahan " "melawan sebuah jenis kerusakan, maka ia akan mendapat 40% lebih sedikit " "kerusakan ketika dilukai dengan jenis kerusakan itu. Sebuah unit mungkin " "juga lemah terhadap beberapa jenis kerusakan. Jika sebuah unit memiliki " "−100% daya tahan melawan sebuah jenis kerusakan, ia akan mendapat 100% lebih " "banyak luka ketika dilukai dengan kerusakan jenis itu." #. [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 "" "Di Wesnoth, ada tiga jenis kerusakan yang biasanya dikaitkan dengan serangan " "fisik: text='senjata tajam, tusukan, dan kerusakan tumbukan'. Selain itu, ada juga tiga jenis kerusakan lagi yang biasanya " "dikaitkan dengan serangan sihir: text='api, dingin, dan serangan " "misterius'. Unit-unit berbeda mungkin memiliki daya tahan yang " "merubah kerusakan yang mereka derita dari jenis-jenis kerusakan tertentu." #. [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" "Misalnya, para tengkorak sangat tahan terhadap kerusakan senjata tajam dan " "tusukan, tetapi ia lemah terhadap kerusakan tumbukan dan api, dan sangat " "lemah terhadap kerusakan misterius." #. [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" "Jika sebuah serangan mengenai sasaran, ia akan melukai sedikit-dikitnya 1 " "darah. Ini berlaku bahkan jika pelindung memiliki 100% daya tahan melawan " "tipe serangan itu." #. [topic]: id=orbs #: data/core/help.cfg:380 msgid "Orbs" msgstr "Bola-bola Kristal" #. [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 "" "Di atas batang energy ditunjukkan di sebelah setiap unit anda, adalah sebuah " "bola kristal. Untuk unit yang anda kontrol, warnanya:" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid " green if it hasn’t moved this turn," msgstr " hijau jika ia belum bergerak di giliran ini," #. [topic]: id=orbs #: data/core/help.cfg:384 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" " kuning jika ia sudah bergerak, tapi masih bisa bergerak lagi atau " "menyerang, atau" #. [topic]: id=orbs #: data/core/help.cfg:385 #, fuzzy #| msgid "" #| " red if it can no longer move or attack, or the user ended the unit’s " #| "turn." msgid "" " red if it can no longer move or attack, or the user ended the unit’s turn." msgstr "" " merah jika ia tidak dapat lagi bergerak atau menyerang, atau pemain " "mengakhiri giliran unit." #. [topic]: id=orbs #: data/core/help.cfg:386 msgid " blue if the unit is an ally you do not control." msgstr " biru jika unitnya adalah seorang sekutu yang anda tidak kendalikan." #. [topic]: id=orbs #: data/core/help.cfg:387 #, fuzzy #| msgid " Enemy units have no orb on top of their energy bar." msgid " Enemy units have no orb on top of their energy bar." msgstr "" " Unit-unit musuh tidak memiliki bola kristal di atas batang energy mereka." #. [topic]: id=time_of_day #: data/core/help.cfg:394 msgid "Time of Day" msgstr "Jam" #. [topic]: id=time_of_day #: data/core/help.cfg:395 #, fuzzy #| msgid "" #| "The time of day affects the damage of certain units as follows:\n" #| " Lawful units get +25% damage in daytime, and −25% damage at night.\n" #| " Chaotic units get +25% damage at night, and −25% in daytime.\n" #| " Neutral units are unaffected by the time of day.\n" #| " Liminal units get −25% damage during both night and daytime." 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 "" "Waktu mempengaruhi kerusakan unit-unit tertentu sebagai berikut:\n" "Unit baik melukai +25% kerusakan pada siang hari, dan −25% kerusakan pada " "malam hari.\n" "Unit brutal melukai +25% kerusakan pada malam hari, dan −25% pada siang " "hari.\n" "Unit netral tidak dipengaruhi oleh waktu.\n" "Unit liminal melukai −25% baik pada waktu malam maupun siang hari." #. [topic]: id=time_of_day #: data/core/help.cfg:400 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "The current time of day can be observed under the minimap in the status " #| "pane. For the usual day/night cycle, morning and afternoon count as day, " #| "first and second watch count as night:\n" 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" "Waktu sekarang bisa dilihat di bawah peta kecil di jendela status. Untuk " "putaran biasa, siang/malam, pagi dan sore dianggap sebagai siang hari, Jam " "jaga pertama dan kedua dianggap sebagai malam hari:\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 "Subuh" #. [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 "Pagi" #. [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 "Siang" #. [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 "Sore" #. [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 "Jam Jaga Pertama" #. [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 "Jam Jaga Kedua" #. [topic]: id=time_of_day #: data/core/help.cfg:411 #, fuzzy #| msgid "" #| "Keep in mind that some scenarios take place underground, where it is " #| "perpetually night!" msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Ingat bahwa beberapa skenario dimainkan di bawah tanah, jadi selalu malam!" #. [topic]: id=time_of_day #: data/core/help.cfg:413 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:415 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:417 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:424 msgid "Healing" msgstr "Penyembuhan" #. [topic]: id=healing #: data/core/help.cfg:425 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "text='Resting': A unit which neither moves, attacks, nor " #| "is attacked will heal 2 HP in its next turn." 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='Istirahat': Unit yang tidak bergerak, menyerang, atau " "diserang akan disembuhkan 2 HP di gilirannya berikutnya." #. [topic]: id=healing #: data/core/help.cfg:425 msgid "" "In combat, your units will inevitably take damage. There are several ways to " "heal your units. However, with the exception of resting, these do not stack; " "only one can occur per turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:427 #, fuzzy #| msgid "" #| "\n" #| "text='Villages': A unit which starts a turn in a village " #| "will heal 8HP." 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='Desa-Desa': Sebuah unit yang memulai gilirannya di " "sebuah desa akan disembuhkan 8 HP." #. [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." 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='Pemulihan': Beberapa unit " "(seperti troll) akan otomatis disembuhkan 8 darah per giliran." #. [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='Unit-Unit Pengobat': Unit-unit dengan kemampuan " "dst='ability_heals +4' text='Mengobati' akan mengobati setiap " "unit sekutu disebelahnya, biasanya dst='ability_heals +4' text='4HP' atau dst='ability_heals +8' text='8HP' per giliran, atau " "mencegah Racun menyebabkan unit itu terluka." #. [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='Unit-unit penyembuh': Unit-unit dengan kemampuan " "dst='ability_cures' text='menyembuhkan' akan menyembuhkan Racun " "di semua unit-unit sekutu di sebelahnya (lebih baik daripada mengobati, jika " "ia memiliki kemampuan itu juga)." #. [topic]: id=healing #: data/core/help.cfg:431 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:432 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "Beristirahat bisa digabungkan dengan cara penyembuhan yang lain, tapi desa, " "pemulihan, pengobatan dan penyembuhkan tidak bisa digabungkan satu sama " "lain: pilihan yang terbaik akan digunakan. Akhirnya, unit-unit disembuhkan " "dari semua luka di antara skenario-skenario." #. [topic]: id=healing #: data/core/help.cfg:434 msgid "" "\n" "\n" "text='Advanced'" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:436 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the " "healed unit’s turn, but on the healer’s turn. This means that while a unit " "surrounded by several healers on the same side will only receive healing " "from one healer per turn, a unit surrounded by healers from several allied " "sides will be healed once on each of said allied sides’ turns." msgstr "" #. [topic]: id=wrap_up #: data/core/help.cfg:444 msgid "Wrap Up" msgstr "Kesimpulan" #. [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 "" "Ini menyimpulkan dasar-dasar Wesnoth. Anda mungkin mau mempelajari strategi " "dasar, atau mempelajari dst='..traits_section' text='sifat-sifat' " "dan dst='..abilities_section' text='kemampuan-kemampuan', tetapi " "sekarang anda tahu semua yang anda perlu tahu untuk memainkan kampanye " "text='Pewaris Takhta'. Bersenang-senanglah, dan semoga " "berhasil!" #. [topic]: id=license #: data/core/help.cfg:450 msgid "License" msgstr "Surat Ijin" #. [topic]: id=..traits_section #: data/core/help.cfg:459 #, fuzzy #| msgid "" #| "Most units have two traits. However, undead units are assigned the single " #| "trait text='undead', and woses do not receive any " #| "traits. Traits are modifications that change a unit’s attributes " #| "slightly. They are usually randomly assigned to a unit when it is " #| "recruited." 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 "" "Hampir semua unit memiliki dua sifat. Namun, unit mayat hidup hanya " "diberikan satu sifat text='mayat hidup', dan para wose " "tidak mendapat sifat apapun. Sifat-sifat adalah modifikasi yang merubah " "sedikit sifat-sifat unit. Mereka biasanya diberikan secara acak ke sebuah " "unit ketika ia direkrut." #. [topic]: id=..traits_section #: data/core/help.cfg:459 msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " "available to a unit are largely determined by its text='race'." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:461 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "The traits that are available to all 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'." 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" "Sifat-sifat yang tersedia untuk semua unit yang bukan mayat hidup adalah " "dst='traits_intelligent' text='pandai', dst='traits_quick' " "text='cepat', dst='traits_resilient' text='ulet', dan " "dst='traits_strong' text='kuat'." #. [topic]: id=..traits_section #: data/core/help.cfg:463 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Other traits that may be assigned to units are dst='traits_dextrous' " #| "text='dextrous', dst='traits_loyal' text='loyal', and " #| "dst='traits_undead' text='undead'.\n" #| "\n" 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" "Sifat-sifat lain yang bisa diberikan ke unit-unit adalah " "dst='traits_dextrous' text='cekatan', dst='traits_loyal' " "text='setia', dan dst='traits_undead' text='mayat hidup'.\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 "" #. [topic]: id=..terrains_section #: data/core/help.cfg:473 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Peta-peta permainan menawarkan daerah macam-macam yang mempengaruh " "pergerakan unit dan angka pelindung unit di pertempuran.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:475 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:477 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " "There are many more besides these — a list of the terrain types you have " "discovered can be found at the end of this page.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:481 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic " "terrain types, and these values are listed in the unit’s help page. Basic " "terrain types may have unique properties like illumination effects as well." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:483 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:485 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:489 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. Fords are easily passable to " "both merfolk and humans — all units moving on a ford enjoy the best defense " "and best movement out of flat and shallow water, rather than the worse " "movement of the two. Similarly, bridges over chasms are passable to " "nonfliers (unsurprisingly).\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:493 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:497 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not " "give defense or movement benefits associated with the village terrain type. " "Instead, they count only as water tiles.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:501 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over " "its hex and checking the terrain type icons displayed in the upper right " "(under the default theme)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:503 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' by " "either pressing the hotkey, or right clicking and selecting from the context " "menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:505 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:507 msgid "" "\n" "\n" "Some units have text='defense caps' for a particular basic " "terrain type. These units suffer a penalty on mixed terrains with that type " "— their defense cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:509 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "has a defense rating of 30% on forests, and a defense cap for forests. Thus, " "on forested hills, he has a defense rating of 30% rather than 40%, because " "the mixed rating cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:511 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its " "defense rating on that terrain (it cannot be larger)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:513 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [topic]: id=..addons #: data/core/help.cfg:526 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:536 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:537 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=Luka
" #. [topic]: id=using_addons #: data/core/help.cfg:537 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:539 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:541 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text='Unit-unit memiliki serangan spesial ini'
" #. [topic]: id=using_addons #: data/core/help.cfg:543 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:545 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Order and Number of Strikes'
" msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Tatatertib dan Jumlah Serangan'
" #. [topic]: id=using_addons #: data/core/help.cfg:547 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:551 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:553 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Order and Number of Strikes'
" msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Tatatertib dan Jumlah Serangan'
" #. [topic]: id=using_addons #: data/core/help.cfg:555 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:557 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [topic]: id=using_addons #: data/core/help.cfg:559 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:563 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Kemungkinan mengenai sasaran'
" #. [topic]: id=using_addons #: data/core/help.cfg:565 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:574 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:575 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the search box, separated by spaces. You can also sort the add-on list by " "clicking the column headers. It is also possible to choose to only display " "add-ons of specific categories by clicking on the text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Addon Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:588 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:589 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:604 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "Perintah Umum" #. [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 "" "Perintah-perintah ini dapat dikeluarkan melalui saluran perintah dengan " "menambahkan didepannya dengan ':' (seperti ditunjukkan disini) atau melalui " "obrolan dengan menambahkan didepannya dengan '/' (tekan 'm' terlebih dulu " "untuk membuka saluran obrolan).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:608 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Singkirkan pesan obrolan.\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" "Nyalakan mode debug (tidak bisa dipakai di dalam permainan multi-pemain). " "Lihat dst='debug_commands' text='perintah-perintah mode debug'.\n" "Mode debug dimatikan dengan meninggalkan permainan atau :nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:615 #, fuzzy #| msgid "" #| "\n" #| "Set or toggle player on side between human and AI player. The player/" #| "client who controls that side needs to issue this command. If no second " #| "parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an " #| "AI controller. If it is ‘off’ set a human controller. Defaults to the " #| "currently active side if no parameter is supplied.\n" #| "\n" msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle between human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" "\n" "Pilih atau ganti pemain di sisi pemain manusia dan pemain KB. Pemain atau " "klien yang mengontrol sisi itu perlu mengamanatkan perintah ini. Jika tidak " "ada parameter kedua yang diberi, ganti di antara manusia dan KB. Jika ia " "'on', memilih sebuah pengontrol KB. Jika ia 'off', memilih sebuah pengontrol " "manusia. Ini akan otomatis memilih sisi yang sedang bermain jika tidak ada " "parameter yang diberi.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:618 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:621 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "Mengganti display frame per detik sekarang.\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" "Mengganti domain log ke level log yang lain.\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" "Menggambar kembali layar dan reload file gambar apapun yang sudah diganti.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:630 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Menunjukkan menu pilihan tema.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Keluar dari skenario (tanpa menanya).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Simpan permainan (tanpa menanya).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:639 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Simpan permainan dan keluar dari skenario (tanpa menanya)." #. [topic]: id=mp_commands #: data/core/help.cfg:648 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "Perintah Multi-Pemain" #. [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" "Melarang seorang pemain di multi-pemain melalui alamat IP digunakannya dan " "menyulitkan dirinya sendiri.Dapat digunakan oleh pemain tidak didalam game " "tetapi di server.(Tentu saja mereka tidak akan diusir keluar)\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" "Ganti pengontrol untuk pihak (tulis di sini jumlah pihak) ke username (tulis " "di sini nama pemain atau peninjau). Anda bisa cek pihak yang mana dimiliki " "pemain mana di dialog text='Setting Skenario' (Tekan tombol " "text='Lebih' di text='Tabel Status' (alt+s dengan " "default) untuk melihatnya.). Tuan rumah bisa merubah pengaturan dari pihak " "manapun.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:657 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:660 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:663 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" "Tendang seorang pemain di multi-pemain. Mereka akan dibolehkan bergabung " "kembali ke permainan. Umumnya cara ramah untuk mengeluarkan seseorang yang " "memiliki masalah koneksi atau masalah lain.\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" "Kirim sebuah pesan privat ke seorang pengguna. Ketika dalam sebuah " "permainan, tidak mungkin mengirim pesan-pesan privat ke pemain-pemain yang " "sekarang ini mengendalikan sebuah pihak di dalam permainan yang sama.\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" "Mendiamkan seorang peninjau. Jika tidak ada nama pengguna yang ditulis nama " "yang didiamkan ditunjukkan.\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" "Menyalakan/mematikan mendiamkan/mematikan semua peninjau.\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" "Melarang seorang pemain di multi-pemain melalui IP address digunakannya dan " "menendang dia.\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" "Mendiamkan seorang peninjau. Jika tidak ada nama pengguna yang ditulis nama " "yang didiamkan ditunjukkan." #. [topic]: id=debug_commands #: data/core/help.cfg:686 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "Perintah mode debug" #. [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" "Menunjukkan sebuah menu untuk memilih pergi langsung ke sebuah skenario di " "sebuah kampanye.\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" "Menciptakan sebuah unit dengan tipe yang dispesifikasi di heks yang " "dipilih.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Memilih kabut/selubung untuk sisi yang sedang dimainkan.\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" "Menambahkan jumlah yang diberikan ke emas sisi yang sedang bermain.\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" "Langsung menuju ke skenario yang berikutnya di sebuah kampanye.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Memasang sebuah variable permainan secara manual ke sebuah nilai.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Tunjukkan variable permainan.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Menyalakan kejadian yang dispesifikasi secara manual.\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" "Merubah ciri-ciri spesifik unit yang dipilih. Misal: :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" "Meningkatkan level unit yang dipilih pada waktu tertentu (N). Contoh: :" "pengalaman unit=2" #. [heals]: id=healing #: data/core/macros/abilities.cfg:12 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "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." 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 "" "Mengobati +4:\n" "Memampukan unit ini mengobati unit-unit sekutu disebelahnya pada mulai ronde " "kita.\n" "\n" "Unit yang diobati oleh penyembuh ini akan diobati sampai maksimum 4 darah " "per ronde, atau menyetop racun berpengaruh pada ronde itu.\n" "Unit yang keracunan tidak bisa disembuhkan oleh dukun, dan harus mencari " "perawatan di desa atau dari unit yang bisa menyembuhkan." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Mengobati +8:\n" "Unit ini menyampurkan obat daun-daunan dengan sihir untuk mengobati unit " "lain lebih cepat dari yang biasanya mungkin di medan perang.\n" "\n" "Unit yang diobati oleh penyembuh ini akan diobati sampai maksimum 8 darah " "per ronde, atau menyetop racun berpengaruh pada ronde itu.\n" "Unit yang keracunan tidak bisa disembuhkan oleh dukun, dan harus mencari " "perawatan di desa atau dari unit yang bisa menyembuhkan." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "menyembuhkan" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr "menyembuhkan" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 #, fuzzy #| msgid "" #| "Cures:\n" #| "A curer can cure a unit of poison, although that unit will receive no " #| "additional healing on the turn it is cured of the poison." msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Menyembuhkan:\n" "Seorang penyembuh bisa menyembuhkan sebuah unit dari racun, meskipun unit " "itu tidak akan mendapat pengobatan tambahan pada giliran ketika ia " "disembuhkan dari racun." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "memulihkan" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr "memulihkan" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Memulihkan:\n" "Unit ini akan mengobati diri sendiri 8 darah per giliran. Jika ia diracun, " "ia akan menghilangkan racun ini dan bukan mengobati." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "kukuh" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 msgid "female^steadfast" msgstr "kukuh" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Kukuh:\n" "Daya tahan unit ini didua kali lipat, sampai maksimum 50%, ketika bertahan. " "Kelemahan tidak terpengaruh." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "memimpin" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 msgid "female^leadership" msgstr "memimpin" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "" #| "Leadership:\n" #| "This unit can lead our 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." 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 "" "Memimpin:\n" "Unit ini bisa memimpin unit kita yang ada di sampingnya, membuat mereka " "bertempur lebih baik.\n" "\n" "Unit sendiri dengan level lebih rendah yang bersebelahan akan melukai lebih " "banyak di pertempuran. Ketika sebuah unit di sebelah, dengan level lebih " "rendah, dan di sisi yang sama dengan unit memiliki Memimpin bertarung, " "serangannya melukai 25% lebih banyak dikalikan dengan perbedaan level mereka." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "menyelinap" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 msgid "female^skirmisher" msgstr "menyelinap" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Menyelinap:\n" "Unit ini terlatih bergerak melalui musuh dengan cepat, dan mengabaikan semua " "Zona Kekuasaan musuh." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "menerangi" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 msgid "female^illuminates" msgstr "menerangi" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "This unit illuminates the surrounding area, making lawful units fight " #| "better, and chaotic units fight worse.\n" #| "\n" #| "Any units adjacent to this unit will fight as if it were dusk when it is " #| "night, and as if it were day when it is dusk." msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "Menerangi:\n" "Unit ini menerangi daerah sekelilingnya, membuat unit baik bertarung lebih " "baik, dan unit brutal bertarung lebih buruk.\n" "\n" "Unit apapun di sebelah unit ini akan bertarung seperti ketika sore pada " "malam hari, dan seperti ketika siang pada sore hari." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "teleportasi" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 msgid "female^teleport" msgstr "teleportasi" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 #, fuzzy #| msgid "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teleportasi:\n" "Unit ini bisa teleportasi di antara dua desa kosong yang dimiliki oleh " "sisinya menggunakan salah satu angka pergerakannya." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "menyergap" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 msgid "female^ambush" msgstr "menyergap" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 #, fuzzy #| msgid "" #| "Ambush:\n" #| "This unit can hide in forest, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in forest, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Menyergap:\n" "Unit ini bisa bersembunyi di hutan, dan akan tidak dideteksi oleh musuhnya.\n" "\n" "Unit musuh tidak bisa melihat unit ini ketika ia di dalam hutan, kecuali " "jika mereka memiliki unit di sebelahnya. Unit musuh manapun yang pertama-" "tama menemukan unit ini langsung kehilangan semua sisa pergerakannya." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "menguntit" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "The unit becomes invisible during night.\n" #| "\n" #| "Enemy units cannot see this unit at night, except if they have units next " #| "to it. Any enemy unit that first discovers this unit immediately loses " #| "all its remaining movement." msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Menguntit:\n" "Unit ini tak kelihatan pada malam hari.\n" "\n" "Unit musuh tidak bisa melihat unit ini pada malam hari, kecuali jika mereka " "memiliki unit di sebelahnya. Unit musuh manapun yang pertama-tama menemukan " "unit ini langsung kehilangan semua sisa pergerakannya." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "sembunyi" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 msgid "female^concealment" msgstr "sembunyi" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 #, fuzzy #| msgid "" #| "Concealment:\n" #| "This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to " #| "it.\n" #| "\n" #| "Enemy units can not see this unit while it is in a village, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it.\n" "\n" "Enemy units cannot see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Sembunyi:\n" "Unit ini bisa bersembunyi di desa (kecuali desa air), dan tidak dideteksi " "oleh musuhnya, kecuali yang berdiri di sebelahnya.\n" "\n" "Unit musuh tidak bisa melihat unit ini ketika ia ada di dalam sebuah desa, " "kecuali jika mereka memiliki unit di sebelahnya. Unit musuh manapun yang " "pertama-tama menemukan unit ini langsung kehilangan semua sisa pergerakannya." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "tenggelam" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 msgid "female^submerge" msgstr "tenggelam" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 #, fuzzy #| msgid "" #| "Submerge:\n" #| "This unit can hide in deep water, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in deep water, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Tenggelam:\n" "Unit ini bisa bersembunyi di air dalam, dan tidak dideteksi oleh musuhnya.\n" "\n" "Unit musuh tidak bisa melihat unit ini ketika ia di dalam air dalam, kecuali " "jika mereka memiliki unit di sebelahnya. Unit musuh manapun yang pertama-" "tama menemukan unit ini langsung kehilangan semua sisa pergerakannya." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "memakan" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 msgid "female^feeding" msgstr "memakan" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" " Unit ini memperoleh 1 darah ditambahkan ke darah maksimumnya ketika ia " "membunuh sebuah unit hidup." #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "mengamuk" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:275 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Mengamuk:\n" "Ketika dipakai dengan ofensif atau dengan bertahan,serangan ini meneruskan " "perkelahian sampai salah satu petarung terbunuh, atau 30 ronde serangan " "sudah terjadi." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "membokong" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 #, fuzzy #| msgid "" #| "Backstab:\n" #| "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)." 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 "" "Membokong:\n" "Ketika dipakai dengan ofensif, serangan ini melukai dua kali lipat jika ada " "musuh sasaran di balik sasaran, dan unit tersebut tidak cacat (diubah " "menjadi batu atau dilumpuhkan)." #. [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 "mewabah" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "Walking Corpse on the same side as the unit with the Plague attack. This " #| "doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "Mewabah:\n" "Ketika sebuah unit dibunuh oleh serangan Mewabah, unit itu digantikan dengan " "seorang Mayat Berjalan pada sisi sama dengan unit memiliki serangan Mewabah. " "Ini tidak mengefek Mayat Hidup atau unit-unit di dalam desa-desa." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "Walking Corpse on the same side as the unit with the Plague attack. This " #| "doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Mewabah:\n" "Ketika sebuah unit dibunuh oleh serangan Mewabah, unit itu digantikan dengan " "seorang Mayat Berjalan pada sisi sama dengan unit memiliki serangan Mewabah. " "Ini tidak mengefek Mayat Hidup atau unit-unit di dalam desa-desa." #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "memperlambat" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 #, fuzzy #| msgid "" #| "Slow:\n" #| "This attack slows the target until it ends a turn. Slow halves the damage " #| "caused by attacks and the movement cost for a slowed unit is doubled. A " #| "unit that is slowed will feature a snail icon in its sidebar information " #| "when it is selected." msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Memperlambat:\n" "Serangan ini memperlambatkan sasaran sampai unit tersebut mengakhirkan " "gilirannya. Memperlambat membagi dua luka yang disebabkan oleh serangan dan " "harga bergerak untuk unit diperlambat di dua kali lipatkan. Sebuah unit yang " "diperlambat akan menunjukkan sebuah simbol siput di papan informasinya " "ketika ia dipilih." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 msgid "petrifies" msgstr "membatu" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 #, fuzzy #| msgid "" #| "Petrify:\n" #| "This attack petrifies the target, turning it to stone. Units that have " #| "been petrified may not move or attack." msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Membatu:\n" "Serangan ini merubah sasaran menjadi batu. Unit yang sudah diubah menjadi " "batu tidak bisa bergerak atau menyerang." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "penembak jitu" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Penembak jitu:\n" "Ketika dipakai dengan ofensif, serangan ini selalu memiliki paling sedikit " "60% kemungkinan mengenai sasaran." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "Ilmu Sihir" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:360 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Magis:\n" "Serangan ini selalu memiliki 70% kemungkinan mengenai tanpa peduli kemampuan " "bertahan unit yang diserang." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "merubung" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 #, fuzzy #| msgid "" #| "Swarm:\n" #| "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." 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 "" "Merubung:\n" "Nomor pukulan serangan ini berkurang ketika unit ini terluka. Nomor pukulan " "unit ini proporsional ke persentase darah maksimum yang ia miliki. Misalnya, " "sebuah unit dengan 3/4 darah maksimumnya akan mendapat 3/4 nomor pukulan." #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "menyerbu" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 #, fuzzy #| msgid "" #| "Charge:\n" #| "When used offensively, this attack deals double damage to the target. It " #| "also causes this unit to take double damage from the target’s " #| "counterattack." msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "Menyerbu:\n" "Ketika dipakai dengan ofensif, serangan ini melukai sasaran dua kali lipat. " "Ini juga menyebabkan unit ini dilukai dua kali lipat dari serangan balasan " "sasaran." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "menghisap" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Menghisap:\n" "Unit ini menghisap kesehatan dari unit hidup, mengobati dirinya sendiri " "untuk setengah jumlah luka yang ia lakukan (dibulatkan ke bawah)" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "serangan pertama" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:405 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Serangan Pertama;\n" "Unit ini selalu menyerang pertama dengan serangan ini, bahkan ketika ia " "melindungi." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "meracuni" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 #, fuzzy #| msgid "" #| "Poison:\n" #| "This attack poisons living targets. Poisoned units lose 8 HP every turn " #| "until they are cured or are reduced to 1 HP. Poison can not, of itself, " #| "kill a unit." msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "Meracuni:\n" "Serangan ini meracuni sasaran yang hidup. Unit yang diracuni kehilangan 8 " "darah setiap giliran sampai ia disembuhkan atau hanya memiliki 1 darah. " "Racun tidak bisa, dengan sendiri, membunuh sebuah unit." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Bonus darah maks +3, AP maks +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "Tengah Hari" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "Tengah Malam" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 msgid "Second Watch — First Hour" msgstr "Jam Jaga Kedua — Jam Pertama" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 msgid "Second Watch — Second Hour" msgstr "Jam Jaga Kedua — Jam Kedua" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 msgid "Second Watch — Third Hour" msgstr "Jam Jaga Kedua — Jam Ketiga" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 msgid "Second Watch — Fourth Hour" msgstr "Jam Jaga Kedua — Jam Keempat" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 msgid "Second Watch — Fifth Hour" msgstr "Jam Jaga Kedua — Jam Kelima" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 msgid "Second Watch — Sixth Hour" msgstr "Jam Jaga Kedua — Jam Keenam" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "Pagi — Jam Pertama" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "Pagi — Jam Kedua" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "Pagi — Jam Ketiga" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "Pagi — Jam Keempat" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "Siang — Jam Pertama" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "Siang — Jam Kedua" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "Siang — Jam Ketiga" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "Siang — Jam Keempat" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "Siang — Jam Kelima" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "Siang — Jam Keenam" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "Jam Jaga Pertama —Jam Pertama" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "Jam Jaga Pertama —Jam Kedua" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "Jam Jaga Pertama —Jam Ketiga" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "Jam Jaga Pertama —Jam Keempat" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "Jam Jaga Pertama" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Jam Jaga Kedua" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Pagi" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Pagi" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 #, fuzzy #| msgid "Midday" msgid "First Midday" msgstr "Tengah Hari" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Jam Jaga Kedua" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Siang" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Siang" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "serangan pertama" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Jam Jaga Kedua" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:650 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Catatan Khusus:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Roh-roh memiliki daya tahan yang sangat aneh, dan bergerak lumayan lambat " "di atas perairan." #: 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 "" " Serangan misterius unit ini melukai makhluk-makhluk magis dengan luar " "biasa, dan bahkan lumayan ke makhluk-makhluk biasa." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Unit ini menguasai pengobatan dasar." #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr " Unit ini menguasai pengobatan cepat." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" " Unit ini sanggup mengobati semua orang di sekelilingnya, dan menyembuhkan " "mereka dari racun." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Unit ini sanggup menetralkan efek racun di dalam unit di sekelilingnya." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Unit ini memulihkan diri sendiri, menyanggupkannya mengobati diri sendiri " "seperti ia selalu di dalam sebuah desa." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Kekukuhan unit ini mengurangi luka dari beberapa serangan, tetapi jika " "melindungi diri sendiri." #: 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 "" " Kepemimpinan unit ini menyanggupkan unit di sebelahnya di pihak yang sama " "melukai lebih banyak darah di peperangan, meskipun ini hanya berlaku untuk " "unit berlevel lebih rendah." #: 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 "" " Kemampuan unit ini menyelinap membolehkannya mengabaikan zona kekuasaan " "musuh dan dengan demikian, bisa bergerak melewat mereka tanpa dihalangi." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Penerangan menambahkan level cahaya di daerah sekitar." #: 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 "" " Unit ini bisa menggunakan satu angka pergerakan untuk teleportasi di antara " "dua desa kosong yang dikontrol oleh sisinya." #: 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 "" " Di daerah berhutan, kemampuan unit ini menyergap membuat ia tidak bisa " "dilihat oleh musuh kecuali jika ia di sebelah unit musuh, atau sudah " "menunjukkan diri sendiri dengan menyerang." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Unit ini bisa bersembunyi pada malam hari, tidak meninggalkan jejak apapun." #: 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 "" " Unit ini bisa bersembunyi di desa (kecuali desa air), dan tidak dideteksi " "oleh musuhnya, kecuali mereka yang berdiri di sebelahnya." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Unit ini bisa bergerak tanpa terlihat di perairan dalam, tidak memerlukan " "udara dari permukaan." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Unit ini memperoleh 1 darah ditambahkan ke darah maksimumnya ketika ia " "membunuh sebuah unit hidup." #: 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 "" " Ketika serangan mengamuknya digunakan, unit ini meneruskan serangannya " "sampai ia atau musuhnya terbunuh." #: 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 "" " Jika ada musuh sasaran di belakang sasaran ketika menyerangnya, unit ini " "bisa membokong, melukai dua kali lipat dengan merangkak ke belakang musuh " "itu." #: 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 "" " Musuh yang kehilangan nyawanya karena wabah akan bangkit lagi setelah " "kematian, kecuali jika mereka berdiri di sebuah desa." #: 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 "" " Unit ini bisa melambatkan musuhnya, membagi dua kecepatan bergerak dan luka " "serangannya sampai ia mengakhirkan gilirannya." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Kemampuan merubah makhluk hidup menjadi batu membuat unit ini sangat " "berbahaya." #: 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 "" " Kejituan unit ini memberikannya kemungkinan tinggi mengenai sasaran, tetapi " "hanya ketika ia menyerang." #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " Unit ini memiliki serangan magis, yang selalu memiliki kemungkinan tinggi " "mengenai musuh." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Serangan menyerubung unit ini menjadi kurang berbahaya ketika bagian " "badannya terluka." #: 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 "" " Menggunakan serangan menyerbu menggandakan luka yang diberi dan diterima; " "ini tidak mempengaruhi balasan bertahan." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Ketika bertempur, unit ini bisa menghisap kehidupan dari korban untuk " "memperpanjang hidupnya sendiri." #: 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 "" " Panjang senjata unit ini membolehkannya menyerang pertama di pertarungan " "jarak dekat, bahkan ketika berlindung." #: 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 "" " Korban-korban dari racun unit ini akan terus dilukai sampai ia bisa " "disembuhkan di desa atau oleh sebuah unit yang bisa menyembuhkan." #: data/core/macros/special-notes.cfg:95 msgid "" " This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "setia" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "setia" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Nol pengeluaran" #. [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" "Selama kampanye, beberapa unit bisa memilih untuk menggabungkan diri dengan " "tentara pemain dari kemauan mereka sendiri. Unit-unit ini ditandakan dengan " "sifat setia. Meskipun mereka mungkin memerlukan pembayaran untuk dipanggil " "kembali, mereka tidak pernah memerlukan biaya pemeliharaan apapun. Ini dapat " "membuat mereka sangat berharga selama kampanye panjang, ketika emas " "persediaan sedikit. Sifat ini tidak pernah diberikan ke unit-unit yang " "direkrut, jadi mungkin tidak bijaksana untuk memecat unit-unit seperti ini " "atau mengirim mereka ke sebuah kematian bodoh." #. [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 "" "Unit -unit text='Setia' tidak memerlukan pemeliharaan. " "Hampir semua unit memerlukan suatu biaya pemeliharaan pada setiap akhir " "giliran, yang sebanding dengan level mereka. Unit-unit setia tidak " "memerlukan pembiayaan ini." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "mayat" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "mayat" #. [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 "Kebal dari menghisap, meracun dan mewabah" #. [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" "Unit-unit mayat hidup biasanya memiliki mayat hidup sebagai sifat mereka " "satu-satunya. Karena unit-unit mayat hidup adalah mayat-mayat orang mati, " "dibangkitkan untuk bertempur lagi, racun tidak berpengaruh pada mereka. Ini " "bisa membuat mereka sangat berharga menghadapi musuh-musuh yang menggunakan " "racun bersama dengan serangan mereka." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Unit-unit text='Mayat Hidup' kebal terhadap racun, " "menghisap dan mewabah." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "mesin" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "mesin" #. [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" "Unit-unit mesin biasanya memiliki mesin sebagai sifat mereka satu-satunya. " "Karena unit-unit mesin tidak benar-benar memiliki kehidupan, menghisap, " "racun dan mewabah tidak berpengaruh pada mereka." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Unit-unit text='Mesin' kebal terhadap racun, menghisap dan " "mewabah." #. [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 wanita" #. [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" "Unit-unit elemental biasanya memiliki elemental sebagai sifat mereka satu-" "satunya. Karena unit-unit elemental didasarkan energi, menghisap, racun dan " "mewabah tidak berpengaruh pada mereka." #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Unit-unit text='Elemental' kebal terhadap racun, menghisap " "dan mewabah." #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "perkasa" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "perkasa" #. [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" "Meskipun sangat berguna untuk unit pertempuran jarak dekat, kuat sangat " "efektif untuk unit-unit yang memiliki banyak serangan seperti elf petarung. " "Unit-unit kuat bisa menjadi sangat berguna ketika sedikit luka tambahan " "diperlukan untuk merubah pukulan melukai menjadi pukulan membunuh." #. [trait]: id=strong #: data/core/macros/traits.cfg:104 #, fuzzy #| msgid "" #| "text='Strong' units do 1 more damage for every " #| "successful strike in melee combat, and have 1 more HP." msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "Unit-unit text='Kuat' melukai 1 darah lebih banyak untuk " "setiap serangan sukses dalam pertempuran jarak dekat, dan memiliki 1 darah " "lebih banyak." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "cekatan" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "cekatan" #. [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" "Cekatan adalah sebuah sifat yang hanya dimiliki oleh bangsa elf. Orang-orang " "elf terkenal karena keanggunan luar biasa mereka, dan kecakapan hebat mereka " "dengan busur panah. Namun, beberapa elf, diberkati dengan bakat alamiah yang " "melampaui saudara-saudaranya. Para elf ini melukai satu angka darah lebih " "banyak dengan setiap panah." #. [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 "" "Unit-unit text='Cekatan' melukai 1 darah lebih banyak untuk " "setiap serangan sukses di pertarungan jarak jauh." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "kilat" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "kilat" #. [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" "Cepat adalah sifat yang paling kelihatan, khususnya ketika memindahkan unit " "yang lebih lambat seperti troll atau infanteri berat. Unit-unit dengan sifat " "cepat seringkali memiliki pergerakan yang sangat meningkat di medan berat, " "yang bisa menjadi penting untuk dipikirkan ketika menyebarkan tentara anda. " "Unit-unit cepat juga tidak sekuat unit-unit tanpa sifat ini dan karena itu " "kurang sesuai untuk mempertahankan tempat-tempat yang diperebutkan." #. [trait]: id=quick #: data/core/macros/traits.cfg:142 #, fuzzy #| msgid "" #| "text='Quick' units have 1 extra movement point, but 5% " #| "less HP than usual." msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "Unit-unit text='Cepat' memiliki 1 angka pergerakan " "tambahan, tetapi 5% HP lebih sedikit dari biasanya." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "pandai" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 msgid "female^intelligent" msgstr "pandai" #. [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" "Unit-unit text='Pandai' sangat berguna di permulaan " "kampanye, karena mereka bisa naik level lebih cepat. Nanti, di dalam " "kampanye-kampanye, Pandai tidak begitu berguna karena perubahan setelah " "text='Kenaikan Level Setelah Maksimum Level' (KLSLM) tidak " "seberarti seperti menaikan satu level baru. Jika anda memiliki banyak unit " "di 'level maksimum', anda akan mau memanggil kembali unit dengan sifat-sifat " "yang lebih diinginkan." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Unit pandai memerlukan 20% pengalaman lebih sedikit dari biasanya untuk naik " "level." #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "elastis" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "elastis" #. [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" "Unit elastis bisa menjadi berguna di dalam semua tahap kampanye, dan ini " "adalah sifat berguna untuk semua unit. Seringkali, elastis sangat berguna " "sebagai sifat ketika ia diberikan ke sebuah unit yang memiliki beberapa " "kombinasi darah rendah, perlindungan bagus, atau daya tahan tinggi. Unit " "elastis berguna khususnya untuk menahankan posisi strategis melawan musuh." #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 #, fuzzy #| msgid "" #| "text='Resilient' units have 4 HP plus 1 HP per level " #| "more than usual." msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "Unit-unit text='Ulet' memiliki 4 HP ditambah 1 HP per level " "lebih banyak dari biasanya." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "sehat" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "sehat" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "Selalu menyembuhkan saat beristirahat" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 #, fuzzy #| msgid "" #| "Renowned for their vitality, some dwarves are sturdier than others and " #| "can rest even when travelling." msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Terkenal karena tenaga mereka, beberapa dwarf lebih tegap dari yang lain dan " "bisa beristirahat bahkan ketika berjalan." #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "pemberani" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "pemberani" #. [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 "Bertarung seperti biasa ketika jam siang/malam yang kurang baik" #. [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 "" "Keseganan untuk cahaya dan kegelapan tidak mempengaruhi orang-orang " "pemberani ini." #. [trait]: id=feral #: data/core/macros/traits.cfg:255 msgid "feral" msgstr "feral" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 msgid "female^feral" msgstr "feral wanita" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "Hanya menerima 50% pertahanan di alas tanah desa-desa" #. [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 "" "Tempat tinggal makhluk hidup tidak mudah digunakan untuk melindungi oleh " "makhluk-makhluk feral kecerdasan rendah. Akibatnya, unit-unit " "text='feral' menerima maksimum 50% pertahanan dalam setiap " "desa yang berada di daratan tanpa menghiraukan dari alas daerah." #. [trait]: id=weak #: data/core/macros/traits.cfg:274 msgid "weak" msgstr "lemah" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "lemah" #. [trait]: id=weak #: data/core/macros/traits.cfg:276 #, fuzzy #| msgid "" #| "Units with trait text='weak' get a −1 increment in " #| "hitpoints and melee damage." msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "Unit-unit dengan sifat text='Lemah' mendapatkan −1 tambahan " "darah dan luka jarak dekat." #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "lambat" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "lambat" #. [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" "Berbadan tebal dan kaku, individu goblin lambat dan spesies lain dikurangi " "gerakannya tetapi diimbangi untuk itu dengan penambahan daya tahan sedikit." #. [trait]: id=slow #: data/core/macros/traits.cfg:295 #, fuzzy #| msgid "" #| "text='Slow' units have −1 movement but 5% more hitpoints." msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "Unit-unit text='Lambat' memiliki −1 angka pergerakan tapi " "5% lebih banyak darah." #. [trait]: id=dim #: data/core/macros/traits.cfg:313 msgid "dim" msgstr "culun" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 msgid "female^dim" msgstr "culun" #. [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" "Culun adalah sebuah sifat yang sangat umum di antara goblin-goblin dan " "spesies kecil yang lain. Ada sebab-sebab mengapa spesies ini kurang penting, " "dan ini adalah salah satunya." #. [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 "" "Unit-unit dengan sifat text='culun' mendapatkan pertambahan " "20% angka pengalaman yang diperlukan untuk naik level." #. [trait]: id=aged #: data/core/macros/traits.cfg:329 msgid "aged" msgstr "umur" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 msgid "female^aged" msgstr "umur" #. [trait]: id=aged #: data/core/macros/traits.cfg:331 #, fuzzy #| msgid "" #| "Units with trait text='aged' get a −8 increment in " #| "hitpoints and a −1 increment in movement and melee damage." msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "Unit-unit dengan sifat text='jompo' mendapatkan −8 tambahan " "darah dan −1 tambahan pergerakan dan luka jarak dekat." #: data/core/units.cfg:11 msgid "" "Despite orcs’ reliance on raw strength, few of their children are destined " "to grow to possess any. Goblins are, despite their appearance, born as " "siblings to the orcs and members of the same race. While other races usually " "bear children singly or in pairs, orcs will have large litters of children " "all at once, causing their populations to explode. Within any litter, there " "will be only one or two who grow to the strength of a “true orc”, a few who " "are born slightly smaller and weaker, and the rest, often a full half of any " "litter, are much weaker and destined to be goblins. Almost as newborns the " "class system of orcish society is visible, with the weak put in their place " "by their stronger siblings. The stronger ones will routinely grab most of " "the food and thus grow stronger still, while their weaker siblings do not." msgstr "" #. [race]: id=bats #: data/core/units.cfg:46 msgid "race^Bat" msgstr "Kelelawar" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "Kelelawar" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "Kelelawar-kelelawar" #. [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 "" "Kelelawar terdapat dalam berbagai bentuk dan ukuran, dan sebagian besar " "hampir tak berbahaya, memakan serangga-serangga dan hewan-hewan kecil " "lainnya. Keturunan yang lebih besar dan lebih ganas diketahui menimbulkan " "ancaman bagi para manusia dan ras lainnya serta ternak mereka, terutama " "ketika ditemui dalam kelompok. Biasanya pada malam hari, mereka sering " "dipelihara (dan kadang-kadang dijinakkan) oleh mereka yang berbagi kecintaan " "malam mereka." #. [race]: id=drake #: data/core/units.cfg:58 msgid "race^Drake" msgstr "Drake" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "Drake" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "Bangsa Drake" #. [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 its 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 — dst='dominant' text='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 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 are hatched 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 "" "Bangsa Drake adalah makhluk-makhluk besar, bersayap dan bernapas api, " "mengingatkan pada naga-naga sejati. Rata-rata, seorang drake dewasa berdiri " "sekitar tiga meter tingginya dan beratnya lebih dari seorang pria dan seekor " "kuda digabungkan. Kulit mereka terdiri dari sisik-sisik keras, tahan " "terhadap kebanyakan serangan fisik kecuali tusukan dan kerusakan dingin. " "Drake kebanyakan mampu benar terbang dan bisa menempuh perjalanan jauh " "dengan cepat. Namun, berat mereka dan besar mereka membatasi sedikit " "kemampuan terbang mereka, membuat mereka kaku di udara. Bila memungkinkan, " "mereka menggunakan segi-segi medan seperti perbukitan, pegunungan dan pohon-" "pohon sebagai tempat-tempat peluncuran untuk mencapai ketinggian dan " "kecepatan yang lebih besar. Untungnya bagi musuh-musuh mereka, mereka masih " "makhluk-makhluk cukup canggung dan anehnya lambat dalam pertempuran. Hal " "ini, dikombinasikan dengan ukuran mereka yang besar, membuat mereka menjadi " "target-target mudah bagi mereka yang berani menyerang mereka.\n" "\n" "Bangsa Drake sudah menjadi sifatnya merupakan makhluk-makhluk magis, dengan " "api bagian dalam misterius bahan bakar hidup mereka. Ini dengan mudah dapat " "disaksikan ketika salah satu dari kaum mereka binasa dalam pertempuran; api " "bagian dalamnya dilepaskan, membakar jasad-jasad mereka menjadi abu. Api " "bagian dalam mereka juga kelemahan terbesar mereka; itu membuat mereka " "sangat rentan terhadap serangan-serangan dingin. Meskipun sifat magis " "mereka, bangsa drake tidak mampu menyalurkan sihir dengan cara yang " "terkendali. Walaupun sihir diberikan dalam tubuh seorang drake memungkinkan " "ia untuk meludah api dan memberinya kehidupan, mereka tidak memiliki kontrol " "yang disengaja atas kegunaan-kegunaan dari sihir ini.\n" "\n" "
text='Masyarakat'
\n" "Bangsa Drake adalah ras yang secara relatif suka berperang dan masyarakat " "mereka dapat menjadi yang terbaik digambarkan sebagai masyarakat berbudaya " "perang. Inti dari sebuah suku drake adalah sekelompok kecil prajurit-" "prajurit veteran yang dipimpin oleh seorang yang dihormati satu sama lain — " "atau benar-benar ditakuti — dst='dominant' text='dominant' yang " "memerintah masyarakat dengan tangan besi. Setiap drake diharapkan untuk " "mendapatkan tempat mereka dalam hirarki yang ketat, untuk mematuhi perintah " "atasan-atasan mereka dan memerintah bawahan-bawahan mereka. Masuk ke elit " "penguasa hanya mungkin melalui tantangan dan mengalahkan seorang atasan " "dalam pertempuran tunggal, yang merupakan cara hirarki dalam elit itu " "sendiri didirikan. Penggunaan kecurangan dalam bentuk apapun terhadap sesama " "drake manapun, tanpa kecuali, dipandang sebagai pengecut dan tidak bisa " "diterima.\n" "\n" "Walaupun sifat suka perang mereka dan keinginan akan wilayah mendorong " "mereka untuk mempertahankan wilayah-wilayah mereka secara kejam, para drake " "jarang menyerang atau masuk tanpa ijin pada wilayah-wilayah yang sudah " "diduduki oleh ras-ras besar lainnya. Sebaliknya, mereka menetap di daerah-" "daerah tidak berpenghuni untuk membangun wilayah mereka sendiri di sana. " "Mereka terutama memberi makanan pada buruan besar yang mereka buru di " "dataran rendah sekitar rumah mereka, tapi drake-drake yang baru menetas dan " "drake-drake kasta yang lebih rendah dikenal diberi makan juga lumut dan " "jamur tertentu yang mereka tanami jauh di dalam gua-gua mereka. Teknologi " "satu-satunya bangsa drake yang bernilai adalah baju baja- dan menempa-" "senjata, dan tidak mengetahui atau memerlukan ilmu pengetahuan lain dan " "kebudayaan selain ini. Namun sedikit peralatan yang mereka buat hampir tak " "tertandingi dalam kualitas, hanya ditandingi oleh peralatan yang diproduksi " "dalam pengecoran-pengecoran logam Dwarf terbaik.\n" "\n" "Bangsa Drake ditetaskan dari telur-telur dan biasanya hidup secara alami " "antara 20 sampai 30 tahun. Kematian dalam pertempuran adalah cara yang " "paling disukai bagi seorang drake untuk meninggalkan dunia ini. Tidak " "seperti anggota-anggota tua dari ras-ras lain, drake secara alami tumbuh " "lebih agresif dan nekat menuju akhir kehidupan alami mereka, mungkin untuk " "membantu memastikan tempat mereka dalam legenda-legenda heroik dari kaum " "mereka.\n" "\n" "
text='Geografi'
\n" "Bangsa Drake berasal dari sebuah kepulauan dari pulau-pulau vulkanik yang " "disebut dst='morogor' text='Morogor' di dst='great_ocean' " "text='Lautan Luas'. Sebuah kombinasi dari tekanan penduduk dan " "penurunan dari banyak pulau-pulau rumah mereka telah menyebabkan koloni-" "koloni drake menyebar ke dst='great_continent' text='Benua Besar'. Drake cenderung membuat rumah-rumah mereka di gua-gua pegunungan dekat " "gunung-gunung berapi untuk melindungi telur-telur mereka, drake-drake yang " "menetaskan dan tempat-tempat pandai besi. Meskipun drake secara alami lebih " "suka kehangatan, api bagian dalam mereka lebih dari mampu mendukung mereka " "bahkan dalam iklim yang secara relatif dingin, sebuah segi yang telah " "memungkinkan mereka untuk mendiami bahkan beberapa pegunungan di utara jauh " "Benua Besar. " #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "race^Dwarf" msgstr "Dwarf" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "Dwarf wanita" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "Bangsa Dwarf" #. [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 "" "Bangsa dwarf adalah sebuah ras terkenal untuk buruh tambang, pandai besi, " "pedagang dan petarung mereka. Dianggap sebagai ras ketiga tertua di benua " "besar setelah bangsa elf dan troll, sejarah awal mereka diselubungi di dalam " "misteri. Legenda menceritakan sewaktu yang lama terlupakan ketika suku " "mereka mulai muncul dari dunia bawah tanah mereka melalui gua. Tak ada yang " "diketahui tentang kehidupan mereka sebelum kedatangannya, atau alasan mereka " "memasuki dunia luar, tetapi mereka sudah menjadi bagian integral sejarah " "benua ini semenjak itu. Segera setelah kemunculan mereka dari bawah tanah, " "bangsa dwarf berselisih dengan penghuni asli tanah tersebut, bangsa elf. " "Alasan asli yang menyebabkan perselisihan mereka sudah melenyap ke dalam " "sejarah, tetapi dua ras ini sudah semenjak itu bertempur tiga peperangan " "lama, disela oleh beberapa dasawarsa kedamaian. Di dalam peperangan ini, " "bangsa dwarf tidak bisa menghalau bangsa elf dari hutan-hutan dalam di " "selatan, tetapi mereka dapat mengukuhkan posisi mereka di perbukitan dan " "pegunungan di utara benua tersebut, diketahui sekarang sebagai Tanah Utara. " "Semenjak itu, mereka sudah membangun perbentengan luar biasa dan permukiman " "di dalam gunung-gunung dan tebing daerah mereka.\n" "\n" "Mungkin karena terisolasinya mereka, para dwarf umumnya bersifat curiga atau " "memusuhi kebanyakan ras lain, terutama sekali para elf. Hanya satu " "pengecualian untuk tabiat ini terhadap manusia. Hal ini dapat ditelusuri " "kembali ke era Haldric I dan kedatangan bangsa manusia dan orc ke benua. " "Pada titik ini para dwarf mulai mengizinkan beberapa manusia, terutama para " "pembangkang dan pelanggar hukum dari Kerajaan Wesnoth, untuk menetap di " "daerah-daerah tertentu dari Wilayah Utara. Alasan mereka tidak mengejutkan. " "Keadaan buruk orang-orang ini mengingatkan para dwarf sejarah awal mereka " "dari penganiayaan, memunculkan rasa solidaritas. Para dwarf juga memiliki " "banyak keuntungan dalam membentuk ikatan dengan orang-orang buangan ini. " "Mereka akan menetap di daerah-daerah di mana para dwarf tidak suka hidup " "disana; dataran-dataran, hutan, dan rawa-rawa, membebaskan mereka dari " "mempertahankan daerah-daerah ini.\n" "\n" "Bangsa Dwarf yang bertubuh kecil menurut ukuran manusia, tetapi mereka tidak " "berarti rapuh. Prajurit mereka, tangguh dan kuat baik ditakuti dan dihormati " "di seluruh benua karena keberanian mereka dalam pertempuran. Selain itu, " "bangsa dwarf terkenal karena kecerdasan mereka menghitung dan keterampilan " "yang luar biasa. Pandai besi Dwarf terkenal karena senjata-senjata mematikan " "dan baju besi berat mereka. Perlengkapan-perlengkapan prajurit ini tidak " "tertandingi dalam kualitas, mungkin hanya ditandingi oleh perlengkapan-" "perlengkapan yang dihasilkan oleh drake armorer. Kecerdasan dan sifat ingin " "tahu mereka juga membuat mereka secara teknis ras yang paling maju di benua " "itu. Salah satu penemuan mereka yang paling terkenal, dan ditakuti, adalah " "bubuk misterius yang menghasilkan ledakan besar bila terkena api atau " "percikan api. Prajurit-prajurit dwarf tertentu menggunakan bubuk ini untuk " "melemparkan benda-benda kecil dengan kecepatan luar biasa. Mengingat " "kecenderungan teknologi mereka, banyak dwarf cenderung tidak mempercayai " "pengguna sihir. Namun beberapa dwarf mempergunakan bentuk sihir berdasarkan " "ukiran tulisan kuno. Disebut pandai besi, mereka menggunakan ukiran-ukiran " "ini untuk mempesonakan benda-benda agar meningkatkan aspek-aspek tertentu " "dari sifat dasar benda-benda itu." #. [race]: id=elf #: data/core/units.cfg:114 msgid "race^Elf" msgstr "Elf" #. [race]: id=elf #: data/core/units.cfg:115 msgid "race+female^Elf" msgstr "Elf" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "Bangsa Elf" #. [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 "" "Dibandingkan dengan manusia, bangsa elf agak lebih tinggi, lebih lincah tapi " "kurang kokoh. Mereka memiliki telinga yang sedikit lancip, kulit pucat dan " "rambut pirang biasanya. Beberapa perbedaan antara manusia dan elf yang lebih " "jelas daripada Bangsa Elf yang berumur luar biasa panjang — kebanyakan, " "kecuali dinyatakan sakit, kecelakaan atau perang, hidup dua setengah abad " "penuh. Sementara beberapa elf memiliki bakat magis yang tinggi telah dikenal " "untuk hidup tambahan seabad penuh, kebanyakan elf mulai tumbuh secara fisik " "lemah di beberapa titik antara 250 dan 300 tahun usia mereka dan meninggal " "dengan cepat (biasanya dalam waktu satu atau dua tahun) sesudahnya.\n" "\n" "Bangsa Elf secara alami diberikan dengan sihir untuk tingkatan kecil. " "Meskipun kebanyakan tidak mampu menyalurkannya secara langsung, kehadiran " "kemampuan tersembunyi mereka memberikan mereka indra yang tajam dan panjang " "umur. Banyak elf memiliki sihir-didorong bakat seperti keahlian menembak " "atau kemampuan bersembunyi, yang memungkinkan mereka untuk mencapai tugas-" "tugas yang kebanyakan makhluk biasa akan merasa mengherankan. Para elf itu " "yang belajar untuk memegang dan menggunakan kekuatan ini dengan cara yang " "lebih umum dapat menjadi benar-benar hebat dalam penggunaannya. Banyak yang " "memilih untuk menggunakan bakat mereka untuk menyembuhkan orang-orang lain.\n" "\n" "Sebagian kecil elf, berspekulasi jauh di bawah jalan sihir dan mistisisme, " "menjadi peka terhadap kehadiran besi dingin dan bahkan dapat terbakar oleh " "itu. Legenda Elf mengisyaratkan bahwa ini lebih biasa di jauh di masa lalu.\n" "\n" "Bangsa Elf menghabiskan banyak waktu mereka mengasah bakat-bakat dan " "keterampilan-keterampilan mereka. Mereka yang tidak mahir seni-seni magis " "biasanya mencurahkan waktu mereka mengasah keterampilan fisik mereka. " "Sebagai hasilnya, bangsa elf unggul dalam memanah, yang mungkin cara mereka " "yang paling penting dari peperangan. Sebagian besar pasukan elf membawa " "busur panah dan tidak ada ras lain dapat menandingi pemanah mereka dalam " "kecepatan dan ketepatan. Semua elf juga berbagi kasih sayang yang intens " "bagi alam yang belum terjamah. Mereka sering merasa tidak nyaman di tempat-" "tempat yang tidak hidup seperti tumbuh-tumbuhan terbuka. Mereka tinggal " "terutama di hutan-hutan Benua Besar; Aethenwood di barat daya, Wesmere di " "barat laut, dan hutan utara besar yang mana Hutan Lintanir adalah tepi " "paling selatan.\n" "\n" "Bangsa Elf adalah ras tertua dari benua, dengan kemungkinan pengecualian " "bangsa troll. Banyak dari permukiman mereka tidak dapat dipercaya " "tanggalnya, tak diragukan telah ada selama lebih dari satu milenium (masa " "seribu tahun)." #. [race]: id=falcon #: data/core/units.cfg:135 msgid "race^Falcon" msgstr "Elang" #. [race]: id=falcon #: data/core/units.cfg:136 msgid "race+female^Falcon" msgstr "Elang" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcons" msgstr "Elang" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "" "Falcons are birds of prey, noted for their exceptional speed and agility. " "Lighter and with less powerful talons than other raptors, falcons instead " "favor the use of their beak to kill their targets. Their keen eye and " "capacity for domestication makes them a populous and well-known creature, " "used both by nobles in sport, and by nomads or tribes who find them useful " "in hunting for food. Falcons occasionally find a role on the field of war as " "well, with certain falconers training their birds to distinguish between " "friend and foe, making them a useful asset to aid in an army’s charge." msgstr "" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Bangsa Goblin" #. [race]: id=goblin #: data/core/units.cfg:151 #, fuzzy #| msgid "" #| "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 rather quickly. Within any litter, " #| "there will only be one or two true orcs, who will grow to the full size " #| "and strength of their race. A few more will be half-orcs, notably weaker " #| "than their big brothers, and relegated to supporting roles in combat, " #| "such as archery. The rest, often a full half of more of any litter, will " #| "be goblins. Goblins are puny and quite frail, rarely growing past the " #| "size and stature of a human child. 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.\n" #| "\n" #| "Goblins 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." 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 "" "Goblin, meskipun penampilan mereka, lahir sebagai saudara kandung para orc " "dan anggota dari ras yang sama. Sementara ras-ras lain biasanya melahirkan " "anak tunggal atau berpasangan, bangsa orc akan memiliki setandu besar anak-" "anak sekaligus, menyebabkan populasi mereka meledak agak cepat. Dalam tandu " "apapun, hanya akan ada satu atau dua orc sejati, yang akan tumbuh dengan " "ukuran penuh dan kekuatan dari ras mereka. Sebagian lagi akan menjadi " "setengah-orc, terutama lebih lemah daripada saudara besar mereka, dan " "dipindahkan ke peran-peran pendukung dalam pertempuran, seperti memanah. " "Sisanya, sering setengah penuh lebih dari tandu apapun, akan menjadi goblin. " "Para Goblin yang kecil dan cukup lemah, jarang tumbuh melewati ukuran dan " "tinggi seorang anak manusia. Para Goblin dilahirkan dalam seumur hidup dekat " "dengan perbudakan kerabat mereka yang lebih besar, dan digunakan sebagai " "umpan pedang dalam pertempuran. Mereka tumbuh dalam dendam nasib tragis " "mereka; Dalam kelompok karena mereka begitu sangat banyak, dan juga karena " "saudara mereka orc sangat menyadari betapa tergantungnya mereka pada para " "goblin\n" "\n" "Goblin melakukan sebagian besar tenaga kerja kasar yang dibutuhkan oleh para " "orc, dengan satu-satunya pengecualian pekerjaan-pekerjaan yang memerlukan " "kekuatan kasar dari para orc sejati. Para orc bersukaria akan itu sebagai " "bukti kehebatan mereka. " #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "Grifon" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Grifon" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Bangsa Grifon" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial " "predators and birds of prey. While occasionally tamed and ridden by the " "daring, gryphons are very territorial and aggressive, particularly regarding " "their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has " "been a source of debate for centuries, but it remains as mysterious as their " "origins." msgstr "" #. [race]: id=human #: data/core/units.cfg:189 msgid "race^Human" msgstr "Manusia" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "Manusia" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "Bangsa Manusia" #. [race]: id=human #: data/core/units.cfg:192 #, fuzzy #| 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 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." 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 "" "Ras manusia sangat berbeda-beda. Meskipun mereka mula-mula datang dari Benua " "Tua, manusia sudah menyebar ke seluruh dunia dan terbagi ke dalam banyak " "peradaban dan ras berbeda. Meskipun mereka tidak diilhami dengan sihir " "seperti makhluk yang lain, manusia bisa belajar menguasainya dan bisa " "mempelajari lebih banyak tipe sihir dari hampir semua makhluk lain. Mereka " "tidak memiliki kemampuan istimewa atau bakat yang lain selain kepandaiannya " "dalam banyak hal dan kegiatannya. Meskipun sering asing di mata semua ras " "lain, mereka bisa sesekali membentuk persekutuan dengan ras yang kurang " "agresif seperti elf dan dwarf. Orang yang kurang teliti di antara mereka " "tidak segan menyewa prajurit upahan orc. Mereka tidak memiliki musuh " "alamiah, meskipun sebagian besar manusia, seperti hampir semua orang dari " "semua ras, memiliki kebencian naluriah untuk mayat hidup. Manusia lebih " "pendek dibandingkan elf, tetapi lebih tinggi dibanding dwarf. Warna kulit " "mereka berbeda, dari hampir putih ke coklat gelap.\n" "\n" "
text='Warganegara Kerajaan'
\n" "Ada banyak grup manusia berbeda, tetapi sebagian besar di Benua Besar hidup " "dibawah kekuasaan Kerajaan Wesnoth. Manusia pertama-tama muncul di Benua " "Besar dari sebuah negara jauh di seberang samudra di Barat, Pulau Hijau, dan " "dengan segera mendirikan ibukota mereka di kota pedalaman Weldyn. Berabad-" "abad kemudian, mereka sudah membangun beberapa kota di dalam benua tersebut. " "Tentara Kerajaan Wesnoth melindungi negara tersebut, membentuk militer yang " "paling teratur di dunia yang diketahui. Pasukannya datang dari provinsi-" "provinsi utama, di mana semua pria diwajibkan militer dari muda.\n" "\n" "
text='Orang Perkauman'
\n" "Provinsi-provinsi timur Wesnoth, diketahui sebagai Tanah Air Perkauman, " "memiliki geografi yang terdiri dari lebih banyak tanah datar luas dan bukit " "daripada yang di barat, dan lebih banyak provinsi beradab. Mereka adalah " "tempat tinggal Perkauman Berkuda, yang bersekutu dengan Kerajaan Wesnoth " "tetapi mereka hidup secara bebas dan memelihara identitas sendiri. Beberapa " "orang menganggap mereka sebagai bangsa jajahan, yang mengirim makanan dan " "prajurit ke Kerajaan untuk perlindungan. Orang lain bilang mereka di atas " "dasar yang sama dengan setengah Wesnoth yang di barat. Bagaimanapun juga, " "provinsi-provinsi timur tidak memiliki tentara wajib seperti Wesnoth Barat. " "Latihan bertarung adalah bagian kehidupan Perkauman; orang tua mengajar anak " "mereka menunggang kuda, bertarung dan menembak anak panah dari muda. " "Biasanya, prajurit Perkauman tidak begitu teratur dibandingkan dengan " "petarung beradab, dan kekuatan dan kelemahan grup-grup ini melengkapi satu " "sama lain." #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:208 data/core/units.cfg:233 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "Manusia" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:209 data/core/units.cfg:234 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "Manusia" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:210 data/core/units.cfg:235 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "Mayat Hidup" #. [race]: id=dunefolk #: data/core/units.cfg:211 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay " "claim to the river valleys and oases of the Sandy Wastes. How they came to " "inhabit this far corner of the Great Continent is unknown. Their legends " "tell of many long and perilous travels through far-flung lands, but the true " "origin of their people is a topic of endless and heated debate among even " "the most erudite of their scholars.\n" "\n" "Whatever their origin, the Dunefolk have thrived. Bustling cities stand " "proudly in the largest fertile regions. Skilled artisans, fine smiths, and " "wealthy merchants form the backbone of the urban economy. Each of these " "cities also enjoys a degree of independence less common in the more " "centralized nations to the north, many even maintaining their own standing " "armies. In times of need, however, each and all rally to a higher authority " "designated to protect the superior interest of the nation.\n" "\n" "Those who have not settled in these urban centers still adhere to the " "lifestyle of their ancestors, roaming the dunes and leading their herds from " "one watering hole to another. They are most active during the early hours of " "dawn and the onset of dusk, when the wastelands are neither too hot nor too " "cold. Their skill at moving through the sands is excellent even by Dunefolk " "standards. Although sometimes regarded with contempt by their city " "counterparts, they provide an invaluable service as mobile, light troops in " "war, or as escorts for trading caravans during times of peace.\n" "\n" "The Dunefolk’s inclination towards trade and exploration has allowed their " "cities to amass immense fortunes, a fact regarded both with admiration and " "envy by other races. Mutual interests have fostered cordial relations with " "neighboring Naga tribes, but more secretive races such as Drakes and Elves " "have always considered Dunefolk expeditions to be too intrusive, especially " "when they venture close to territorial boundaries. It is not uncommon for " "caravans to fall prey to troll ambushes in the mountains, something that has " "given rise to countless tales of unimaginable treasure amassed in hidden " "caves.\n" "\n" "As a result of living in hostile environments for centuries, the Dunefolk " "have developed rational methods of enquiry through which they continue to " "improve their understanding of the world. Their study of herbal medicine " "keeps their warriors and workers fresh and healthy. Their knowledge of " "alchemy allows them to tame fire and wield it as a deadly weapon in battle. " "At the same time, this analytical mindset has distanced them from magical " "arts; to the rational mind, magic is uncontrollable, unpredictable, and " "hence unreliable. For this reason, the Dunefolk especially loathe the " "perversions of necromancy and the dark arts, even more so than other races.\n" "\n" "The Dunefolk’s inquisitive and explorative nature does not preclude military " "strength. Not only do they field nimble light troops, cataphracts, and " "heavily armored infantry, but their keen knowledge of technology grants them " "a decisive advantage over their opponents. When facing the Dunefolk in " "battle, however, the most fearsome sight is certainly their deployment of " "ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " "their synergy with these creatures allows for great versatility in combat. " "The origins of this tradition likely lie in the heritage of the Dunefolk’s " "distant past in the exotic far corners of Irdya." msgstr "" #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:236 msgid "This race does not have a description yet." msgstr "Ras ini belum memiliki deskripsi." #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race^Saurian" msgstr "Kadal" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race+female^Saurian" msgstr "Kadal" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "race^Saurians" msgstr "Bangsa Kadal" #. [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 "Mesin" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "race+plural^Mechanical" msgstr "Mesin" #. [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 "" "Hidup bukan oleh kehidupan alami maupun oleh pernujuman, istilah " "text='mesin' menggambarkan sebuah benda yang diciptakan " "dari seorang makhluk cerdas. Kebanyakan hal-hal mesin tidak bergerak maupun " "memikirkan mereka sendiri, tetapi beberapa melakukannya sebagai akibat dari " "pesona magis." #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Merman" msgstr "Duyung Lelaki" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Mermaid" msgstr "Putri Duyung" #. [race]: id=merman #: data/core/units.cfg:289 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "Troll" #. [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 "" "Kira-kira seperti perpaduan antara manusia dan ikan, manusia duyung adalah " "ras misterius dengan sifat-sifat piscine dan humanoid. Mereka memiliki ekor " "kuat yang memberikan diri mereka untuk pergerakan cepat dalam lingkungan " "berair sementara tangan-tangan cekatan dan pikiran cerdas mereka " "memungkinkan keterampilan dan pembuatan perkakas yang baik. Semi-akuatik " "secara alami, manusia duyung bisa bernapas baik di air dan udara tanpa " "kesulitan. Meskipun mampu bertahan hidup di darat, mereka jauh lebih cepat " "dan lebih lincah di dalam air dan jarang akan ditemukan jauh dari lautan. " "Mereka biasanya waspada terhadap tanah kering, karena mereka canggung dan " "kikuk di sana dan mereka sangat berjuang untuk bergerak dari medan kasar " "atau berhutan." #. [race]: id=monster #: data/core/units.cfg:299 msgid "race^Monster" msgstr "Monster" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race+female^Monster" msgstr "Monster Wanita" #. [race]: id=monster #: data/core/units.cfg:301 msgid "race^Monsters" msgstr "Bangsa Monster" #. [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 "" "Istilah \"monster\" menggabungkan banyak binatang-binatang mengerikan yang " "menghantui banyak gua-gua, hutan belantara, kedalaman lautan, dan iklim-" "iklim dunia lainnya. Mereka tokoh besar dalam dongeng-dongeng dan mimpi-" "mimpi buruk dari para penghuninya, juga." #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Naga" msgstr "Kobra Lelaki" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagini" msgstr "Nagini" #. [race]: id=naga #: data/core/units.cfg:311 msgid "race^Nagas" msgstr "Bangsa Kobra" #. [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 "" "Para kobra yang menyerupai ular adalah salah satu ras yang paling sedikit " "dipahami dari Benua Besar. Sebagian ini karena sifat xenophobia mereka dan " "sebagian adalah karena lingkungan asing mereka. Para kobra adalah salah " "satu dari beberapa ras yang mampu mobilitas berarti di dalam air, memberikan " "mereka akses ke seluruh dunia secara efektif dilarang untuk tanah penduduk-" "penduduk dan selanjutnya memisahkan mereka dari makhluk bumi yang mereka " "hindari. Namun, mereka bukan mahkluk-makhluk laut sejati, dan ketidakmampuan " "mereka untuk bernapas di air meninggalkan mereka dalam jurang keraguan " "bercampur takut. Tinggal di daerah-daerah pesisir memberi mereka jalan " "keluar terhadap penghuni-penghuni kedalaman air sekaligus menjaga mereka " "dari jangkauan mereka yang bepergian dengan berjalan kaki, sayap, dan kuku. " "Meskipun para kobra agak lemah dalam bentuk, mereka sering lebih cepat dan " "lebih gesit daripada lawan-lawan mereka. Mereka kadang-kadang mendapati diri " "mereka berselisih dengan manusia duyung saat wilayah-wilayah mereka tumpang " "tindih, tetapi para kobra secara keseluruhan cenderung menyukai rawa-rawa " "dan sungai-sungai sebanyak perairan terbuka." #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race^Ogre" msgstr "Raksasa" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race+female^Ogre" msgstr "Raksasa" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "race^Ogres" msgstr "Bangsa Raksasa" #. [race]: id=ogre #: data/core/units.cfg:323 #, fuzzy #| 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." 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 "" "Bangsa Ogre adalah ras liar dan tidak beradab yang tinggal terutama di hutan " "belantara Benua Besar. Secara fisik, mereka menyerupai manusia dan orc " "tetapi lebih besar dan kuat. Bahkan anak-anak remaja mereka lebih dari " "sebanding untuk kebanyakan pria dewasa. Para Ogre tidak percaya di daerah-" "daerah berpenduduk banyak dan biasanya baik menghindari mereka atau diusir " "dengan paksa. Sebaliknya, mereka bersembunyi di daerah-daerah bergunung-" "gunung di pinggiran peradaban, di mana bandit-bandit ogre lapar mengadakan " "ancaman terus-menerus kepada para pengembara dan karavan-karavan. Walaupun " "para ogre tidak terlalu cerdas atau cepat, ketangguhan dan kekuatan fisik " "mereka membuat mereka menjadi aset berharga dalam tentara dari ras-ras lain. " "Mereka terutama dihargai oleh komandan-komandan yang lebih kejam yang tidak " "keberatan kekejaman ogre. Sedikit yang diketahui tentang hayat atau " "masyarakat mereka, jika mereka benar-benar dapat dikatakan memilikinya, " "tetapi mereka dikatakan menyerang berdampingan dengan serigala-serigala dan " "binatang-binatang buas lainnya. Apakah ini merupakan tanda dari kerjasama, " "penjinakan, atau hanya saling menguntungkan tidak diketahui." #. [race]: id=orc #: data/core/units.cfg:331 msgid "race^Orc" msgstr "Orc" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race+female^Orc" msgstr "Orc wanita" #. [race]: id=orc #: data/core/units.cfg:333 msgid "race^Orcs" msgstr "Bangsa Orc" #. [race]: id=orc #: data/core/units.cfg:334 #, fuzzy #| msgid "" #| "In appearance, orcs are half men and half beasts. 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 normal humans and " #| "they have little care for personal hygiene or their personal appearance. " #| "Although Orcs are violent even among themselves creatures, they are pack-" #| "oriented; an orc never travels long or lives alone in groups smaller than " #| "half a dozen.\n" #| "\n" #| "
text='Society'
\n" #| "Almost every orc are 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. Despite their reliance on raw strength, not nearly all orcs are " #| "destined to grow to possess any. Many orcs are born smaller and weaker " #| "than the rest, and already almost as newborns are 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. Many of these individuals tend to specialize in other skills, like " #| "archery or assassination." 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 "" "Dalam penampilan, orc adalah setengah manusia dan setengah binatang buas. " "Mereka lebih tinggi, lebih tegap dan lebih kuat dari manusia. Mereka " "menyukai pertempuran, buas, dan kejam pada dasarnya. Darah mereka lebih " "gelap dan tebal dari yang dimiliki manusia biasa dan mereka memiliki sedikit " "perhatian untuk kesehatan pribadi. Meskipun orc sengit bahkan di antara " "mereka sendiri, mereka cenderung pergi keluar berkumpulan; seorang orc tidak " "pernah berjalan-jaln jauh atau tinggal sendiri di dalam grup yang lebih " "kecil dari enam orang.\n" "\n" "
text='Masyarakat'
\n" "Hampir semua orc adalah seorang anggota suku atau klan. Hubungan di antara " "suku-suku yang berdekatan biasanya sengit, kecuali jika ada musuh bersama " "yang mengancam kehidupan mereka atau kemungkinan jarahan besar " "mengesampingkan permusuhan bersama. Sesekali, seorang kepala suku kuat " "muncul dan memimpin bermacam-macam suku kadang-kadang, biasanya melalui " "intimidasi pengikut. Sebuah suku orc ketika perdamaian cenderung berfokus " "semata-mata menguatkan diri sendiri untuk peperangan berikutnya. Orc " "diketahui memiliki sistim menulis yang kasar — biasanya dengan darah — " "meskipun tulisan umumnya dipakai untuk menukar ejekan atau ancaman di antara " "pemimpin suku.\n" "\n" "Masyarakat orc berdasarkan oleh bukan apapun tapi kekuatan; kuat berarti " "benar, dan seorang pemimpin memimpin dan hidup hanya selama tidak ada yang " "lain yang bisa merebut gelaran ini dari dia. Perebutan kuasa membara di " "antara pemimpin-pemimpin suku yang mungkin sekali. Seorang pemimpin orc " "jarang hidup lebih dari beberapa tahun untuk menikmati kekuasaan mutlaknya, " "sebelum dibunuh untuk posisinya — meskipun sejarah memberikan beberapa " "perkecualian terkemuka. Orc tidak memiliki kode kehormatan apapun dan " "meskipun kekuatan mentah yang tidak terbantah adalah biasanya cara yang " "disukai untuk menunjukkan kekuasaan, pembunuhan, meracuni dan membokong juga " "dibolehkan untuk mencapai tujuan seseorang.\n" "\n" "Orc umumnya tinggal di daerah kedesaan, sering di kaki bukit atau daerah " "pegunungan, kadang-kadang di dalam gua. Mereka tidak menanami atau " "menggembalakan apapun, tetapi mereka adalah pemburu ahli sebagai hasil " "perawakan fisik dan kebrutalan mereka. Karena ini dan kepemimpinan mereka " "yang goyah, suku-suku orc cenderung menempuh cara hidup seperti pengembara, " "tidak pernah menghuni satu tempat terlalu lama. Suku-suku yang lebih besar " "bisa berteguh di sebuah daerah demi bertahun-tahun atau bahkan berpuluh " "tahun dan membangun permukiman besar yang hampir mirip dengan kota, tetapi " "bahkan ini gampang dibongkar dan ditinggalkan jika sekumpulan ini perlu " "pindah.\n" "\n" "Orc paling tua yang diketahui hidup sekitar 50-60 tahun, tetapi sangat " "sedikit individu yang pernah hidup lebih dari dua atau tiga dasawarsa " "sebelum menemui ajalnya di peperangan atau dibunuh oleh salah satu " "saudaranya. Orc yang paling tua biasanya adalah cenayang, barangkali karena " "mereka adalah satu-satunya tipe orc yang dianggap terpercaya dan netral. " "Asal mula adat ini tidak diketahui, karena cenayang tidak berkontribusi " "banyak secara langsung ke pada masyarakat orc tetapi hanya bekerja sebagai " "penasehat mereka — bukan sesuatu yang orc cenderung biarkan. Di banyak " "aspek, cenayang adalah kebalikan hampir semua orc lain: mereka sering " "memiliki fisik lemah dan kurus ketika dibandingkan dan tidak memiliki " "kemampuan untuk bertempur. Walaupun mereka menaruh kepercayaan mereka di " "kekuatan mentah, tidak semua orc ditakdirkan untuk tumbuh memiliki kekuatan " "apapun. Banyak orc dilahirkan lebih kecil dan lebih lemah dari sisanya, dan " "meskipun baru lahir, mereka ditempatkan di posisi mereka oleh saudara mereka " "yang lebih kuat. Mereka yang lebih kuat akan secara rutin merebut hampir " "semua makanan dan bertumbuh lebih kuat, sedangkan saudara mereka yang lebih " "lemah tidak bertumbuh sekuat mereka. Banyak individu yang berspesialisasi di " "dalam kemampuan lain, seperti memanah atau pembunuhan." #. [race]: id=orc #: data/core/units.cfg:345 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" #. [race]: id=troll #: data/core/units.cfg:354 msgid "race^Troll" msgstr "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 "Bangsa Troll" #. [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 can 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 "" "Troll adalah makhluk purbakala, salah satu ras tertua yang diketahui " "menghuni Benua Besar. Mereka besar, lambat, dungu, dan hidup sangat lama di " "dalam gua-gua besar atau di atas pegunungan tinggi. Ciri-ciri troll yang " "paling unik adalah tenaga hidup terdalam yang mendukung dan mengobati mereka " "dari dalam. Sebagai hasilnya, mereka menempuh hidup yang sangat berbeda " "dibandingkan dengan hampir semua makhluk lain apapun yang diketahui. Troll " "memiliki sedikit keperluan: mereka memerlukan sedikit makanan atau air, dan " "karena itu mereka memiliki sedikit dorongan untuk mengejar banyak hal selain " "perlindungan dari mereka yang jahat terhadap mereka. Ini berarti, mereka " "jarang harus bercemas tentang apapun dan bisa meluangkan banyak waktu untuk " "tidur atau merenung. Troll memiliki hubungan dekat yang aneh dengan alam. " "Mereka tidak berhubungan dengan alam seperti elf, tetapi malahan dengan " "tanah dan batu. Mereka juga ingin tahu tentang sekeliling mereka dan banyak " "troll muda bahkan menikmati berjalan-jalan dan melihat dunia luar. Semakin " "tua troll, mereka cenderung menjadi lebih pasif, perlahan-lahan kehilangan " "minat mereka ke pada lingkungan mereka dan meluangkan lebih banyak waktu " "mereka tidur di sebuah sudut sunyi, terbiasa di dalam rumah gua mereka. Ini " "sampai mereka akhirnya meninggal dunia ketika badan mereka berubah menjadi " "patung batu tanpa kehidupan.\n" "\n" "Troll dianggap banyak orang sebagai sebuah ras binatang buas. Kesalahpahaman " "umum ini diabadikan oleh orc yang meyakinkan troll untuk menggabungkan diri " "dengan tentara mereka. Karena mereka lugu dan tidak mengerti cara kehidupan " "ras lain atau kadang-kadang bisa membedakan antara mereka, adalah mudah " "untuk sebuah perkumpulan orc untuk meyakinkan segrup troll bahwa dengan " "menggabungkan diri dengan mereka, mereka bisa membalas dendam kepada " "siapapun yang sebelumnya memburu mereka. Rekrutan baru ini lalu diarahkan " "menyerang siapapun yang sedang berselisih dengan orc, maupun sebelumnya " "musuh troll atau tidak, mengumpulkan bahkan lebih banyak musuh untuk troll " "tertipu ini. Musuh bangsa troll yang paling umum adalah bangsa dwarf, dan " "permusuhan di antara dua ras ini sudah ada dari sejak purbakala.\n" "\n" "
text='Geografi'
\n" "Troll sudah menghuni pegunungan Benua Besar lebih lama dari bangsa dwarf " "yang berpindah ke sana. Troll gampang ditemui di barisan-barisan pegunungan " "Wesnoth utara dan timur, dan kemanapun gerombolan-gerombolan Orc bepergian." #. [race]: id=undead #: data/core/units.cfg:377 msgid "race^Undead" msgstr "Mayat Hidup" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+female^Undead" msgstr "Mayat Hidup wanita" #. [race]: id=undead #: data/core/units.cfg:379 msgid "race+plural^Undead" msgstr "Mayat Hidup" #. [race]: id=undead #: data/core/units.cfg:380 #, fuzzy #| 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 it’s 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 mermen 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." 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 "" "Mayat Hidup bukan sebuah ras makhluk, meskipun sering dianggap begitu. " "Hampir semua makhluk mati bisa, oleh seorang ahli nujum cukup terampil, " "dihidupkan kembali dan bangkit dari kematian. Mayat Hidup adalah sebagian " "besar makhluk aneh dan ceroboh, mematuhi siapapun yang menciptakan mereka " "tanpa pertanyaan atau pikiran. Misteri ilmu nujum yang lebih besar adalah " "bagaimana makhluk-makhluk ini bisa hidup tanpa usaha terus-menerus dari ahli " "nujum tersebut. Makhluk mayat hidup tidak memerlukan perhatian terus-menerus " "dari ahli nujum tersebut untuk perintah dan dukungan, tetapi bisa bekerja " "dengan mandiri tergantung perintah tuannya. Jarang sekali, barangkali sekali " "setiap beberapa bulan, ahli nujum perlu memelihara ciptaannya.\n" "\n" "Pernujuman hampir semata-mata terbatas kepada manusia. Bahkan legenda-" "legenda dari ras-ras cerdas secara magis seperti elf dan duyung tidak " "menceritakan banyak orang-orang dari ras mereka yang pernah mempelajari ilmu " "hitam. Ilmu nujum diduga memerlukan kemampuan beradaptasi hebat dan pikiran " "fleksibel, keluarbiasaan yang sangat umum ditemui di manusia. Tujuan akhir " "hampir semua ahli nujum adalah memakai sihir pengawetan dan pemberi " "kehidupan yang sama untuk diri mereka sendiri, untuk merubah diri mereka " "sendiri berapapun biayanya, untuk akhirnya menghindari kematian dengan " "memelihara pikiran dan jiwa mereka.\n" "\n" "
text='Geografi'
\n" "Meskipun pemimpin mayat hidup datang ke Benua Besar dalam jumlah besar " "segera sesudah Haldric I, mereka bukannya belum pernah didengar oleh elf dan " "dwarf sebelum itu." #. [race]: id=wolf #: data/core/units.cfg:393 msgid "race^Wolf" msgstr "Serigala" #. [race]: id=wolf #: data/core/units.cfg:394 msgid "race+female^Wolf" msgstr "Serigala" #. [race]: id=wolf #: data/core/units.cfg:395 msgid "race^Wolves" msgstr "Bangsa Serigala" #. [race]: id=wolf #: data/core/units.cfg:396 msgid "" "Wolves are predatory canines encountered frequently in the wilderness. " "Quick, tough, and durable, a solitary wolf suffices to maim or kill " "civilians and untrained soldiers with ease, but it is their tendency to " "travel in packs and attack in an organized manner that makes them " "particularly fearsome to travelers. They tend to stay away from " "civilization, though, only occasionally venturing close to prey upon " "livestock." msgstr "" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Wose" msgstr "Pohon" #. [race]: id=wose #: data/core/units.cfg:406 msgid "race^Woses" msgstr "Bangsa Pohon" #. [race]: id=wose #: data/core/units.cfg:407 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a connection to " "the woodlands deeper than even the elves’. While the woses are a peaceful " "race, disturbance of the ancient forests, which they tend, will incite the " "wrath of nature itself. Woses are slow moving creatures that may spend " "centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "+1 maks darah" #: src/help/help.cpp:181 msgid "Close" msgstr "Tutup" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "Bantuan Pertempuran demi Wesnoth" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "Error uraian ketika menguraikan teks bantuan:" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kemungkinan mengenai sasaran'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kemungkinan mengenai sasaran'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kemungkinan mengenai sasaran'
" #, fuzzy #~| msgid "" #~| "Berserk:\n" #~| "Whether used offensively or defensively, this attack presses the " #~| "engagement until one of the combatants is slain, or 30 rounds of attacks " #~| "have occurred." #~ msgid "" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the champions is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Mengamuk:\n" #~ "Ketika dipakai dengan ofensif atau dengan bertahan,serangan ini " #~ "meneruskan perkelahian sampai salah satu petarung terbunuh, atau 30 ronde " #~ "serangan sudah terjadi." #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "serangan pertama" #, fuzzy #~| msgid "" #~| "Magical:\n" #~| "This attack always has a 70% chance to hit regardless of the defensive " #~| "ability of the unit being attacked." #~ msgid "" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the champion being attacked." #~ msgstr "" #~ "Magis:\n" #~ "Serangan ini selalu memiliki 70% kemungkinan mengenai tanpa peduli " #~ "kemampuan bertahan unit yang diserang." #~ msgid "race^Mermen" #~ msgstr "Bangsa Duyung" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Penyumbang" #~ msgid "race^Khalifate Human" #~ msgstr "Manusia Khalifate" #~ msgid "race+female^Khalifate Human" #~ msgstr "Manusia Khalifate" #~ msgid "race+plural^Khalifate" #~ msgstr "Khalifate" #~ msgid "female^nightstalk" #~ msgstr "menguntit" #, fuzzy #~| msgid "" #~| "Plague:\n" #~| "When a unit is killed by a Plague attack, that unit is replaced with a " #~| "unit identical to and on the same side as the unit with the Plague " #~| "attack. This doesn’t work on Undead or units in villages." #~ msgid "" #~ "When a unit is killed by a Plague attack, that unit is replaced with a " #~ "unit identical to and on the same side as the unit with the Plague " #~ "attack. This doesn’t work on Undead or units in villages." #~ msgstr "" #~ "Mewabah:\n" #~ "Ketika sebuah unit dibunuh dengan serangan Mewabah, unit itu digantikan " #~ "dengan sebuah unit serupa dan di sisi yang sama dengan unit memiliki " #~ "serangan Mewabah. Ini tidak mengefek pada Mayat Hidup atau unit-unit di " #~ "dalam desa-desa." #~ msgid "Intelligent" #~ msgstr "Pandai" #~ msgid "Quick" #~ msgstr "Kilat" #~ msgid "Resilient" #~ msgstr "Elastis" #~ msgid "Strong" #~ msgstr "Perkasa" #~ msgid "Fearless" #~ msgstr "Pemberani" #~ msgid "Feral" #~ msgstr "Feral" #~ msgid "Loyal" #~ msgstr "Setia" #~ msgid "trait^Undead" #~ msgstr "Mayat" #~ msgid "trait^Mechanical" #~ msgstr "Mesin" #~ msgid "trait^Elemental" #~ msgstr "Elemental" #~ msgid "Dextrous" #~ msgstr "Cekatan" #~ msgid "Healthy" #~ msgstr "Sehat" #~ msgid "Dim" #~ msgstr "Culun" #~ msgid "Slow" #~ msgstr "Lambat" #~ msgid "Weak" #~ msgstr "Lemah" #~ msgid "trait^Aged" #~ msgstr "Jompo" #, fuzzy #~| msgid "" #~| "In combat, your units will inevitably take damage. When a unit " #~| "dst='experience_and_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." #~ 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 "" #~ "Di pertempuran, unit anda akan terlukai. Ketika sebuah unit " #~ "dst='experience_and_advancement' text='naik level', ia akan " #~ "disembuhkan dari semua luka. Ini bisa terjadi ketika anda selesai " #~ "bertarung dengan musuh anda, di giliran siapapun. Wesnoth menawarkan " #~ "beberapa cara lain untuk unit menyembuhkan unit anda, dan semua ini " #~ "terjadi di permulaan giliran anda, sebelum anda mulai bertindak." #~ msgid "Factions" #~ msgstr "kelompok-kelompok" #~ msgid "Overview" #~ msgstr "Ikhtisar" #~ msgid "Fundamentals of Gameplay" #~ msgstr "Dasar-dasar Permainan" #~ 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" #~ "Untuk memulai, anda disarankan menekan tombol text='Pelatihan' di menu utama. Ini akan membawa anda ke sebuah pelatihan " #~ "interaktif, yang mana akan mengajarkan anda dasar-dasar Wesnoth. Setelah " #~ "itu, anda disarankan bermain kampanye Pewaris Takhta — klik " #~ "text='Kampanye' lalu text='Pewaris Takhta'. " #~ "Karena text='Pertempuran demi Wesnoth' bisa cukup " #~ "menantang, anda mungkin mau memulai dengan mudah." #~ 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 "" #~ "Halaman-halaman ini menguraikan semua yang perlu anda ketahui untuk " #~ "memainkan text='Pertempuran demi Wesnoth'. Hal itu " #~ "meliputi bagaimana cara bermain dan seluk-beluk dasar di bawah permainan " #~ "ini. Ketika anda memainkannya, informasi baru dimasukkan ke halaman-" #~ "halaman ini ketika anda menemukan aspek-aspek baru di permainan ini. " #~ "Untuk informasi lebih terperinci tentang keadaan-keadaan khusus dan " #~ "perkecualian, harap ikuti link-link yang disediakan." #~ 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" #~ "text='Kampanye-kampanye' terdiri dari bermacam-macam " #~ "skenario yang yang saling menyusul satu sama lain, menceritakan sesuatu " #~ "kisah. Di sebuah kampanye, seringkali anda perlu bermain dengan lebih " #~ "berhati-hati, menjaga pasukan terbaik anda supaya mereka bisa digunakan " #~ "lagi di skenario-skenario berikutnya dalam kampanye." #~ 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 "" #~ "Permainan ini berlangsung atas rangkaian pertempuran, dinamakan " #~ "text='skenario-skenario'. Setiap skenario mengadu " #~ "pasukan anda melawan satu atau lebih pasukan musuh. Anda bisa bermain " #~ "melawan komputer, atau dengan teman-teman yang masing-masing mengambil " #~ "giliran main di satu komputer (permainan kursi panas). Jika komputer anda " #~ "tersambung ke sebuah jaringan komputer, anda juga bisa bermain melawan " #~ "orang-orang lain yang tersambung ke jaringan itu. Jika komputer anda " #~ "memiliki koneksi ke Internet, anda bisa bermain melawan orang-orang lain " #~ "melalui Internet." #~ msgid "Experience and Advancement" #~ msgstr "Pengalaman dan Kenaikan Level" #~ 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" #~ "Unit-unit text='Sehat' memiliki 1 darah ditambah 1 darah " #~ "setiap level lebih banyak dari biasanya dan istirahat mengobati 2 darah " #~ "setelah setiap giliran mereka tidak bertarung. Mereka juga menderita " #~ "seperempat lebih sedikit luka dari racun." #~ msgid "Help" #~ msgstr "Bantuan" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='Unit-unit memiliki serangan spesial ini'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Unit-unit memiliki kemampuan ini'
" #~ msgid "Leaders:" #~ msgstr "Pemimpin:" #~ msgid "Recruits:" #~ msgstr "Rekrut:" #~ msgid "Era:" #~ msgstr "Era:" #~ msgid "Factions:" #~ msgstr "Faction" #~ msgid "Factions are only used in multiplayer" #~ msgstr "golongan-golongan hanya digunakan dalam multiplayer" #, fuzzy #~| msgid "Terrain" #~ msgid "Base Terrain: " #~ msgstr "Daerah" #~ msgid "level" #~ msgstr "level" #~ msgid "Advances from: " #~ msgstr "Naik level dari:" #, fuzzy #~| msgid "Factions:" #~ msgid "Variations: " #~ msgstr "Faction" #~ msgid "race^Miscellaneous" #~ msgstr "Yang Lain" #~ msgid "Race: " #~ msgstr "Ras:" #~ msgid "Abilities: " #~ msgstr "Kemampuan:" #~ msgid "Ability Upgrades: " #~ msgstr "Peningkatan Kemampuan:" #~ msgid "HP: " #~ msgstr "Darah:" #~ msgid "Moves: " #~ msgstr "Gerakan:" #~ msgid "Cost: " #~ msgstr "Harga:" #~ msgid "Alignment: " #~ msgstr "Golongan:" #~ msgid "Required XP: " #~ msgstr "AP Diperlukan:" #~ msgid "unit help^Attacks" #~ msgstr "Serangan" #~ msgid "unit help^Name" #~ msgstr "Nama" #~ msgid "Type" #~ msgstr "Tipe" #~ msgid "Strikes" #~ msgstr "Serangan" #~ msgid "Range" #~ msgstr "Jarak" #~ msgid "Special" #~ msgstr "Spesial" #~ msgid "Resistances" #~ msgstr "Daya Tahan" #~ msgid "Attack Type" #~ msgstr "Tipe Serangan" #~ msgid "Resistance" #~ msgstr "Daya Tahan" #~ msgid "Terrain" #~ msgstr "Daerah" #~ msgid "Defense" #~ msgstr "Perlindungan" #~ msgid "Movement Cost" #~ msgstr "Harga Pergerakan" #~ msgid " < Back" #~ msgstr " < Kembali" #~ msgid "Forward >" #~ msgstr "Terus >" #~ msgid "Reference to unknown topic: " #~ msgstr "Referensi ke topic yang tidak diketahui:" #~ msgid "corrupted original file" #~ msgstr "file asli rusak" #~ msgid "Caste" #~ msgstr "Kasta" #~ 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 "" #~ "Salah satu bentuk berbeda dari drake: baik menjadi dst='unit_Drake " #~ "Clasher' text='Penusuk' atau dst='unit_Drake Fighter' " #~ "text='Drake Petarung'." #~ msgid "Aerie" #~ msgstr "Aerie" #~ 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 "" #~ "Bangunan seperti benteng yang sangat besar adalah rumah bagi " #~ "dst='flight' text='flight'. Ini berisi dst='breeding_pen' " #~ "text='kandang-kandang perkembangbiakan'." #~ msgid "Breeding Pen" #~ msgstr "Kandang Perkembangbiakan" #~ 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 "" #~ "Bagian dari suatu dst='aerie' text='aerie' dimana nonsentient " #~ "dst='breeder' text='Para Peternak' hidup di bawah pengawasan " #~ "dst='dominant' text='Dominant'." #~ msgid "Breeding Cycle" #~ msgstr "Siklus Perkembangbiakan" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "" #~ "Waktu yang berlalu diantara satu dst=egg text='telur' keluar " #~ "ke telur yang berikutnya." #~ msgid "World Ocean" #~ msgstr "Lautan Dunia" #~ 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 "" #~ "Lautan Dunia adalah nama dari lautan terbuka yang mengelilingi kepulauan " #~ "dst='morogor' text='Morogor'. Para drake percaya lautan dunia " #~ "itu berujung di dst='abyss' text='Jurang', air terjun yang " #~ "luas dan mematikan." #~ msgid "New Continent" #~ msgstr "Benua Baru" #~ 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 "" #~ "Benua besar di sebelah timur dari dst='morogor' text='Morogor'. Keberadaannya tidak diketahui oleh bangsa drake sampai penerbangan " #~ "Galun." #~ msgid "Abyss" #~ msgstr "Jurang" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "" #~ "Di dalam kosmologi Bangsa Drake, suatu air terjun yang luas dan mematikan " #~ "di mana lautan jatuh dari potongan dunia." #~ msgid "Spiral Path" #~ msgstr "Spiral Path" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "Sebuah organisasi pura-pura rahasia di antara para drake dikhususkan " #~ "untuk menghindari perang akhir Bangsa Malthus. Lihat juga " #~ "dst='straight_path' text='Straight Path'" #~ msgid "Straight Path" #~ msgstr "Straight Path" #~ 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 "" #~ "'Tradisi drakish tentang ekspansi abadi dan penaklukan. Istilah ini " #~ "banyak digunakan oleh para anggota dst='spiral_path' text='Spiral " #~ "Path'." #~ msgid "Dominant" #~ msgstr "Dominant" #~ 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 "" #~ "dst='aspirant' text='Calon' yang muncul sebagai pemimpin " #~ "drake, satu-satunya drake di dalam suku yang diperbolehkan untuk " #~ "bereproduksi dengan dst='breeder' text='para peternak'. Kadang " #~ "kala, ia dapat memberikan hak berkembang biak pada orang lain." #~ msgid "Vulcaniad" #~ msgstr "Vulcaniad" #~ 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 "" #~ "Periode (tidak teratur) antara letusan-letusan berurutan dari " #~ "dst='mount_morogor' text='Gunung Morogor'. kalender " #~ "dst='long_count' text='Perhitungan Lama' didasarkan atasnya." #~ msgid "Recorder" #~ msgstr "Pencatat" #~ 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 "" #~ "Pencatat adalah gulungan penyimpan Drakish bagi yang telah menguasai " #~ "dst='drakish_script' text='naskah' drakish. Para pencatat " #~ "adalah hanya dst='caste' text='kasta' Drake tidak ditentukan " #~ "secara biologis: mereka merekrut anggota mereka dari semua kasta lainnya." #~ msgid "Laying" #~ msgstr "Bertelur" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "" #~ "Suatu bagian dari dst='breeding_cycle' text='siklus " #~ "perkembangbiakan'." #~ msgid "Hatching" #~ msgstr "Menetas" #~ msgid "Hatchling" #~ msgstr "Baru Menetas" #~ 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 "" #~ "Seorang drake muda yang belum pernah melihat generasi lain menetas. Lebih " #~ "muda dari generasi saat ini dari mereka yang baru menetas adalah yang " #~ "paling agresif perilaku dst='flight' text='flight'." #~ msgid "Fledgling" #~ msgstr "Fledgling" #~ 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 "" #~ "Seorang drake muda yang telah melihat generasi lain menetas. Jika " #~ "dst='flight' text='flight' mampu menghasilkan kehilangan dari " #~ "sebuah generasi mereka memulai dst='swarming' text='Swarming'." #~ msgid "Breeder" #~ msgstr "Peternak" #~ 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 "" #~ "Betina drake. Mereka langka sejak dst='egg' text='telur' yang " #~ "menjadi para peternak harus diperlakukan dengan perawatan ekstra. Jumlah " #~ "para peternak juga dibatasi oleh jumlah non-peternak disekitarnya, karena " #~ "para peternak tidak bisa mengurus makanan mereka sendiri ketika bertelur. " #~ "Para Drake peternak menjadi subur setelah dst='hatching' " #~ "text='penetasan' yang berikutnya." #~ msgid "Egg, Drake" #~ msgstr "Telur, Drake" #~ 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 "" #~ "dst='hatchling' text='Penetasan' dst=caste text='kasta' akan ditentukan oleh waktu itu ditetaskan dan sampai tingkat suhu " #~ "lingkungan tertentu." #~ msgid "Flight" #~ msgstr "Flight" #~ 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 "" #~ "Suku Drake, tinggal di sebuah dst='aerie' text='Aerie', " #~ "mengendalikan jarak perburuan. Masing-masing suku memiliki satu " #~ "dst='dominant' text='Dominant', yang menganugrahkan hak " #~ "istimewa kawin." #~ msgid "Aspirant" #~ msgstr "Calon" #~ 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 "" #~ "Drake laki-laki yang telah melewati metamorfosis hormonal yang membuatnya " #~ "mampu untuk kawin dengan dst='breeder' text='para peternak'. " #~ "Pengeluaran hormon disebabkan oleh perburuan dan tingkah laku pertempuran " #~ "yang mana drake terlibat." #~ msgid "Ascendant" #~ msgstr "Ascendant" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "" #~ "Nama drake untuk dst='unit_Fire Dragon' text='naga' sejati." #~ msgid "Intendant" #~ msgstr "Intendant" #~ 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 "" #~ "Salah satu dari dst='aspirant' text='Calon' letnan-letnan dari " #~ "seorang dst='dominant' text='Dominant'. Secara kebiasaan ia " #~ "memiliki satu dari setiap dst=caste text='kasta' selain " #~ "kastanya sendiri. 'Para Intendant' tambahan kadang-kadang ditunjuk untuk " #~ "tugas-tugas khusus. Para Intendant yang paling mungkin untuk diberikan " #~ "hak istimewa kawin, terutama setelah pelayanan khususnya." #~ msgid "Swarm" #~ msgstr "Swarm" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "Para dst='swarmlings' text='Swarmlings' yang telah " #~ "meninggalkan dst='aerie' text='aerie' untuk menemukan yang " #~ "baru." #~ msgid "Swarming" #~ msgstr "Swarming" #~ 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 "" #~ " Para dst='flight' text='flight' untuk seorang drake baru " #~ "dst='aerie' text='aerie' yang berulang setiap " #~ "dst='breeding_cycle' text='siklus perkembangbiakan'. Lihat " #~ "dst='swarm' text='Swarm'" #~ msgid "Runners" #~ msgstr "Para pelarian" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "" #~ "Istilah Drakish bagi budak-budak melarikan diri yang diburu seperti " #~ "binatang buruan." #~ msgid "Mount Morogor" #~ msgstr "Gunung Morogor" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "" #~ "Gunung vulkanik di pulau utama dari kepulauan dst='morogor' " #~ "text='Morogor'." #~ msgid "Long Count" #~ msgstr "Long Count" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "Kalender drake berdasarkan pada dst='vulcaniad' text='Vulcaniad' dan dst=breeding_cycle text='Siklus Perkembangbiakan'." #~ msgid "Long Pig" #~ msgstr "Long Pig" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "" #~ "Bahasa Lautan Selatan untuk daging manusia, digunakan untuk menerjemahkan " #~ "kata Drakish dengan arti yang sama." #~ msgid "Ceramics" #~ msgstr "Tembikar" #~ 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 "" #~ "Para drake pengrajin logam, tetapi adalah ahli-ahli dalam pengerjaan " #~ "pembuatan tembikar. Hanya dst='unit_Drake Burner' text='para " #~ "pembakar' dapat menghasilkan jumlah panas untuk mengasapi potongan-" #~ "potongan dengan kekuatan penuh." #~ msgid "Drakish, script" #~ msgstr "Naskah, Drakish" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "Naskah berbahasa drake. Disimpan di lembaran-lembaran dst='ceramic' " #~ "text='dari tanah' oleh anggota-anggota dari pekerja " #~ "dst='recorder' text='Pencatat'." #~ msgid "Drakish, language" #~ msgstr "Bahasa, Drakish" #~ msgid "The language spoken by the drakes." #~ msgstr "Bahasa yang digunakan oleh bangsa drake." #~ msgid "Flat" #~ msgstr "Rata" #~ 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 "" #~ "text='Tanah rumput' menggambarkan daratan-daratan " #~ "terbuka, apakah ditanami, dipotong untuk penggembalaan, atau liar. " #~ "Sebagai tanah terbuka, tanah rumput sangat gampang dilintasi, tetapi juga " #~ "susah dipakai untuk melindungi diri sendiri. Biasanya, unit-unit yang " #~ "bagus dipakai di tanah rumput adalah pasukan berkuda, atau unit-unit " #~ "sangat gesit yang bisa mengambil keuntungan dari ruang terbuka.\n" #~ "\n" #~ "Hampir semua unit memiliki 30% sampai 40% angka pertahanan di tanah " #~ "rumput." #~ msgid "Road" #~ msgstr "Jalan" #~ 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 "" #~ "text='Jalan-Jalan' adalah jalan kecil terbuat dari " #~ "tanah, dibentuk oleh banyak pelancong yang lewat melaluinya. Sejauh " #~ "permainan ini, jalan-jalan adalah daerah dst='terrain_flat' " #~ "text='datar'.\n" #~ "\n" #~ msgid "Forest" #~ msgstr "Hutan" #~ 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 "" #~ "text='Hutan' menggambarkan daerah berhutan dengan semak-" #~ "semak, cukup untuk menghambat perjalanan. Meskipun hutan melambatkan " #~ "hampir semua orang, hutan menawarkan perlindungan lebih bagus untuk " #~ "hampir semua unit dibandingkan dengan tanah terbuka. Pasukan berkuda, " #~ "bagaimanapun, sangat bermasalah melintasi daerah ini, jadi keuntungan " #~ "apapun yang didapatkan secara sembunyi-sembunyi ditiadakan. Bangsa elf " #~ "adalah sebuah perkecualian untuk peraturan umum ini untuk hutan. Bukan " #~ "hanya mereka memiliki pergerakan penuh di hutan, tetapi mereka juga " #~ "mendapat bonus perlindungan ekstra. Bangsa dwarf juga sebuah perkecualian " #~ "untuk peraturan ini; meskipun mereka bisa melintasi hutan tanpa " #~ "dilambati, ketidakbiasaan sama sekali mereka dengan daerah ini " #~ "menyebabkan mereka tidak mendapat bonus perlindungan.\n" #~ "\n" #~ "Hampir semua unit mendapat 50% perlindungan di hutan, tetapi pasukan " #~ "berkuda dibatasi hingga 30%. Bangsa elf, sebaliknya, menikmati 60 sampai " #~ "70% perlindungan, bahkan pasukan berkuda mereka. Bangsa dwarf biasanya " #~ "hanya mendapat 30% perlindungan di hutan.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Bukit" #~ 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 "" #~ "text='Perbukitan' menggambarkan medan agak kasar, dengan " #~ "cukup tempat-tempat menurun dan tanjakan-tanjakan di tanah untuk " #~ "memberikan perlindungan. Bukit-bukit susah dilintasi oleh hampir semua " #~ "pasukan. Bangsa Dwarf, Troll dan Orc cukup terbiasa dengan daerah ini, " #~ "jadi mereka bisa melintasinya tanpa dilambati. Pasukan berkuda bermasalah " #~ "melintasi daerah ini, jadi perlindungan apapun yang diberikan oleh bukit " #~ "ditiadakan.\n" #~ "\n" #~ "Hampir semua unit memiliki 50% perlindungan di perbukitan, sedangkan " #~ "pasukan berkuda dibatasi hingga 40%. Bangsa Dwarf mendapatkan 60% " #~ "perlindungan di bukit-bukit.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "Gunung" #~ 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 "" #~ "text='Pegunungan' cukup curam, jadi seringkali, unit-" #~ "unit harus mendaki rintangan-rintangan untuk melintas. Pada dasarnya, " #~ "pegunungan memberikan banyak bonus perlindungan untuk hampir semua " #~ "pasukan, tapi pegunungan juga sungguh menghalangi jalan lintasan apapun " #~ "yang melaluinya. Hampir semua pasukan berkuda tidak bisa melintasi " #~ "wilayah bergunung-gunung; namun, pasukan berkuda elf adalah sebuah " #~ "perkecualian untuk ini, seperti para penunggang serigala goblin. Baik " #~ "bangsa dwarf dan troll adalah penduduk asli daerah bergunung-gunung, dan " #~ "gampang berkeliling di sekitarnya.\n" #~ "\n" #~ "Hampir semua unit mendapat sekitar 60% perlindungan di pegunungan, " #~ "sedangkan Bangsa Dwarf mendapat 70%" #~ msgid "Swamp" #~ msgstr "Rawa" #~ 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 "" #~ "text='Rawa-Rawa' menggambarkan tanah basah apapun. Rawa-" #~ "rawa melambatkan hampir semua orang, dan mengurangi kemampuan mereka " #~ "melindungi diri mereka sendiri. Sebuah perkecualian untuk ini adalah ras " #~ "manapun yang fisiknya terlatih melintasi air; mereka mendapat pergerakan " #~ "penuh dan bonus perlindungan. Orang-orang yang hidup di tanah basah juga " #~ "mahir menggunakan daerah ini sebagai perlindungan.\n" #~ "\n" #~ "Hampir semua unit mendapat 30% perlindungan di rawa-rawa. Semua Manusia " #~ "Duyung, kobra dan saurian biasanya mendapat 60%." #~ msgid "Shallow Water" #~ msgstr "Perairan Dangkal" #~ 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 "" #~ "text='Perairan dangkal' menggambarkan benda air manapun " #~ "yang cukup dalam, kira-kira sampai ke pinggang seseorang. Ini cukup untuk " #~ "melambatkan hampir semua orang dan membuat mereka gampang diserang. " #~ "Bangsa dwarf, karena air sampai ke hampir kepala mereka, sangat " #~ "bermasalah di sini. Perkecualiannya adalah ras manapun yang memiliki " #~ "tubuh-tubuh yang secara alami bisa berenang, dan karena itu mereka " #~ "mendapat banyak bonus perlindungan dan pergerakan penuh.\n" #~ "\n" #~ "Hampir semua unit mendapat 20 sampai 30% perlindungan di perairan " #~ "dangkal, sedangkan baik kobra dan manusia duyung mendapat 60%." #~ msgid "Deep Water" #~ msgstr "Perairan Dalam" #~ 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 "" #~ "text='Perairan dalam' menggambarkan benda air apapun " #~ "yang cukup dalam untuk menutupi kepala seseorang. Hampir semua unit tidak " #~ "bisa memasuki perairan dalam: ini adalah daerah kekuasaan unit-unit yang " #~ "bisa terbang, atau para perenang yang sangat kuat.\n" #~ "\n" #~ "Manusia duyung dan kobra mendapat 50% perlindungan di perairan dalam, " #~ "dengan pergerakan penuh." #~ msgid "Frozen" #~ msgstr "Beku" #~ 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 "" #~ "Daerah text='Beku' menggambarkan tempat datar manapun " #~ "yang ditutupi oleh salju atau es. Hampir semua unit dilambatkan di " #~ "atasnya, dan bermasalah melindungi diri mereka sendiri. Ingat bahwa unit-" #~ "unit perenang, bahkan mereka yang bisa bernafas di bawah air, tidak bisa " #~ "menyelam di bawah es.\n" #~ "\n" #~ "Hampir semua unit mendapat 20 hingga 40% perlindungan di daerah beku." #~ msgid "Castle" #~ msgstr "Istana" #~ 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 "" #~ "text='Benteng' adalah semacam pertahanan permanen. " #~ "Hampir semua unit-unit mendapat banyak bonus perlindungan dengan " #~ "ditempatkan di dalam sebuah benteng, dan sebagian besar unit mendapat " #~ "pergerakan penuh di sebuah benteng. Menaruh unit-unit di sebuah benteng " #~ "menggambarkan kemampuan bertahannya. Tanpa sebuah unit di setiap heks " #~ "tembok, musuh bisa dengan mudah menyelinap ke dalam benteng tanpa " #~ "terlawan, mendapat bonus perlindungan yang sama seperti semua orang yang " #~ "ada di dalamnya.\n" #~ "\n" #~ "Hampir semua unit mendapat sekitar 60% perlindungan di sebuah benteng.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Pasir" #~ 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 "" #~ "Ketidakstabilan text='pasir' membuatnya susah bagi " #~ "kebanyakan unit untuk melintasinya, dan membuat mereka gampang diserang. " #~ "Sebaliknya, kaki-kaki lebar atau tubuh-tubuh seperti ular dari ras kadal " #~ "membuat pasir jauh lebih mudah bagi mereka untuk dijelajahi.\n" #~ "\n" #~ "Hampir semua unit mendapat 20 hingga 40% perlindungan di pasir." #~ msgid "Desert" #~ msgstr "Gurun" #~ 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 "" #~ "text='Padang Gurun' memiliki komposisi yang agak berbeda " #~ "dibandingkan dengan lubang-lubang pasir kecil atau pantai, namun untuk " #~ "kegunaan permainan ini, mereka serupa. Lihat dst='terrain_sand' " #~ "text='pasir'." #~ msgid "Cave" #~ msgstr "Gua" #~ 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 "" #~ "Daerah text='gua' menggambarkan gua bawah tanah di " #~ "manapun dengan cukup ruang untuk dilalui sebuah unit. Hampir semua unit " #~ "sama sekali tidak terbiasa dengan daerah ini, dan karena itu mereka " #~ "dilambati dan kurang terlindung. Bangsa dwarf dan troll, yang membangun " #~ "rumah-rumah mereka di dalam gua-gua, secara relatif gampang menjelajahi " #~ "daerah ini, khususnya bangsa dwarf, yang berkat ukuran kecil mereka, " #~ "mereka bisa melewati banyak rintangan-rintangan yang ras lain tidak bisa " #~ "lewati. Adakalanya, gua-gua dst='terrain_illuminated_cave' " #~ "text='disinari'.\n" #~ "\n" #~ "Hampir semua unit mendapat 20 hingga 40% perlindungan di dalam gua-gua, " #~ "sedangkan bangsa dwarf mendapat 50%." #~ msgid "Rockbound Cave" #~ msgstr "Gua Berbatu Karang" #~ 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 "" #~ "Medan text='Gua berbatu karang' dibentuk oleh kekuatan " #~ "air dan udara, membawa partikel-partikel mudah terkikis yang mengukir " #~ "batu. Ini menyerupai gua besar bawah tanah kasar yang mengurangi " #~ "ketangkasan hampir semua unit, tetapi membantu perlindungan. Bangsa dwarf " #~ "dan troll, yang merupakan para penghuni gua-gua utama, secara relatif " #~ "gampang menjelajahi daerah ini. Bangsa Dwarf, yang berkat ukuran kecil " #~ "mereka mendapatkan keuntungan penuh menjelajah dalam topografi seperti " #~ "ini. Adakalanya, gua-gua dst='terrain_illuminated_cave' " #~ "text='disinari'\n" #~ "\n" #~ "Hampir semua unit mendapat kira-kira 50% perlindungan di gua-gua berbatu, " #~ "sedangkan pasukan berkuda dibatasi hingga 40%. Bangsa dwarf menikmati 60% " #~ "perlindungan di gua-gua berbatu karang." #~ msgid "Illuminated Cave" #~ msgstr "Gua Tersinar" #~ 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 "" #~ "Bidang-bidang kecil tanah tertentu di bawah tanah disinari oleh cahaya " #~ "dari permukaan, menyinari ke bawah ke dalam kegelapan suram. Ini " #~ "memberikan bonus serangan untuk unit-unit baik dan menghilangkan bonus " #~ "serangan dari unit-unit brutal. Dalam semua aspek lain, daerah ini secara " #~ "fungsional serupa seperti dst='terrain_cave' text='daerah-daerah " #~ "gua' biasa." #~ msgid "Mushroom Grove" #~ msgstr "Jamur Belukar" #~ 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 "" #~ "text='Hutan berjamur' adalah hutan luas di bawah tanah " #~ "penuh dengan jamur-jamur raksasa, yang tumbuh di dalam kegelapan lembab. " #~ "Hampir semua unit bermasalah menjelajahi lantai seperti spon dari jamur " #~ "yang lebih kecil, tetapi mereka mendapat banyak perlindungan di belakang " #~ "tangkai-tangkai yang lebih besar. Pasukan berkuda, bagaimanapun, terjebak " #~ "dan kekurangan kebebasan yang sesuai untuk bergerak di peperangan. Unit-" #~ "unit mayat hidup memiliki hubungan alamiah untuk kebusukan dan berfungsi " #~ "lumayan bagus di hutan berjamur.\n" #~ "\n" #~ "Hampir semua unit mendapat 50 hingga 60% perlindungan di hutan berjamur, " #~ "sedangkan pasukan berkuda hanya mendapat 20%." #~ msgid "Village" #~ msgstr "Desa" #~ 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 "" #~ "text='Pedesaan' menggambarkan sekelompok bangunan " #~ "apapun, manusia atau yang lain. Hampir semua unit, bahkan pasukan " #~ "berkuda, gampang menjelajahi pedesaan, dan hampir semua unit mendapat " #~ "bonus perlindungan ditempatkan di dalam sebuah desa. Pedesaan menyediakan " #~ "unit-unit dengan semua hal yang diperlukan untuk membersihkan dan merawat " #~ "luka-luka mereka, yang membolehkan unit apapun ditempatkan di dalam sana " #~ "diobati delapan darah per giliran, atau disembuhkan dari racun.\n" #~ "\n" #~ "Hampir semua unit mendapat 50 sampai 60% perlindungan di pedesaan, " #~ "sedangkan pasukan berkuda hanya mendapat 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Desa Terendam" #~ 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 "" #~ "text='Pedesaan terendam' adalah rumah-rumah manusia " #~ "duyung dan kobra. Meskipun makhluk-makhluk penghuni air seperti di rumah " #~ "di sini, makhluk-makhluk darat bermasalah menjelajahi dan melindungi desa-" #~ "desa ini. Namun, seperti desa yang lain, banyak hal yang tersedia bagi " #~ "semua makhluk yang membolehkan unit-unit untuk merawat luka-luka mereka. " #~ "Unit manapun yang ditempatkan di dalam sebuah desa bisa diobati delapan " #~ "darah per giliran, atau disembuhkan dari racun.\n" #~ "\n" #~ "Manusia duyung dan kobra mendapat 60% perlindungan di pedesaan terendam, " #~ "sedangkan unit-unit darat biasanya memiliki perlindungan rendah." #~ msgid "Unwalkable" #~ msgstr "Tak Terlewati" #~ 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 "" #~ "text='Daerah tak terlewati' termasuk jurang atau ngarai " #~ "yang, seperti namanya nyatakan, tidak bisa dilewati hanya dengan berjalan " #~ "kaki. Jurang-jurang terkenal untuk dinding-dinding curam yang memerlukan " #~ "berhari-hari untuk dilewati. Sejauh permainan ini, hanya unit-unit yang " #~ "bisa terbang bisa melewati daerah ini." #~ msgid "Lava" #~ msgstr "Lahar" #~ 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 "" #~ "Bahaya yang tidak bisa diabaikan ketika mencoba berjalan di atas " #~ "text='lahar' sangat jelas. Untuk pergerakan, lahar sama " #~ "dengan daerah dst='terrain_unwalkable' text='tak terlewati', " #~ "dan hanya bisa dilewati oleh unit-unit yang bisa terbang sangat jauh di " #~ "atasnya. Magma cair juga membuat cahaya yang lumayan terang, menerangi " #~ "daerah di atasnya dengan seketika. Ini memberikan bonus serangan untuk " #~ "unit-unit baik dan menghilangkan bonus serangan dari unit-unit brutal." #~ msgid "River Ford" #~ msgstr "Sungai Dangkal" #~ 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 "" #~ "Ketika sebuah sungai sangat dangkal, melintasinya sepele untuk unit " #~ "darat. Lagi pula, makhluk apapun yang beradaptasi menyelam memiliki " #~ "pergerakan penuh bahkan di tempat seperti itu di dalam sungai. Untuk " #~ "permainan ini, sebuah sungai dangkal dianggap sebagai tanah rumput atau " #~ "perairan dangkal, memilih yang manapun yang menawarkan perlindungan " #~ "terbaik dan bonus pergerakan untuk unit di situ." #~ msgid "Coastal Reef" #~ msgstr "Pantai Berbatu Karang" #~ 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 "" #~ "text='Pantai berbatu karang' adalah tempat dangkal " #~ "terbentuk dari batu, batu karang dan pasir. Ini memberikan hampir semua " #~ "unit-unit darat dengan tempat berpijak yang lebih kokoh dan tempat-tempat " #~ "pertahanan dibandingkan mengarungi perairan dangkal biasanya berikan dan " #~ "juga memberikan hampir semua ras penghuni air dengan perlindungan yang " #~ "sangat tinggi.\n" #~ "\n" #~ "Manusia duyung dan Kobra mendapat 70% perlindungan di pantai berbatu " #~ "karang." #~ msgid "Bridge" #~ msgstr "Jembatan" #~ 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 "" #~ "Untuk siapapun yang biasa membangun, kemampuan membangun sebuah " #~ "text='jembatan' menawarkan kebebasan dari sifat jalan-" #~ "jalan air yang berubah-ubah, arungannya datang dan pergi dengan kenaikan " #~ "dan keturunan permukaan air. Ini tidak bisa diabaikan kemewahan kaki-kaki " #~ "kering, kerugian yang mana bukan masalah yang bisa ditertawakan pada " #~ "musim dingin setiap tahun.\n" #~ "\n" #~ "Untuk mereka yang pergi melalui darat atau laut, sebuah jembatan terbaik " #~ "untuk kedua dunia — untuk tujuan-tujuan permainan ini, ia dianggap " #~ "sebagai tanah rumput atau air dibawahnya, yang manapun menawarkan " #~ "pergerakan terbaik dan bonus-bonus perlindungan untuk unit yang menempati " #~ "heks jembatan. Ingat bahwa seorang unit penyelam dan unit darat tidak " #~ "bisa menempati sebuah heks jembatan berbarengan." #~ msgid "Impassable" #~ msgstr "Tak Terlalui" #~ 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 "" #~ "Rintangan yang tidak bisa terlampaui bahkan oleh orang yang paling " #~ "bertekad termasuk dinding batu keras dan gunung sangat tinggi dan curam, " #~ "sampai mereka selalu diselubungi oleh awan. Bahkan makhluk terbang tidak " #~ "bisa menjelajahi punjak curam di ketinggian yang sangat jarang seperti " #~ "ini, dan bahkan troll yang paling ganas tidak bisa mendobrak dinding batu " #~ "tebal." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Beberapa senjata memiliki ciri-ciri istimewwa yang menambahkan keampuhan " #~ "menyerang dengan mereka.\n" #~ "\n" #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Memakan:\n" #~ "Unit ini memperoleh 1 darah ditambahkan ke darah ketika ia membunuh unit " #~ "hidup." #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kemungkinan mengenai sasaran'
"