# Slovak translations for Battle for Wesnoth package. # Copyright (C) 2004 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2004. # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.2\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 15:00+0300\n" "PO-Revision-Date: 2014-10-23 21:33+0100\n" "Last-Translator: aceman \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=3; plural= (n==1) ? 1 : (n>=2 && n<=4) ? 2 : 0;\n" "X-Poedit-Language: Slovak\n" "X-Poedit-Country: SLOVAKIA\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 "Podzemie" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "uzdravuje +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 "uzdravuje +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Jednotka dokáže uzdravovať spriatelené jednotky na vedľajších políčkach na " "začiatku ťahu.\n" "\n" "Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o " "4 životy alebo jej v tomto kole nebude jed uberať životy.\n" "Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí " "vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "uzdravuje +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 "uzdravuje +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Jednotka kombinuje rastlinné liečivá s mágiou, aby uzdravovala rýchlejšie, " "ako je bežne možné na bojisku.\n" "\n" "Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o " "8 životov, alebo jej v tomto kole nebude jed uberať životy.\n" "Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí " "vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť." #. [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 "Vplyv terénu" #. [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 "Vplyv terénu" #. [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 "Denná doba" #. [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 "Hlboké podzemie" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "V dome" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Encyklopédia" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Zemepis'" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Zemepis" #. [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 "" "Rieka vyvierajúca v dst='heart_mountains' text='Hlbokých horách' " "a tečúca na východ do Listry." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy #| msgid "Great Ocean" msgid "Great River" msgstr "Veľký oceán" #. [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 "" "Kontinent, na ktorom leží dst='kingdom_wesnoth' text='Kráľovstvo " "Wesnoth'. Jeho západné pobrežie obmýva dst='great_ocean' " "text='Veľký oceán'." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Veľký oceán" #. [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 "" "Leží na západ od dst='great_continent' text='Veľkého kontinentu' " "a tečú do neho všetky rieky. Ďaleko na západe vo Veľkom oceáne je veľké " "súostrovie 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 "" "Súostrovie sa nachádza niekde vo dst='great_ocean' text='Veľkom " "oceáne' západne od dst='green_isle' text='Zeleného ostrova' " "a východne od dst=old_continent text='Starého kontinentu'.\n" "Je obývané zväčša dst='..race_drake' text='jaštermi'.\n" "Prostredný ostrov súostrovia sa tiež nazýva ‘Morogor’." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Zelený ostrov" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" "Väčší ostrov ležiaci vo dst='great_ocean' text='Veľkom oceáne'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Starý kontinent" #. [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 "" "Leží na západ od dst='morogor' text='Morogoru' cez " "dst='great_ocean' text='Veľký oceán'." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Veľký kontinent" #. [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 "" "Kontinent, na ktorom leží dst='kingdom_wesnoth' text='Kráľovstvo " "Wesnoth'. Jeho západné pobrežie obmýva dst='great_ocean' " "text='Veľký oceán'." #. [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 "" "Názov sveta, v ktorom je umiestnené kráľovstvo dst='kingdom_wesnoth' " "text='Wesnoth' je ‘Irdya’. Tento názov sa však v ére zobrazenej na " "hlavnej mape používa zriedka. Ľudia zvyčajne hovoria len “svet” alebo " "poeticky “šíry zelený svet”." #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Kráľovstvo 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 " "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 "" "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" " • Významné mestá:\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" " • Významné krajinné útvary:\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.)" #. [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 je niekedy provinciou dst='kingdom_wesnoth' text='Wesnothu', niekedy samostatnou krajinou a niekedy v spojenectve s Wesnothom. " "Hraničí s Veľkou riekou na severe, nejasne definovanou čiarou na východe s " "Wesnothom, Perlovou zátokou na juhu a dst='great_ocean' text='oceánom' na západe. Viac informácií je možné nájsť v historickom sprievodcovi " "Wesnothom.\n" "\n" " • Významné mestá:\n" " ◦ Elensefar: Hlavné mesto, ktoré sa nachádza na ostrove v delte " "dst='great_river' text='Veľkej rieky'\n" " ◦ Carcyn: Mesto na hranici Wesnothu a Elensefar, o ktoré sa sporí " "s Wesnothom\n" " • Významné krajinné útvary:\n" " ◦ dst='great_river' text='Great River': V tejto oblasti " "je už veľmi široká a preto ju vedia prekonať len lode." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Severná zem" #. [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='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 "" "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" " • Významné mestá:\n" " ◦ Glamdrol: An Orcish tribal capital\n" " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n" " ◦ Dwarven Doors: A mixed human/dwarven town in the region of " "Knalga in the southern Heart Mountains. A major trade center.\n" " ◦ Dallben and Delwyn: Human villages originally built by settlers " "who crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of Elensefar, where these villages " "were located, was named the Annuvin province by men but was known by the " "elves as Wesmere.\n" "\n" " • Významné krajinné útvary:\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" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "Juhozápadné kraje elfov" #. [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 "" "Lesní elfovia sú oddelení od tých zo severu a majú s nimi len náhodné " "kontakty, podobne ako s inými krajinami. Ich hranicami je Zelená bažina na " "severovýchode, púšť (nie je zobrazená) na juhu, a dst='great_ocean' " "text='oceán' na západe.\n" "\n" " • Významné mestá\n" " ◦ Nie sú známe\n" " • Významné krajinné útvary:\n" " ◦ Les Aethen: Najväčší južný les, ktorý zasahuje ďaleko na " "juhozápad — ešte ďalej ako je zaznačené — a je domovom dst='..race_elf' " "text='elfov'." #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Hlboké hory" #. [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 "" "Prakticky neprekročiteľná bariéra medzi dst='arkan_thoria' " "text='riečnou' krajinou a dst='far_north' text='Severnými " "pláňami'." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Ďaleký sever" #. [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" #| " ◦ Farzi\n" #| " ◦ Lmarig\n" #| " ◦ Melmog\n" #| " ◦ Prestim\n" #| " ◦ Tirigaz\n" #| " ◦ Dorest, the northernmost human city\n" #| " • 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" 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 "" "Studený, drsný a nedostupný je Ďaleký sever, pôvodná zem klanov orkov. Leží " "severne od dst='heart_mountains' text='Hlbokých hôr', ktoré " "orkovia nazývajú Haggid-Dargor a prisvojujú si ich (bezdôvodne). Na východe " "ležia nezaradené kmene Divokých stepí, ktoré sa vymanili z kontroly klanov a " "namiesto toho brázdia s ľudskými barbarmi v potýčkach s elfmi Severných " "plání (známymi ako Severní elfovia v ľudských krajoch). Elfovia sídlia ďalej " "na východe, kde údajne vládnu rozľahlému kráľovstvu.\n" "\n" " • Významné mestá:\n" " ◦ Barag Gor, domovské mesto Rady orkov\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " ◦ Dorest, najsevernejšie mesto ľudí\n" " • Významné krajinné útvary:\n" " ◦ Čierne bažiny\n" " ◦ Hory Dorth\n" " ◦ Hory Haag\n" " ◦ Zelený les\n" " ◦ Tichý les\n" " ◦ Les Thelien\n" " ◦ Rieka Oumph\n" " ◦ Rieka Bork\n" " ◦ Mrazivé pustatiny\n" " ◦ Holé planiny" #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "Denná doba" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Úvod" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Hra" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:457 msgid "Traits" msgstr "Vlastnosti" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Jednotky" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Schopnosti" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Špeciálne zbrane" #. [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 "Terén" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:525 msgid "Add-ons" msgstr "Doplnky" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:598 msgid "Commands" msgstr "Príkazy" #. [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='Bitka o Wesnoth' je ťahová fantasy stratégia, čo je " "medzi modernými strategickými hrami trochu nezvyčajné. Zatiaľ čo sa ostatné " "hry snažia o zložitosť, text='Bitka o Wesnoth' sa snaží o " "jednoduchosť v pravidlách i hraní. Neznamená to však, že hra je jednoduchá — " "na týchto jednoduchých pravidlách možno postaviť rozmanité stratégie, takže " "je ľahké hru pochopiť, ale náročné zvládnuť." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "O hre" #. [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 "" "Táto sekcie bude zobrazovať všetky jednotky, ktoré stretneš pri skúmaní " "sveta Wesnothu. Ak uvidíš novú jednotku pri výprave alebo scéne pre " "viacerých hráčov, bude pridaná do sekcie jej rasy. Potom si môžeš zobraziť " "jej stránku kedykoľvek. Stránka jednotky poskytuje všeobecný popis, " "charakteristiky, útoky, odolnosti, schopnosti pohybu a obrany.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [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 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 "" "Niektoré jednotky majú schopnosti, ktoré buď priamo ovplyvňujú iné jednotky, " "alebo majú vplyv na to, ako na ne táto jednotka pôsobí. Takéto schopnosti sa " "pridajú do tejto záložky, keď na ne natrafíte. Každá stránka poskytne popis " "čo schopnosť robí a ktoré (doteraz objavené) jednotky ju majú.\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 "" "Niektoré zbrane majú špeciálne vlastnosti, ktoré zvyšujú účinnosť útoku s " "nimi. Ak uvidíš zbraň so špeciálnou vlastnosťou pri výprave alebo hre " "viacerých hráčov, bude pridaná do tohto zoznamu. Potom si môžeš zobraziť jej " "stránku kedykoľvek. Každá stránka poskytuje popis čo vlastnosť robí a ktoré " "(doteraz objavené) jednotky ju majú.\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Neznáma jednotka" #. [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" "Táto jednotka je momentálne neznáma. Musíš ju stretnúť v hre, aby si mohol " "vidieť jej popis." #. [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='Jednotky tejto rasy'
" #. [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 "" "Počas hry si pamätaj, že ak prejdeš myšou ponad mnohé herné prvky, napríklad " "informácie zobrazené v stavovom paneli, zobrazí sa krátky popis danej " "položky. To je zvlášť užitočné, keď sa prvýkrát stretneš s nejakou novou " "dst='..abilities_section' text=\"schopnosťou\"." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Víťazstvo a Porážka" #. [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" "Keď vyhráš scénu, mapa sa zatemní na šedo a tlačidlo text='Koniec " "kola' sa zmení na text='Ukončiť scénu'. Vtedy je možné " "meniť napríklad nastavenia ukladania hier alebo (ak si v zápase) diskutovať " "s ostatnými hráčmi ešte pred tým, ako stlačením tohto tlačidla postúpiš " "ďalej." #. [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 "" "Dávaj dobrý pozor na obsah okna text='Cieľ scény' na začiatku " "každej scény. Obyčajne dosiahneš víťazstvo zabitím všetkých nepriateľských " "veliteľov a prehráš iba pri zabití tvojho veliteľa. Ale scény môžu mať aj " "iné ciele — premiestnenie veliteľa na určené miesto, zachránenie niekoho, " "rozlúštenie hádanky alebo vydržať obliehanie určený počet kôl." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Verbovanie a privolávanie" #. [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" "Ak ťuknete pravým tlačidlom myši na políčko v hrade a vyberiete možnosť " "\"verbuj\", nová jednotka sa objaví na tomto políčku. Inak sa objaví na " "voľnom políčku vedľa pevnosti. Môžete verbovať iba toľko nových jednotiek, " "koľko máte práve voľných políčok v hrade, a nemôžete pritom minúť viac " "zlata, ako práve máte." #. [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 "" "Každá strana začína s jedným veliteľom v pevnosti. Na začiatku hry, a často " "aj počas nej, budete potrebovať naverbovať dst='..units' " "text='jednotky' do armády. Verbovať môžete, ak je váš veliteľ " "(napríklad Konrád, v príbehu text='Dedič trónu') na políčku " "pevnosť v dst='terrain_castle' text='hrade'. Vtedy môžete " "verbovať pomocou voľby text='Verbuj' v menu, alebo ťuknutím " "pravým tlačidlom na políčko a výberom možnosti text='Verbuj'. " "Objaví sa verbovacie menu so zoznamom jednotiek, ktoré môžete verbovať, a s " "ich cenou. Ťuknutím na jednotku sa naľavo zobrazia jej štatistiky, po " "stlačení tlačidla \"Verbuj\" sa naverbuje." #. [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" "Naverbované jednotky majú dve náhodné dst='..traits_section' " "text='vlastnosti', ktoré ovplyvňujú ich štatistiky." #. [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" "V ďalších scénach si môžete privolávať tých, čo prežili v predchádzajúcej " "bitke. Privolávanie stojí 20 zlatiek a zobrazí zoznam jednotiek, ktoré " "prežili z predchádzajúcej hry." #. [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" "Za jednotky sa neplatí len pri verbovaní a privolávaní, ale aj ich údržba " "stojí peniaze. Ďalšie informácie nájdete v kapitole " "dst='income_and_upkeep' text='Príjmy a výdavky'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Príjmy a výdavky" #. [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" "Príjmy sú jednoduché. Každé kolo dostanete 2 zlatky. Za každú dedinu, ktorú " "ovládate, dostanete každé kolo jednu zlatku. (V zápasoch je toto " "nastaviteľné, ale pri výpravách je to obyčajne 1 zlatka za dedinu.) Ak máte " "teda 10 dedín, dostali by ste 12 zlatiek v každom kole. Lenže od tohoto " "príjmu sa ešte odpočítajú výdavky, ako je podrobne popísané ďalej." #. [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 "" "Vo Wesnothe nestačí jednoducho naverbovať jednotky a bojovať. Musíte si " "rovnako dobre strážiť aj zlato, najmä počas príbehu, kde sa ušetrené zlato " "prenáša z jednej scény do druhej. Máme tu dve zložky: text='príjmy' a text='výdavky'." #. [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" "Výdavky sú tiež pomerne jednoduché. Každá jednotka si vyžaduje žold vo výške " "svojej úrovne. Prakticky teda sú zadarmo jednotky s takým množstvom úrovní, " "koľko máte dedín. Avšak za každú úroveň jednotky, presahujúcu počet vašich " "dedín, musíte zaplatiť jednu zlatku za kolo. Napríklad ak máte dvanásť " "jednotiek na prvej úrovni a desať dedín, musíte zaplatiť ako výdavky 2 " "zlatky za kolo." #. [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" "Tieto výdavky sa odrátavajú od príjmov, takže v prípade jednotiek spolu s " "dvanástimi úrovňami a desiatich dedín, bude výsledný zisk za kolo 10 zlatiek." #. [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" "Na výdavky sa vzťahuje jedna dôležitá výnimka: verné a veliace jednotky si " "nikdy nepýtajú žold. Jednotky, ktoré máte na začiatku scény (napríklad " "Delfador), alebo jednotky, ktoré sa k vám počas scény pridajú (napríklad " "jazdec v druhej scéne príbehu text='Dedič trónu'), majú " "zvyčajne vlastnosť text='verný'. Jednotky, za ktoré hráš " "(napríklad Konrád), sú skoro vždy veliteľmi." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Životy a skúsenosti" #. [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 "" "Každá jednotka má určitý počet text='životov' (živ.). Ak " "životy danej jednotky klesnú pod 1, jednotka zomrie. Každá jednotka má aj " "určitý počet text='bodov skúsenosti'. Nová jednotka začína " "bez bodov skúsenosti a môže ich získať bojom s nepriateľmi." #. [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 "" "Body zdravia a skúsenosti sú znázornené na stavovom paneli, každé ako dve " "čísla (momentálna hodnota, a najvyššia možná hodnota pre túto jednotku)." #. [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 "" "Body zdravia sa zobrazujú aj pomocou ukazovateľa zdravia pri každej " "jednotke. Tento ukazovateľ je zelený, žltý alebo červený. Jednotka, ktorá má " "aspoň 1 bod skúsenosti, má aj ukazovateľ skúsenosti. Ten je modrý a zmení sa " "na biely, ak je jednotka blízko dst='experience_and_advancement' " "text='povýšenia'." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "Povýši sa na: " #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" "\n" "\n" "Jednotky potrebujú isté množstvo skúseností, aby boli povýšené (pre " "inteligentné jednotky je toto množstvo o 20% nižšie). Keď toto množstvo " "dosiahnu, okamžite sú povýšené na vyššiu úroveň, pričom sa aj naplno " "doliečia. V niektorých prípadoch dostanete na výber viac možností povýšenia." #. [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 "" "Ak obe jednotky prežijú súboj, každá získa toľko bodov skúsenosti, akú " "úroveň mal ich protivník. Ak jedna jednotka v súboji zabije druhú, získa tým " "omnoho viac skúseností - 4 za jednotku na úrovni 0, 8 za úroveň 1, 16 za " "úroveň 2, 24 za úroveň 3, a tak ďalej." #. [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" "Väčšina jednotiek má tri možné úrovne, ale nie je to tak vždy. Niektoré " "jednotky (ako napríklad dst='unit_Mage' text='mágovia') môžu mať " "štyri. Akonáhle jednotka dosiahne najvyššiu úroveň, môže mať ešte " "text='vylepšovanie po najvyššej úrovni'. Pri \"vylepšovaní " "po najvyššej úrovni\" sa jednotka, ktorá dosiahla stanovený počet skúseností " "upraví, ale zostane na rovnakej úrovni. Zvyčajne sa zvýši jej maximálny " "počet životov o 3 a plne sa uzdraví. Prvýkrát treba dosiahnuť asi 150 bodov " "skúseností (120 pre inteligentné jednotky). Neskôr však na rovnaký efekt " "treba stále viac skúseností, takže sa zvyčajne oplatí povyšovať jednotky na " "nižších úrovniach." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Pohyb" #. [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" "Každá jednotka má určitý počet pohybových bodov, ktoré sa míňajú pri pohybe " "na nové políčko, podľa terénu daného cieľového políčka. Napríklad vstup na " "lúku skoro vždy stojí 1 pohybový bod. Presný počet pohybových bodov na vstup " "na políčko závisí od typu jednotky — pohyb v lese stojí elfov 1 pohybový " "bod, väčšinu ľudských a orčích jednotiek 2 body, a jazdcov 3 body. Ak chcete " "zistiť, koľko presne pohybových bodov stojí jednotku vstup na daný typ " "terénu, ťuknite na ňu pravým tlačidlom, vyberte si text='Popis " "jednotky' a pozrite sa na text='Vplyv terénu'." #. [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 "" "Pohyb v hre text='Bitka o Wesnoth' je jednoduchý. Ťuknutím " "označ jednotku, ktorú chceš pohnúť; potom ťukni na pole, na ktoré ju chceš " "presunúť. Keď je jednotka označená, všetky polia, na ktoré môže ísť v tomto " "ťahu, sa zvýraznia; a tie, na ktoré ísť nemôže, vyblednú. Ak pohneš myšou " "nad zvýraznené pole, zobrazí sa, akú by mala jednotka obranu na tomto poli. " "Ak pohneš myšou nad bledé pole, ukáže sa počet ťahov, koľko by trval pohyb " "na toto políčko; po ťuknutí na políčko sa k nemu jednotka pohne najkratšou " "možnou cestou, v tomto ťahu i v nasledujúcich. Ak počas pohybu nevyužiješ " "celý možný pohyb jednotky, môžeš ňou pohybovať ďalej. To je užitočné, ak " "chceš vymeniť dve jednotky. Útok jednotkou ukončí jej pohyb. Vstup do " "dediny, ktorá ti predtým nepatrila, tiež ukončí pohyb jednotky, ale ešte ňou " "možno útočiť." #. [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" "Ďalšia vec, na ktorú treba pri pohybe pamätať, je text='oblasť " "kontroly'. Každá jednotka kontroluje okolité políčka a ak na ne " "vstúpi nepriateľská jednotka, jej pohyb sa tým skončí. Dôležitou súčasťou " "hrania Wesnothu je naučiť sa využívať oblasti kontroly vo svoj prospech. Iba " "dst='ability_skirmisher' text='priebojné' jednotky môžu ignorovať " "oblasti kontroly." #. [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" "Ak chceš vidieť, kam sa môže nepriateľ pohnúť počas jeho ťahu, stlač Ctrl+v " "(alebo Cmd-v). Ctrl-b (alebo Cmd-b) ukazuje, kam by sa nepriateľ mohol " "pohnúť, keby mu tvoje jednotky neprekážali v pohybe." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Odkrývanie mapy a hmla" #. [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 "" "Pri hraní niektorých scén môže hra ukrývať časti mapy. Existujú dva " "mechanizmy, ktoré možno použiť osobitne alebo spolu. " "text='Odkrývanie mapy' na začiatku ukryje všetky polia " "mapy; ich terén aj jednotky, ktoré na nich stoja. Keď je však raz pole " "odkryté, už ho vždy budeš vidieť. text='Hmla' ukrýva iba " "jednotky a informáciu o tom, komu patrí dedina (okrem toho, keď patrí tebe " "alebo niektorému spojencovi). Hmla dočasne zmizne, keď je nablízku tvoja " "jednotka, ale vráti sa, keď jednotka odíde. Neodokrytú mapu aj hmlu " "odkrývajú jednotky. Každá jednotka odkryje časť mapy v dosahu svojho pohybu " "(ak neberieme do úvahy oblasť kontroly a nepriateľské jednotky).\n" "\n" "Za normálnych okolností je možné vrátiť späť pohyb jednotky, pokiaľ " "nenastala udalosť s náhodným výsledkom, napríklad súboj alebo verbovanie " "(pretože väčšina nových jednotiek získava náhodné vlastnosti). Skúmanie " "skrytého terénu odkrývaním mapy alebo hmly taktiež neumožní návrat. Môžete " "použiť možnosť text='pozastav odkrývanie mapy' v menu " "text='Akcie'. To zabráni jednotkám odkryť mapu alebo hmlu až do " "najbližšej náhodnej udalosti alebo manuálnej aktualizácii mapy cez " "text='vykresli odkrytú mapu' (alebo konca kola), čím sa zachová " "možnosť vrátenia pohybu späť." #. [topic]: id=saveload #: data/core/help.cfg:287 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:288 msgid "" "\n" "\n" "One of the challenges of the game is to work out how to protect your heroes. " "Small risks quickly build up: if you have five important units, and they " "each have just a 1% chance of death each turn, you can " "text='expect' one of them to die about every 20 turns. So, " "you’ll rarely make it through a scenario without having it happen." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:288 msgid "" "Random numbers are part of Wesnoth, attacks can fail and units can die due " "to bad luck. This is an expected part of the game, and one of the aims of " "the game is that a sufficiently skilled player should be able to complete " "all of the mainline campaigns, on hard, without needing to save-load. Going " "back to a previous turn to try a different strategy is a part of learning " "the game, but we recommend against reloading merely to try the same strategy " "again while hoping for better luck." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:290 msgid "" "\n" "\n" "The following points are under discussion on the forums. At least for the " "1.15.x series before 1.16.0 please assume that the forum threads are more " "authoritative than the text on this page." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:292 msgid "" "\n" "\n" "In the mainline campaigns, on hard:\n" "• A sufficiently skilled player will have a good chance to win each scenario " "on the first time that they see that scenario, without foreknowledge of what " "will happen.\n" "• This assumes that the player picks up all of the clues given in the " "dialogue.\n" "• There are more experience points available than on easy, and the player " "will be able to train enough troops to cope with losing some L2 or L3 units." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:297 msgid "" "\n" "\n" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:306 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:307 msgid "" "text='Why did I lose that scenario?'\n" "\n" "One of the most difficult parts of Wesnoth is understanding why a scenario " "was lost." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:309 msgid "" "\n" "\n" "When you first start playing, you will probably lose some scenarios. That is " "normal, and is part of learning the game. When that happens, try to learn " "from your mistakes: watch the replay, try to understand what you did wrong, " "then dst='saveload' text='restart the scenario' and try again." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:311 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:315 msgid "" "\n" "\n" "• Playing a poor strategy: for example, recruiting the wrong types of units, " "fighting at the wrong dst='time_of_day' text='time of day', not " "taking advantage of terrain features or units’ special abilities, and so on." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:317 msgid "" "\n" "\n" "• Missing clues. Often there will be hints in the campaign’s story and " "dialog about what to expect from a difficult scenario and how to prepare for " "it. If you have a loyal mage on your side, take the time to listen to its " "advice; it may save your life." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:319 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. At all but the easiest " "difficulties, campaigns assume that you will have some " "text='carryover gold' and some advanced units on your " "text='recall list.' (These concepts are explained in the " "tutorial.) If you win a scenario but lose most of your advanced units and " "much of your gold, the following scenario may be very difficult to beat, " "even for a more experienced player. If you find yourself in this situation, " "you may try to go back a scenario or two and win them more convincingly, or " "change to an easier difficulty. (However, remember that text='some' losses are expected, particularly at higher difficulties.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:321 msgid "" "\n" "\n" "• Poor gold management. At higher difficulties, managing gold — capturing " "villages to increase the income, and using low-level units and fresh " "recruits to reduce the spending — becomes important. If you use many high-" "level units, you might win a scenario easily but have not enough gold " "carryover for the next scenario. (This would be an example of “barely " "scraping a victory”.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:323 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Creator Resources'
" msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Zdroje pre tvorcov'
" #. [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 "Súboj" #. [topic]: id=combat #: data/core/help.cfg:345 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Poradie a počet úderov'
" #. [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 "" "Boj sa v text='Bitke o Wesnoth' vždy odohráva medzi dvoma " "jednotkami na susediacich poliach. Klikni na svoju jednotku a klikni na " "súperovu jednotku, ktorú chceš napadnúť: tvoja jednotka sa pohne k " "súperovej, a keď je na vedľajšom políčku, začne boj. Útočník a obranca " "striedavo útočia, kým si každý z nich nevyčerpá možný počet útokov. Útočník " "si vyberá, akým typom zbrane zaútočí, a obranca sa bráni útokom rovnakého " "typu. Sú dva typy útoku: text='na blízko' - to sú zvyčajne " "zbrane ako meče, sekery alebo pazúry; text='na diaľku' - to " "sú zvyčajne zbrane ako luky, oštepy a mágia." #. [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" "Prvý úder má útočník, potom obranca. Každý úder buď zasiahne a zraní o daný " "počet bodov zdravia, alebo minie a nespôsobí žiadne zranenie. Takto sa údery " "striedajú, kým obe jednotky neminú všetky svoje údery. Rôzne jednotky majú " "rôzny počet úderov. Napríklad elf vojak s útokom mečom 5-4 môže seknúť 4-" "krát a každým úspešným úderom spôsobiť zranenie 5, ale ork pešiak s útokom " "9-2 môže sekať len 2-krát (ale so zranením 9 pri úspechu)." #. [topic]: id=combat #: data/core/help.cfg:349 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Šanca na zásah'
" #. [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" "Šanca zasiahnuť danú jednotku je určená text='terénom', na " "ktorom práve stojí. Šanca sa dá zistiť ťuknutím na jednotku pravým " "tlačidlom, voľbou text='Popis jednotky', v časti " "text='Vplyv terénu'. Napríklad elfovia majú v lese obranu 70%, " "čo znamená, že jednotka, ktorá na nich útočí, má šancu zasiahnuť ich iba " "30%. Podobne, elfova šanca zasiahnuť útočníka počas protiúderu záleží od " "terénu, na ktorom je útočník." #. [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" "Toto pravidlo má dve výnimky: dst='weaponspecial_magical' text='magický " "útok' a schopnosť dst='weaponspecial_marksman' " "text='ostrostrelca'. Magický útok má vždy 70% šancu na zásah, bez " "ohľadu na terén, a ostrostrelec má počas svojho útoku vždy šancu na zásah " "aspoň 60%, bez ohľadu na terén." #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Zranenie
" #. [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" "Každý úder, ktorý zasiahne, spôsobuje základné zranenie podľa typu útoku. " "Napríklad elf vojak s útokom mečom 5-4 spôsobuje základné zranenie 5. To " "zvyčajne ešte ovplyvňujú dve veci: dst='damage_types_and_resistance' " "text='odolnosť' a dst='time_of_day' text='denná doba'. Ak " "chcete vedieť, ako tieto okolnosti ovplyvňujú základné zranenie, vyberte si " "v menu pri výbere útoku položku text='Výpočet zranenia'." #. [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" "Niektoré jednotky majú zvláštne dst='..abilities_section' " "text='schopnosti', ktoré ovplyvňujú zranenie spôsobené v súboji. " "Najznámejšou z nich je dst='weaponspecial_charge' text='výpad', " "ktorý pri útoku jednotky s touto schopnosťou zdvojnásobuje zranenie " "spôsobené obrancovi ale aj útočníkovi." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 msgid "Damage Types and Resistance" msgstr "Typy zranenia a odolnosť" #. [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" "Odolnosť funguje veľmi jednoducho: ak má jednotka voči nejakému druhu " "zranenia odolnosť 40%, pri zásahu spôsobujúcom tento druh zranenia utrpí o " "40% menšie zranenie. Jednotka môže tiež byť voči určitému druhu zranenia " "zvlášť zraniteľná. Ak má jednotka voči nejakému druhu zranenia odolnosť " "−100%, utrpí pri zásahu spôsobujúcom tento druh zranenia o 100% väčšie " "zranenie." #. [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 "" "Vo Wesnothe sa s fyzickými útokmi zvyčajne spájajú tri druhy zranenia: " "text='sečné, bodné a tupé'. S magickými útokmi sa obyčajne " "spájajú ďalšie tri druhy zranenia: text='ohnivé, mrazivé a " "mystické'. Rozličné jednotky môžu byť voči niektorým druhom " "zranenia odolné, čo zmení výslednú veľkosť zranenia." #. [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" "Napríklad kostlivci sú vysoko odolní voči sečným a bodným útokom, ale sú " "zraniteľní tupými a ohnivými útokmi a mimoriadne zraniteľní mystickými " "útokmi." #. [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" "Ak je útok úspešný, spôsobí aspoň 1 bod zranenia. To platí aj v prípade, " "keby mal obranca odolnosť 100% voči danému druhu zranenia." #. [topic]: id=orbs #: data/core/help.cfg:380 msgid "Orbs" msgstr "Kruhy" #. [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 "" "Pri každej tvojej jednotke sa navrchu ukazovateľa zdravia nachádza farebný " "kruh. Význam jednotlivých farieb:" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid " green if it hasn’t moved this turn," msgstr " zelená ak sa v tomto kole ešte nehýbala," #. [topic]: id=orbs #: data/core/help.cfg:384 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" " žltá ak sa v tomto kole už hýbala, ale ešte sa môže hýbať alebo útočiť, " "alebo" #. [topic]: id=orbs #: data/core/help.cfg:385 #, fuzzy #| msgid "" #| " black 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 "" " čierna ak sa už nemôže hýbať ani pohybovať. Alebo ak hráč ukončil jej ťah." #. [topic]: id=orbs #: data/core/help.cfg:386 msgid " blue if the unit is an ally you do not control." msgstr " modrá ak je to spojenec, ktorého neovládaš." #. [topic]: id=orbs #: data/core/help.cfg:387 #, fuzzy #| msgid " Enemy units have a red orb on top of their energy bar." msgid " Enemy units have no orb on top of their energy bar." msgstr " Nepriateľské jednotky majú červený kruh nad ukazovateľom zdravia." #. [topic]: id=time_of_day #: data/core/help.cfg:394 msgid "Time of Day" msgstr "Denná doba" #. [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 "" "Denná doba ovplyvňuje zranenie spôsobené jednotlivými jednotkami takto:\n" "Jednotky poriadku spôsobujú cez deň +25% zranenia, a v noci −25% zranenia.\n" "Jednotky chaosu spôsobujú v noci +25% zranenia, a cez deň −25% zranenia.\n" "Neutrálne jednotky denná doba neovplyvňuje.\n" "Jednotky na rozhraní spôsobujú −25% zranenia v noci aj cez deň." #. [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" "Momentálnu dennú dobu vidieť pod mini-mapou v stavovom paneli. Pri bežnom " "striedaní dňa a noci sa ráno a popoludnie počítajú ako deň; prvá hliadka a " "druhá hliadka sa počítajú ako noc:\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 "Svitanie" #. [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 "Ráno" #. [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 "Popoludnie" #. [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 "Súmrak" #. [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 "Prvá hliadka" #. [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 "Druhá hliadka" #. [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 "" "Pamätajte, že niektoré scény sa odohrávajú v podzemí, kde je večná noc!" #. [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 "Liečenie" #. [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='Oddych': Jednotka, ktorá sa nehýbala, neútočila, ani " "nikto neútočil na ňu, sa v ďalšom kole uzdraví o 2 životy." #. [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='Dediny': Jednotka, ktorá je na začiatku kola v " "dedine, sa uzdraví o 8 životov." #. [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='Regenerácia': Niektoré jednotky " "(napríklad trollovia) sa v každom kole automaticky uzdravia o 8 životov." #. [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='Uzdravujúce jednotky': Jednotky so schopnosťou " "dst='ability_heals +4' text='uzdravovať' vyliečia spojenecké " "jednotky na vedľajších poliach, zvyčajne o dst='ability_heals +4' " "text='4' alebo dst='ability_heals +8' text='8' životov za " "kolo; alebo zabránia jedu spôsobiť jednotke v danom kole zranenie." #. [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='Liečiace jednotky': Jednotky so schopnosťou " "dst='ability_cures' text='liečiť' vyliečia jed všetkým " "spojeneckým jednotkám na vedľajších políčkach (ak majú aj uzdravovanie, " "tieto jednotky už v danom ťahu neuzdravujú)." #. [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" "Odpočinok možno kombinovať s ostatnými formami uzdravovania, ale dediny, " "regenerácia a uzdravovanie/liečenie sa navzájom kombinovať nemôžu. Napokon, " "medzi jednotlivými scénami sa jednotky naplno uzdravia." #. [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 "Zhrnutie" #. [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 "" "Toto sú základy Wesnothu. Môžeš si prečítať viac v Základnej stratégii alebo " "sa zoznámiť s jednotlivými dst='..traits_section' text='vlastnosťami' a dst='..abilities_section' text='schopnosťami', ale teraz " "už vieš všetko čo potrebuješ na hranie príbehu text='Dedič trónu'. Príjemnú zábavu a veľa šťastia!" #. [topic]: id=license #: data/core/help.cfg:450 msgid "License" msgstr "Licencia" #. [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 "" "Väčšina jednotiek má dve vlastnosti. Ale napríklad nemŕtve jednotky majú iba " "jednu vlastnosť text='nemŕtvy', a lesní muži nemajú žiadne " "vlastnosti. Vlastnosti sú jemné zmeny v parametroch jednotky. Zvyčajne sa " "jednotke náhodne prideľujú pri verbovaní." #. [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" "Všetky jednotky (okrem nemŕtvych) môžu byť dst='traits_intelligent' " "text='inteligentné', dst='traits_quick' text='rýchle', " "dst='traits_resilient' text='odolné' a dst='traits_strong' " "text='silné'." #. [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" "Ďalšie možné vlastnosti jednotiek sú dst='traits_dextrous' " "text='obratný', dst='traits_loyal' text='verný' a " "dst='traits_undead' text='nemŕtvy'.\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 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Mapy v hre obsahujú pestrý výber terénov, ktoré ovplyvňujú možnosti pohybu " "jednotky a jej obranné schopnosti v boji." #. [topic]: id=..terrains_section #: data/core/help.cfg:475 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Creator Resources'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Zdroje pre tvorcov'
" #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Zdroje pre tvorcov'
" #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Zdroje pre tvorcov'
" #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Zdroje pre tvorcov'
" #. [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 "" "Úroveň modifikovateľnosti Wesnothu umožňuje hráčom vytvoriť si vlastný " "obsah, napríklad scény, výpravy a omnoho viac ako je k dispozícii v " "oficiálnom obsahu priloženom k hre.\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:536 msgid "Using Add-ons" msgstr "Používanie doplnkov" #. [topic]: id=using_addons #: data/core/help.cfg:537 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Výpravy a scény'
" #. [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 "" "Hra podporuje viacero typov doplňujúceho obsahu, ktoré však nie sú dostupné " "v každom režime hry." #. [topic]: id=using_addons #: data/core/help.cfg:539 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" "\n" "\n" "Výpravy pre jedného hráča sú suborom scén, ktoré spolu tvoria príbeh. " "Samostatné scény — ak sú určené na také hranie — a celé výpravy sú dostupné " "v menu text='Výpravy' na úvodnej obrazovke hry." #. [topic]: id=using_addons #: data/core/help.cfg:541 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Výpravy pre viac hráčov, scény a sady máp'
" #. [topic]: id=using_addons #: data/core/help.cfg:543 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" "\n" "\n" "text='Hry pre viacerých hráčov (zápas)' môžu byť hrané v " "plne modifikovaných, skriptovaných scénach a dokonca špeciálne pripravených " "výpravách. Existujú aj balíky poskytujúce sadu samostatných scén pre " "viacerých hráčov." #. [topic]: id=using_addons #: data/core/help.cfg:545 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Éry pre viac hráčov a frakcie'
" #. [topic]: id=using_addons #: data/core/help.cfg:547 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" "\n" "\n" "Pre účely hry spolupracujú rôzne rasy sveta vo frakciách. Frakcie sú " "zoskupené vo vyvážených množinách. Hlavné frakcie Wesnothu sú zahrnuté v " "Štandardnej ére.\n" "\n" "V režime text='pre viacerých hráčov' je možné pri vytváraní " "hry zvoliť éru a hráči si vyberú z dostupných frakcií v tejto ére, keď " "nastavujú svoje strany a tímy." #. [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='Multiplayer Modifications'
" msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Modifikácie pre viac hráčov'
" #. [topic]: id=using_addons #: data/core/help.cfg:555 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Modifications are optional scenario- and era-independent scripts for " #| "text='Multiplayer' games that can alter the default " #| "ruleset in various ways. You can choose and configure modifications when " #| "creating a new game." msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" "\n" "\n" "Modifikácie sú skripty nezávislé od scény a éry pre text='hry " "viacerých hráčov', ktoré menia základné pravidlá hry. Vybrať a " "nastaviť modifikácie je možné pri vytváraní hry." #. [topic]: id=using_addons #: data/core/help.cfg:557 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Creator Resources'
" msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Zdroje pre tvorcov'
" #. [topic]: id=using_addons #: data/core/help.cfg:559 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:563 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Zdroje pre tvorcov'
" #. [topic]: id=using_addons #: data/core/help.cfg:565 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" "\n" "\n" "Autori obsahu môžu využívať balíky zdrojov na serveri doplnkov, aby " "obohatili svoj obsah už existujúcimi objektmi ako obrázky, hudba a " "programovanie. Tieto nie sú normálne vhodné na priame použitie v hre. " "Hrateľné doplnky však na nich môžu závisieť a navrhnúť ich inštaláciu pri " "sťahovaní doplnku." #. [topic]: id=installing_addons #: data/core/help.cfg:574 msgid "Installing Add-ons" msgstr "Inštalovanie doplnkov" #. [topic]: id=installing_addons #: data/core/help.cfg:575 #, fuzzy #| msgid "" #| "User-made add-ons can be obtained and updated through the " #| "text='Add-ons' option in the main menu. After connecting " #| "to the add-ons server (by default text='add-ons.wesnoth.org'), you will be presented with a list of add-ons available on the " #| "server for downloading.\n" #| "\n" #| "The installation status for each add-on is shown below each entry. For " #| "add-ons that are text='upgradable' or " #| "text='outdated' on the server, their installed and " #| "published versions will be shown in the text='Version' " #| "column.\n" #| "\n" #| "To search for add-ons by keywords, type any relevant terms in any order " #| "in the text='Filter' box, separated by spaces. You can also " #| "sort the add-on list by clicking the column headers. It is also possible " #| "to choose to only display add-ons of specific categories by clicking on " #| "the text='Options' button in the top-right corner.\n" #| "\n" #| "To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The " #| "text='Description' button provides you with additional " #| "details about the add-on, such as its full description, installation " #| "status, and available languages." msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the search box, separated by spaces. You can also sort the add-on list by " "clicking the column headers. It is also possible to choose to only display " "add-ons of specific categories by clicking on the text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Addon Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" "Doplnky vytvorené používateľmi môžu byť získané a aktualizované cez voľbu " "text='Doplnky' v hlavnom menu. Po pripojení na server " "doplnkov (štandardne text='add-ons.wesnoth.org') bude " "zobrazený zoznam doplnkov dostupných na stiahnutie z tohto servera.\n" "\n" "Stav inštalácie každého doplnku je zobrazený pri jeho zázname. Pre doplnky, " "ktoré môžu byť text='aktualizované' alebo " "text='zastaralé' na serveri, sa zobrazí ich nainštalovaná a " "publikovaná verzia v stĺpci text='Verzia'.\n" "\n" "Pre vyhľadanie doplnkov podľa kľúčových slov zadaj hľadané slová do poľa " "text='Filter' v ľubovoľnom poradí a oddelené medzerou. Môžeš " "tiež zoradiť zoznam doplnkov kliknutím na nadpis stĺpca. Taktiež je možné " "zobraziť len doplnky konkrétnej kategórie kliknutím na tlačidlo " "text='Možnosti' v pravom hornom rohu.\n" "\n" "Pre nainštalovanie doplnku ho zvoľ v zozname a klikni text='OK' " "alebo priamo dvojklikom na názov doplnku. Tlačidlo text='Popis' " "zobrazí ďalšie detaily o doplnku ako celý popis, stav inštalácie a dostupné " "jazyky." #. [topic]: id=removing_addons #: data/core/help.cfg:588 msgid "Removing Add-ons" msgstr "Odstránenie doplnkov" #. [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 "" "Pre odstránenie doplnkov použi text='Odstrániť doplnky' v okne " "pripojenia na server doplnkov. Zobrazia sa možnosti odstránenia " "ktorýchkoľvek nainštalovaných doplnkov.\n" "\n" "Nie je možné odstrániť doplnok, pre ktorý existujú informácie o publikovaní " "(súbory text='.pbl'), aby sa zamedzilo jeho náhodnej " "strate. Ak je to potrebné, musíš odstrániť tieto súbory manuálne pomocou " "správcu súborov." #. [topic]: id=general_commands #: data/core/help.cfg:604 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "Všeobecné príkazy" #. [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 "" "Tieto príkazy môžu byť vyvolané z príkazového riadka použitím predpony " "':' (ako je zobrazené tu) alebo cez rozhovor použitím predpony '/' (stlač " "najprv 'm' na zobrazenie riadka rozhovoru).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:608 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Vymaže všetky správy.\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" "Prepne sa do režimu ladenia (nefunguje pri hre viacerých hráčov). Pozri " "dst='debug_commands' text='Príkazy režimu ladenia'.\n" "Režim ladenia sa vypne ukončením hry alebo príkazom :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" "Prepne hráča danej strany z človeka na počítač. Tento príkaz musí zadať " "hráč, ktorý hrá za danú stranu. Ak nezadá druhý parameter, prepína sa medzi " "človekom a počítačom. Ak je tento parameter 'on', prepne sa na počítač. Ak " "je 'off' prepne na človeka. Ak neurčí stranu, predpokladá sa aktívna " "strana.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:618 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "Zobraziť stav ovládania strany.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:621 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "Prepne zobrazovanie počtu snímkov za sekundu (rýchlosť prekresľovania " "obrazovky).\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" "Prepne zapisovaciu doménu na inú úroveň závažnosti.\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" "Prekreslí obrazovku a znovu načíta obrázky, ktoré sa zmenili.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:630 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Zobrazí menu výberu témy.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Ukončí scénu (bez upozornenia).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Uloží hru (bez upozornenia).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:639 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Uloží hru a ukončí scénu (bez upozornenia)." #. [topic]: id=mp_commands #: data/core/help.cfg:648 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "Príkazy na zápas" #. [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" "Vyhodí a zakáže prístup hráčovi do sieťovej hry, na základe IP adresy, ktorú " "hráč s daným menom používa. Môže byť použité aj na hráčov, ktorí nie sú v " "hre, ale len na serveri. (Vtedy samozrejme nebudú vykopnutí.)\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:654 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" "\n" "Priradí ovládanie danej strany (zadaj číslo bojovej strany) danému hráčovi " "(zadaj meno hráča alebo pozorovateľa). Zistiť, ktorá strana patrí ktorému " "hráčovi, je možné v text='Nastaveniach scény' (stlač tlačidlo " "text='Viac' v text='Aktuálnom stave' (štandardne " "skratka alt+s)). Zakladateľ/hostiteľ hry môže meniť ovládanie ktorejkoľvek " "strany.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:657 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" "\n" "Spustiť okno napomáhajúce hostiteľovi zmeniť ovládanie strán ľuďmi " "(hráčmi).\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:660 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" "\n" "Prepnúť stav nečinnosti pre stranu. Hostiteľ môže urobiť stranu nečinnou po " "prerušení sieťového spojenia.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:663 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" "\n" "Vyhodí hráča zo sieťovej hry. Hráč sa bude môcť opäť pripojiť. Tento príkaz " "sa všeobecne používa na priateľské vypnutie niekoho, kto má napríklad " "problémy so spojením. Ak chceš len nastaviť, kto bude ovládať jeho stranu, " "použi namiesto toho príkaz :control.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:666 msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" "\n" "Poslať súkromnú správu hráčovi. Ak prebieha hra, nie je možné posielať " "správy hráčom, ktorí v tejto hre hrajú za niektorú stranu.\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" "Cenzuruje konkrétneho pozorovateľa. Ak nie je zadané meno, vypíše sa zoznam " "mien cenzurovaných pozorovateľov.\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" "Zapne alebo vypne umlčanie všetkých pozorovateľov.\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" "Umožní prístup hráčovi do sieťovej hry, na základe IP adresy, ktorú hráč s " "daným menom používa (ak bol predtým zakázaný). Môže byť použité aj na " "hráčov, ktorí nie sú v hre, ale len na serveri.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:678 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Umožní konkrétnemu pozorovateľovi hovoriť. Ak nie je zadané meno, vypíše sa " "zoznam mien umlčaných pozorovateľov." #. [topic]: id=debug_commands #: data/core/help.cfg:686 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "Príkazy režimu ladenia" #. [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" "Zobrazí menu na výber scény z výpravy, do ktorej sa má hneď postúpiť.\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" "Vytvorí jednotku zadaného typu na vybranom políčku.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Prepne hmlu/odkrývanie mapy pre aktuálnu stranu.\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" "Pridá zadaný počet zlatiek aktuálnej strane.\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" "Ihneď postúpi do ďalšej scény vo výprave.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Nastaví stavovú premennú hry na zadanú hodnotu.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Zobrazí stavovú premennú hry.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Spustí zadanú udalosť.\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" "Zmení zadanú vlastnosť vybranej jednotky. Príklad (nastaví 100 životov): :" "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" "Povýši zvolenú jednotku o N úrovní. Príklad: :unit advances=2" #. [heals]: id=healing #: data/core/macros/abilities.cfg:12 #, fuzzy #| msgid "" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "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 "" "Jednotka dokáže uzdravovať spriatelené jednotky na vedľajších políčkach na " "začiatku ťahu.\n" "\n" "Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o " "4 životy alebo jej v tomto kole nebude jed uberať životy.\n" "Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí " "vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 #, fuzzy #| msgid "" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "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 "" "Jednotka kombinuje rastlinné liečivá s mágiou, aby uzdravovala rýchlejšie, " "ako je bežne možné na bojisku.\n" "\n" "Jednotka v opatere tohoto uzdravovateľa sa môže za jedno kolo uzdraviť až o " "8 životov, alebo jej v tomto kole nebude jed uberať životy.\n" "Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí " "vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "lieči" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr "lieči" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Liečiteľ môže vyliečiť otrávenú jednotku, no táto jednotka už v danom kole " "nezíska žiadne dodatočné uzdravenie." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "regeneruje" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr "regeneruje" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Jednotka sa sama uzdraví o 8 životov za kolo. Ak je otrávená, namiesto " "uzdravenia si odstráni otravu." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "neoblomný" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 msgid "female^steadfast" msgstr "neoblomná" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Táto jednotka má pri obrane dvojnásobnú odolnosť, nanajvýš však 50%. To " "neovplyvňuje jej zraniteľnosť." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "velenie" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 msgid "female^leadership" msgstr "velenie" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "" #| "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 "" "Táto jednotka dokáže viesť spojenecké jednotky okolo seba, takže bojujú " "lepšie.\n" "\n" "Jednotky nižšej úrovne na vedľajších políčkach spôsobia v boji väčšie " "zranenie. Ak sa jednotka nižšej úrovne nachádza vedľa spojeneckej jednotky s " "velením, spôsobí pri útoku zranenie vyššie o 25% za každý rozdiel v úrovni " "týchto jednotiek." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "priebojný" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 msgid "female^skirmisher" msgstr "priebojná" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Táto jednotka je zvyknutá pohybovať sa rýchlo medzi nepriateľmi a ignoruje " "ich oblasť kontroly." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "osvetľuje" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 msgid "female^illuminates" msgstr "osvetľuje" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "Táto jednotka osvetľuje okolitý priestor, takže jednotky poriadku budú " "bojovať lepšie a jednotky chaosu horšie.\n" "\n" "Jednotka na vedľajšom políčku bude bojovať v noci ako za súmraku, a za " "súmraku ako cez deň." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "teleport" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 msgid "female^teleport" msgstr "teleportuje" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Táto jednotka sa dokáže počas jedného kroku premiestniť z jednej neobsadenej " "spriatelenej dediny do druhej." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "prepad" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 msgid "female^ambush" msgstr "prepad" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Jednotka sa dokáže ukryť v lese, kde ju nepriateľ neuvidí.\n" "\n" "Nepriateľské jednotky nemôžu vidieť ani napadnúť túto jednotku v lese, iba " "ak sú na vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví " "stratí zvyšné možnosti pohybu." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "nočné zakrádanie" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Jednotka je počas noci neviditeľná.\n" "\n" "Nepriateľské jednotky nemôžu vidieť túto jednotku v noci, iba ak sú na " "vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí zvyšné " "možnosti pohybu." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "utajenie" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 msgid "female^concealment" msgstr "utajenie" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 #, fuzzy #| msgid "" #| "This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to " #| "it.\n" #| "\n" #| "Enemy units 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 "" "Táto jednotka sa dokáže ukryť v dedinách (okrem vodných), kde ju nepriateľ " "neuvidí.\n" "\n" "Nepriateľské jednotky nemôžu vidieť túto jednotku v noci, iba ak sú na " "vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí zvyšné " "možnosti pohybu." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "ponorenie" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 msgid "female^submerge" msgstr "ponorenie" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Táto jednotka sa dokáže ukryť v hlbokej vode, kde ju nepriateľ neuvidí.\n" "\n" "Nepriateľské jednotky nemôžu vidieť túto jednotku v hlbokej vode, iba ak sú " "na vedľajšom políčku. Nepriateľská jednotka, ktorá ju prvá objaví stratí " "zvyšné možnosti pohybu." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "kŕmenie" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 msgid "female^feeding" msgstr "kŕmenie" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije inú " "živú jednotku, okrem jednotiek odolných voči chorobe." #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "zúrivý" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:275 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného z " "protivníkov, prípadne kým si nevymenia 30 sérií útokov." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "zákerný" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "Tento útok spôsobí dvojnásobné zranenie, ak sa na opačnej strane od obete " "nachádza bojaschopná (čiže nie napríklad skamenená) jednotka nepriateľská k " "obeti." #. [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 "choroba" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 #, fuzzy #| msgid "" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "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 "" "Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky " "chodiaca mŕtvola a bude bojovať za rovnakú stranu ako jednotka, čo ju " "zabila. Toto neplatí na Nemŕtvych a na jednotky v dedine." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky " "chodiaca mŕtvola a bude bojovať za rovnakú stranu ako jednotka, čo ju " "zabila. Toto neplatí na Nemŕtvych a na jednotky v dedine." #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "spomaľuje" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Tento útok spomalí obeť do konca kola. Spomalená jednotka spôsobuje pri " "útoku polovičné zranenie a jej pohyb stojí dvojnásobné množstvo pohybových " "bodov. Ak je spomalená jednotka zvolená, zobrazuje sa pri nej na bočnom " "informačnom paneli ikona slimáka." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 msgid "petrifies" msgstr "skamenie" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Tento útok premení obeť na kameň. Jednotky premenené na kameň sa nemôžu " "hýbať ani útočiť." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "presný" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "Pri útoku má jednotka vždy šancu aspoň 60% na zásah." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "magický" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:360 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti " "jednotky, na ktorú sa útočí." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "húf" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" "Počet úderov tohto útoku klesá, keď je jednotka zranená. Počet úderov je " "priamo úmerný zdraviu jednotky. Napríklad ak má jednotka 3/4 maximálneho " "počtu životov, bude mať 3/4 počtu úderov." #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "výpad" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "Tento útok spôsobí dvojnásobné zranenie súperovi. Takisto spôsobí, že " "jednotka utrpí dvojnásobné zranenie v prípade protiútoku." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "vysaje" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Táto jednotka vysaje zdravie zo živých jednotiek a uzdraví sama seba za " "polovicu spôsobeného zranenia (zaokrúhlené nadol)." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 msgid "first strike" msgstr "prvý úder" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:405 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "Týmto útokom útočí jednotka vždy prvá, aj keď bola napadnutá." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "jed" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 #, fuzzy #| msgid "" #| "This attack poisons living targets. Poisoned units lose 8 HP every turn " #| "until they are cured or are reduced to 1 HP. Poison 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 "" "Tento útok otrávi živé obete. Otrávená jednotka stráca 8 životov v každom " "kole, až kým nie je vyliečená alebo nezoslabne na 1 život. Jed však sám " "osebe nemôže obeť zabiť." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Bonus k maximálnemu počtu životov +3, k maximálnej skúsenosti +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "Poludnie" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "Polnoc" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 msgid "Second Watch — First Hour" msgstr "Druhá hliadka — 1. hodina" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 msgid "Second Watch — Second Hour" msgstr "Druhá hliadka — 2. hodina" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 msgid "Second Watch — Third Hour" msgstr "Druhá hliadka — 3. hodina" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 msgid "Second Watch — Fourth Hour" msgstr "Druhá hliadka — 4. hodina" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 msgid "Second Watch — Fifth Hour" msgstr "Druhá hliadka — 5. hodina" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 msgid "Second Watch — Sixth Hour" msgstr "Druhá hliadka — 6. hodina" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "Ráno — 1. hodina" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "Ráno — 2. hodina" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "Ráno — 3. hodina" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "Ráno — 4. hodina" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "Popoludnie — 1. hodina" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "Popoludnie — 2. hodina" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "Popoludnie — 3. hodina" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "Popoludnie — 4. hodina" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "Popoludnie — 5. hodina" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "Popoludnie — 6. hodina" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "Prvá hliadka — 1. hodina" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "Prvá hliadka — 2. hodina" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "Prvá hliadka — 3. hodina" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "Prvá hliadka — 4. hodina" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 msgid "First Dawn" msgstr "Prvé svitanie" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 msgid "Second Dawn" msgstr "Druhé svitanie" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 msgid "First Morning" msgstr "Prvé ráno" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 msgid "Second Morning" msgstr "Druhé ráno" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 msgid "First Midday" msgstr "Prvé poludnie" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 msgid "Second Midday" msgstr "Druhé poludnie" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 msgid "First Afternoon" msgstr "Prvé popoludnie" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 msgid "Second Afternoon" msgstr "Druhé popoludnie" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 msgid "First Dusk" msgstr "Prvý súmrak" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 msgid "Second Dusk" msgstr "Druhý súmrak" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "Krátka temnota" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "Dlhá temnota (1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "Dlhá temnota (2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:650 msgid "The Long Dark (3)" msgstr "Dlhá temnota (3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "Dlhá temnota (4)" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Poznámky:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Duchovia sú nezvyčajne odolní voči zraneniu, a pohybujú sa veľmi pomaly nad " "vodnou hladinou." #: 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 "" " Mystický útok tejto jednotky spôsobuje obrovské zranenia magickým " "bytostiam, a nejaké aj obyčajným." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Táto jednotka dokáže uzdravovať." #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr " Táto jednotka dokáže rýchlo uzdravovať." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" " Táto jednotka dokáže uzdraviť ostatné jednotky okolo nej, a zbaviť ich jedu " "(vyliečiť)." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " Táto jednotka dokáže neutralizovať účinky jedu jednotkám okolo nej." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Táto jednotka regeneruje, takže sa uzdravuje, akoby bola stále v dedine." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Neoblomnosť tejto jednotky znižuje zranenie z niektorých útokov; no iba pri " "obrane." #: 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 "" " Velenie umožňuje tejto jednotke zvýšiť zranenie, ktoré spojenecké jednotky " "na vedľajších políčkach spôsobujú v boji; platí to len na jednotky na nižšej " "úrovni." #: 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 "" " Táto jednotka vie vrtko manévrovať, dokáže sa prešmyknúť cez súperovu " "oblasť kontroly a bez spomalenia prejsť okolo neho." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Osvetľovanie zvyšuje úroveň svetla v blízkych oblastiach." #: 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 "" " Táto jednotka sa dokáže počas jedného kroku premiestniť z jednej " "neobsadenej spriatelenej dediny do druhej." #: 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 "" " Schopnosť skrývať sa robí túto jednotku v lese neviditeľnou pre nepriateľa, " "dokiaľ nestojí na susednom poli, alebo dokiaľ sa táto jednotka neprezradí " "tým, že sama zaútočí." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr " Táto jednotka sa dokáže v noci ukryť a nezanechá žiadnu stopu." #: 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 "" " Táto jednotka sa môže skrývať v dedinách (okrem vodných) a nepriatelia ju " "neobjavia, pokiaľ nestoja hneď vedľa nej." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Táto jednotka sa dokáže nepozorovane pohybovať v hlbokej vode, pretože sa " "nemusí vynárať kvôli vzduchu." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije " "inú živú jednotku." #: 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 "" " Ak táto jednotka použije svoj zúrivý útok, bude boj pokračovať dovtedy, kým " "jeden z bojujúcich nepadne mŕtvy." #: 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 "" " Ak táto jednotka útočí na obeť, ktorá má na druhej strane ďalšieho " "nepriateľa, môže ho táto jednotka obísť a bodnúť do chrbta, čím mu spôsobí " "dvojnásobné zranenie." #: 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 "" " Nepriateľ, ktorý stratí život morovým útokom, opäť povstane ako nemŕtvy, ak " "práve nestojí v dedine." #: 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 "" " Táto jednotka dokáže spomaliť svojich nepriateľov, zmenší ich rýchlosť " "pohybu a spôsobené zranenie na polovicu, až kým neukončia ťah." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Táto jednotka je mimoriadne nebezpečná, lebo dokáže premeniť živého tvora " "na kameň." #: 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 "" " Ostrostrelecké schopnosti tejto jednotky jej dávajú vysokú šancu zasiahnuť " "súpera, ale iba keď sama útočí." #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " Útoky tejto jednotky sú magické, preto majú vždy veľkú šancu zasiahnuť " "súpera." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Tento roj útočí spolu, takže spôsobené zranenia sú menej vážne, ak sú " "členovia roja zranení." #: 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 "" " Použitie výpadu pri útoku zdvojnásobí sa spôsobené i utŕžené zranenie. Toto " "neplatí počas obranného protiúderu." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Počas bitky dokáže táto jednotka uberať zdravie svojej obeti a sama sa tak " "uzdravovať." #: 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 "" " Dĺžka zbrane umožňuje tejto jednotke v boji na blízko uštedriť prvý úder, " "aj keď je napadnutá." #: 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 "" " Obete zásahu jedom budú postupne strácať zdravie, dokiaľ sa nevyliečia v " "dedine, alebo u jednotky, ktorá vie liečiť." #: 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 "verný" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "verná" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Nulový žold" #. [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" "Počas výpravy sa niektoré jednotky môžu rozhodnúť dobrovoľne pridať na " "stranu hráča. Tieto jednotky sú označené ako verné. Niekedy je treba platiť " "za ich privolanie, ale nikdy nie za žold. Vďaka tomu môžu byť veľmi cenné v " "dlhých príbehoch, kde je nedostatok zlata. Verbované jednotky túto vlastnosť " "nikdy nemajú; preto je asi nerozumné takúto jednotku prepustiť alebo poslať " "na zbytočnú smrť." #. [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 "" "text='Verné' jednotky nevyžadujú žold. Väčšina jednotiek " "vyžaduje žold na konci každého kola vo výške svojej úrovne. Verné jednotky " "sa do týchto nákladov nezapočítavajú." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "nemŕtvy" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "nemŕtva" #. [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 "Imúnny voči vysatiu, jedu a chorobe" #. [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" "Nemŕtve jednotky mávajú zvyčajne toto ako svoju jedinú vlastnosť. Keďže " "nemŕtve jednotky sú oživené mŕtvoly poslané do boja, jed na ne nepôsobí. " "Môžu byť teda veľmi užitočné proti súperom, ktorí používajú útoky spojené s " "jedom." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "text='Nemŕtve' jednotky sú imúnne voči jedu, vysatiu a " "chorobám." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "mechanický" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "mechanická" #. [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" "Mechanické jednotky majú obyčajne toto ako svoju jedinú vlastnosť. Keďže v " "skutočnosti nie sú živé, jed, vysatie ani choroby na ne nemajú vplyv." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "text='Mechanické' jednotky sú imúnne voči jedu, vysatiu a " "chorobe." #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 msgid "elemental" msgstr "elementálny" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 msgid "female^elemental" msgstr "elementálna" #. [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" "Elementálne jednotky majú obyčajne toto ak svoju jedinú vlastnosť. Keďže " "tieto jednotky sú bytosti z energie živlov, jed, vysatie ani choroby na ne " "nemajú vplyv." #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "text='Elementálne' jednotky sú imúnne voči jedu, vysatiu a " "chorobe." #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "silný" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "silná" #. [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" "Sila je užitočná pre každú jednotku bojujúcu na blízko, najviac však pre tie " "jednotky, ktoré dávajú veľa úderov, ako napríklad elf vojak. Silné jednotky " "môžu byť veľmi užitočné vo chvíľach, keď malé zranenie navyše môže rozhodnúť " "o tom, či bude úder smrteľný." #. [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 "" "text='Silné' jednotky spôsobujú pri boji nablízko o 1 " "väčšie zranenie pri každom úspešnom zásahu, a majú o 1 život viac." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "obratný" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "obratná" #. [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" "Obratnosť ako špeciálnu vlastnosť majú len elfovia. Elfí národ je všeobecne " "preslávený svojím šarmom a veľkou šikovnosťou pri streľbe z luku. Niektorí " "sú však obdarení takým talentom, že vynikajú aj medzi svojimi blížnymi. " "Takíto elfovia spôsobujú pri každom zásahu lukom o 1 väčšie zranenie." #. [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 "" "text='Obratné' jednotky spôsobujú pri každom zásahu na " "diaľku o 1 väčšie zranenie." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "rýchly" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "rýchla" #. [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" "Rýchlosť je najviditeľnejšia vlastnosť, najmä u pomalých jednotiek ako sú " "trolovia či ťažká pechota. Rýchle jednotky môžu byť výrazne pohyblivejšie v " "náročných terénoch; vezmite to do úvahy pri rozmiestňovaní síl. Rýchle " "jednotky však nevydržia rovnako veľa ako obyčajné a preto nie sú také dobré " "na obranu už dobytých pozícií." #. [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 "" "text='Rýchle' jednotky majú 1 bod pohybu navyše, ale o 5% " "menej životov ako obyčajné." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "inteligentný" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 msgid "female^intelligent" msgstr "inteligentná" #. [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" "text='Inteligentné' jednotky sú veľmi užitočné na začiatku " "príbehu, pretože ich možno rýchlo povýšiť na vyššie úrovne. Neskôr počas " "príbehu už inteligentné jednotky nie sú také užitočné, pretože " "text='vylepšovanie po dosiahnutí najvyššej úrovne' už nie " "je také významné ako povýšenie na vyššiu úroveň. Ak máte dostatok jednotiek " "na najvyššej úrovni, asi budete privolávať jednotky s užitočnejšími " "vlastnosťami." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "Inteligentné jednotky potrebujú o 20% menej skúseností na povýšenie." #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "odolný" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "odolná" #. [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" "Odolné jednotky môžu byť užitočné vo všetkých fázach príbehu, a je to " "vlastnosť, ktorá sa hodí každej jednotke. Najužitočnejšia je, ak sa vyskytne " "u jednotky, ktorá má malé zdravie, a dobrú obranu alebo odolnosť. Odolné " "jednotky sú vhodné najmä na udržiavanie pozícií proti súperom." #. [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 "" "text='Odolné' jednotky majú o 4 + 1 za každú úroveň viac " "životov ako obyčajné." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "životaschopný" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "životaschopná" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "Vždy sa lieči akoby odpočíval" #. [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 "" "Známi svojou vitalitou, niektorí trpaslíci sú odolnejší ako ostatní a môžu " "oddychovať aj keď putujú." #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "nebojácny" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "nebojácna" #. [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 "Bojuje normálne aj počas nevýhodnej dennej/nočnej doby" #. [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 "" "Odpor k svetlu alebo temnote nemá žiadny vplyv na týchto odvážnych jedincov." #. [trait]: id=feral #: data/core/macros/traits.cfg:255 msgid "feral" msgstr "divoký" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 msgid "female^feral" msgstr "divoká" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "Získa obranu len 50% v dedinách na súši" #. [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 "" "Obydlia rozumných bytostí sa ťažko použijú pre úkryt divokých tvorov s " "nízkou inteligenciou. Výsledkom toho je, že text='divoké' " "jednotky získajú najviac 50% obrany v suchozemskej dedine bez ohľadu na " "terén pod ňou." #. [trait]: id=weak #: data/core/macros/traits.cfg:274 msgid "weak" msgstr "slabý" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "slabá" #. [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 "" "Jednotky s vlastnosťou text='slabé' získavajú menej o 1 bod " "života a spôsobujú o 1 bod zranenia pri útoku zblízka menej." #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "pomalý" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "pomalá" #. [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" "Nemotorní a pomalí jedinci z goblinov a iných druhov majú postih v pohybe, " "ale vykompenzovaný zvýšenou vytrvalosťou." #. [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 "" "text='Pomalé' jednotky majú o 1 bod pohybu menej, ale o 5% " "viac životov." #. [trait]: id=dim #: data/core/macros/traits.cfg:313 msgid "dim" msgstr "hlúpy" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 msgid "female^dim" msgstr "hlúpa" #. [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" "Hlúposť je častou vlastnosťou goblinov a iných nižších druhov. Je niekoľko " "príčin, prečo sú tieto druhy považované za nižšie a toto je jedna z nich." #. [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 "" "Jednotky s vlastnosťou text='hlúpy' potrebujú o 20% viac " "skúseností na povýšenie na ďalšiu úroveň." #. [trait]: id=aged #: data/core/macros/traits.cfg:329 msgid "aged" msgstr "starý" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 msgid "female^aged" msgstr "stará" #. [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 "" "Jednotky s vlastnosťou text='starý' majú menej o 8 bodov " "života, o 1 bod pohybu a spôsobujú o 1 bod zranenia pri útoku zblízka menej." #: 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 "Netopier" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "Netopierka" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "Netopiere" #. [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 "" "Netopiere majú rôzne veľkosti a sú väčšinou neškodné pretože sa živia hmyzom " "a malými zvieratami. Väčšie a zlomyseľnejšie druhy môžu predstavovať hrozbu " "pre ľudí a iné rasy a ich dobytok, najmä ak sa objavia v skupinách. Sú to " "nočné živočíchy, preto sú chované (a krotené) tými, čo s nimi zdieľajú " "obľubu noci." #. [race]: id=drake #: data/core/units.cfg:58 msgid "race^Drake" msgstr "Jašter" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "Jašterka" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "Jašteri" #. [race]: id=drake #: data/core/units.cfg:61 #, fuzzy #| msgid "" #| "Drakes are large, winged and fire-breathing creatures, reminiscent of " #| "true dragons. On average, an adult drake stands around three meters tall " #| "and easily weighs more than a man and a horse combined. Their skin is " #| "made up of hard scales, resistant to most physical strikes except " #| "piercing and cold damage. Most drakes are capable of true flight and can " #| "travel long distances quickly. However, their sheer weight and bulk " #| "limits their flight ability somewhat, making them ungainly in the air. " #| "Where possible, they make use of terrain features such as hills, " #| "mountains and trees as launch points in order to gain greater height and " #| "speed. Fortunately for their enemies, they are still quite clumsy " #| "creatures and surprisingly slow in combat. This, combined with their " #| "large size, renders them easy targets for those who dare attack them.\n" #| "\n" #| "Drakes are inherently magical creatures, with a mysterious internal fire " #| "fueling their very lives. This can easily be witnessed when one of their " #| "kind perishes in combat; its internal fire is released, burning their " #| "remains in to ashes. Their internal fire is also their greatest weakness; " #| "it makes them extremely vulnerable to cold attacks. Despite their magical " #| "nature, drakes are incapable of channeling magic in a controlled manner. " #| "While the magic imbued within a drake’s body enables it to spit fire and " #| "gives it life, they have no willful control over the functions of this " #| "magic.\n" #| "\n" #| "
text='Society'
\n" #| "Drakes are a relatively warlike race and their societies can be best " #| "described as cultured martial societies. The core of a drake tribe is a " #| "small group of veteran warriors headed by a mutually respected — or " #| "simply feared — 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 kinds " #| "of moss and fungi they cultivate deep in their caverns. The only " #| "technology drakes value is armor- and weapon-smithing, and neither know " #| "or need other science and culture besides this. However the few " #| "implements they do fashion are almost unrivaled in quality, only matched " #| "by those produced in the finest Dwarvish foundries.\n" #| "\n" #| "Drakes 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 "" "Jašterí národ pozostáva z obrích, okrídlených stvorení chrliacich ohnivý " "dych, ktoré sa v čomsi podobajú na legendárnych drakov. V priemere je " "dospelý jašter vysoký asi tri metre a bežne váži viac ako jeden človek aj so " "svojím koňom. Ich koža pozostáva z tvrdých šupín, ktoré sú odolné voči " "väčšine fyzických útokov, s výnimkou bodnutia a chladu. Väčšina jašterov je " "schopná letu a dokáže rýchlo prekonávať veľké vzdialenosti. Avšak ich veľká " "postava a hmotnosť do istej miery obmedzujú ich manévrovaciu schopnosť - tým " "pádom vyzerajú vo vzduchu dosť nemotorne. Ak je to možné, snažia sa využívať " "terén, najmä hory, kopce a stromy ako miesta, odkiaľ sa dá jednoduchšie " "odštartovať. Asi našťastie pre ich nepriateľov sú jašteri dosť nemotorné " "stvorenia a v boji i prekvapujúco pomalé. Toto, v kombinácii s veľkosťou, z " "nich robí vcelku ľahký cieľ pre tých, ktorí sa na útok odvážia.\n" "\n" "Jašteri sú od prírody magickými tvormi, v ich žilách doslova koluje záhadný " "vnútorný oheň. O tom sa možno ľahko presvedčiť, keď niektorý z jašterov " "padne v boji - tento vnútorný oheň sa náhle uvoľní a spáli telesné zvyšky na " "popol. Ale tento vnútorný oheň je zároveň ich najväčšou slabosťou - robí ich " "obzvlášť zraniteľnými voči útokom chladom. Napriek svojmu magickému pôvodu " "nedokážu mágiu používať ovládateľným spôsobom. Mágia v ich telách im síce " "umožňuje chrliť oheň a dáva mu život, ale sami nedokážu túto schopnosť " "usmerniť ani riadiť.\n" "\n" "
text='Spoločnosť'
\n" "Jašteri sú relatívne bojovnou rasou a ich spoločnosť by sa dala popísať ako " "bojovnícka. Jadrom každého kmeňa je skupinka bojovníkov veteránov, ktorým " "železnou rukou velí uznávaný (resp. najviac obávaný) dst='dominant' " "text='vodca'. Každý jašter si musí vydobyť svoje miesto v tejto " "prísnej hierarchii, musí poslúchať svojich nadriadených a veliť svojim " "podriadeným. Vstup do vládnucej elity je možný jedine cez výzvu veliteľa na " "súboj v boji jeden proti jednému. Súboje sú zvyčajným spôsobom ako sa aj v " "tejto elite udržiava hierarchia. Na druhej strane používanie akýchkoľvek " "úskokov v súbojoch je znakom zbabelosti a je absolútne neakceptovateľné.\n" "\n" "Aj keď ich bojovnosť a zmysel pre teritorialitu často doháňa k urputnej " "obrane svojho územia, jašteri málokedy napadnú či vstúpia neoprávnene na " "územie iných rás. Namiesto toho sa zvyknú usídľovať v neobývaných oblastiach " "kontinentu. Ich zvyčajnou diétou býva divá zver, ktorú lovia v nížinách " "okolo svojich sídel, no novonarodení jašteri a jašteri nižšieho postavenia " "sa často živia i machom a hubami, ktoré si pestujú hlboko vo svojich " "jaskyniach. Jedinou technológiou, ktorá má pre jaštera hodnotu, je kováčstvo " "pancierov a zbraní - ostatné vedné či technické odbory ich nezaujímajú. Zato " "sú však ich kováčske výrobky preslávené kvalitou, v ktorej sa im vyrovnajú " "snáď iba tie pochádzajúce z dielní trpaslíkov.\n" "\n" "Jašteri sa vlastne nerodia, ale liahnu z vajec a bežne žijú od 20 do 30 " "rokov. Smrť v boji je asi najobľúbenejší spôsob ako opustiť tento svet. Na " "rozdiel od iných rás, s pribúdajúcim vekom sa jašter stáva agresívnejším a " "ľahkovážnejším. Možno to má niečo do činenia so spomínaným hrdinským " "ukončením ich života...\n" "\n" "
text='Zemepis'
\n" "Jašteri pochádzajú z vulkanického súostrovia dst='morogor' " "text='Morogor' vo dst='great_ocean' text='Veľkom Oceáne'. " "Kombinácia populačnej explózie a postupné prepadanie domovských ostrovov " "prinútili mnohé kolónie presídliť sa na dst='great_continent' " "text='Veľký Kontinent'. Jašteri si zvyčajne budujú sídla v horských " "jaskyniach, často neďaleko činných sopiek, ktoré chránia ich vajcia, mladé a " "poháňajú ich dielne. Aj keď jašteri uprednostňujú teplú klímu, ich vnútorný " "oheň je postačujúci na zahriatie i v studených pásmach. Vďaka tomu dokázali " "osídliť i hory na ďalekom severe Veľkého Kontinentu." #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "race^Dwarf" msgstr "Trpaslík" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "Trpaslíčka" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "Trpaslíci" #. [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 "" "Trpaslíci sú rasou, ktorá je preslávená baníkmi a kováčmi, ale tiež " "obchodníkmi a bojovníkmi. Je to tretia najstaršia rasa na Veľkom kontinente, " "po elfoch a troloch. Ich skorá história je zahalená tajomstvom. Podľa " "legiend sa v časoch dávno zabudnutých trpasličí národ objavil na svete a " "vyšiel zo svojich podzemných jaskýň. Nič ale nie je známe o živote tohto " "národa predtým, než vyšiel z podzemia. Rovnako nie je známy dôvod, prečo " "vlastne vystúpil na povrch zeme, ale každopádne sa ako národ trpaslíci stali " "základnou súčasťou diania na kontinente. Nedlho po východe z podzemia sa " "trpaslíci dostali do konfliktu s pôvodnými obyvateľmi povrchu - elfmi. " "Skutočný dôvod na tento konflikt sa dávno stratil v histórii, ale tieto dve " "rasy už stihli vybojovať tri veľké a dlhé vojny, ktoré boli prerušené len " "pár desaťročiami mieru. Počas týchto vojen nedokázali trpaslíci vytlačiť " "elfov z hustých južných lesov, no podarilo sa im upevniť si pozíciu v " "severných kopcoch a horách, ktoré sú na kontinente známe ako \"Severná zem" "\". Od tých čias vystavali fantastické opevnenia a osady hlboko v kopcoch a " "údoliach tohto územia.\n" "\n" "Pravdepodobne kvôli svojej izolácii sú trpaslíci veľmi nedôverčiví a často i " "nepriateľskí voči ostatným rasám, hlavne elfom. Jedinou výnimkou je snáď iba " "ich vzťah k ľuďom, ktorý je možné vystopovať až do čias Haldrika I. a " "príchodu ľudí i orkov na kontinent. V tom čase trpaslíci povolili usadiť sa " "v Severnej zemi zopár ľuďom, zvyčajne rebelom a vyhnancom z Wesnotského " "kráľovstva. Motivácia na tento veľkorysý čin nie je nejako zvlášť " "prekvapujúca. Útrapy týchto osadníkov pripomenuli trpaslíkom časy ich " "vlastného prenasledovania a vyvolali určitú dávku solidarity. Ale trpaslíci " "dokázali na takýchto dohodách s vyhnancami nemálo získať. Vyhnanci sa totiž " "usídľovali v oblastiach, ktoré sa trpaslíkom hnusili - na nížinách, v lesoch " "či pri močiaroch, čím ich vlastne pre trpaslíkov úspešne bránili.\n" "Trpaslíci sú zvyčajne nižšieho vzrastu, vzhľadom na ľudské miery, to ale " "neznamená, že by boli zvlášť krehkí. Práve naopak, ich bojovníci sú tvrdí a " "nesmierne silní a právom sa ich obávajú protivníci v nejednej bitke. Na " "dôvažok sú trpaslíci známi svojimi matematickými schopnosťami a precíznou " "zručnosťou. Ich kováči sú preslávení výrobou vynikajúcich zbraní aj ťažkého " "brnenia. Ich výrobky nemajú na svete páru - čo sa týka kvality snáď iba " "výrobky pochádzajúce od dračieho národa sú porovnateľné. Intelekt a " "prirodzená zvedavosť urobili z trpaslíkov technicky najpokrokovejšiu rasu na " "kontinente. Jeden z ich najznámejších (a najviac obávaných) je vynález " "záhadného prachu, ktorý dokáže pri styku s ohňom vyvolať silné explózie. " "Niektorí trpasličí bojovníci sa naučili využívať tento prach na vymršťovanie " "malých guliek vysokými rýchlosťami. Vďaka svojmu technologickému nadaniu sú " "trpaslíci obyčajne nedôverčiví voči používateľom mágie. Avšak istý druh " "mágie sa používa napríklad pri pokrývaní zbraní či brnenia runami. Títo " "runoví kováči používajú runy na vyjadrenie čarovných formuliek, ktoré potom " "zosilňujú určité schopnosti predmetov." #. [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 "Elfka" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "Elfovia" #. [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 "" "Ak ich porovnáme s ľuďmi, elfovia sú o čosi vyšší, pohyblivejší a menej " "robustní. Zvyčajne majú mierne zašpicatené uši, svetlú pokožku a " "najčastejšie blond vlasy. Snáď najväčším rozdielom medzi elfmi a ľuďmi je " "elfská dlhovekosť - väčšina z nich sa dožíva dva a pol storočia, ak ich " "samozrejme neskláti choroba, nehoda či vojna. V prípade niektorých jedincov " "s výraznými magickými schopnosťami sa vek predĺži o ďalšie storočie, no u " "väčšiny elfov sa medzi 250. a 300. rokom zníži fyzická odolnosť a skoro na " "to (za rok či dva) opustia svet.\n" "\n" "Elfovia sú od prírody nadaní na mágiu, aspoň do určitej miery. Väčšina z " "nich síce mágiu nedokáže používať priamo, ale už len prítomnosť mágie im " "zlepšuje zmysly, vnímanie a spôsobuje už spomínanú dlhovekosť. Mnoho elfov " "sa vyznačuje mágiou ovplyvnenými schopnosťami v oblasti zakrádania či " "presnej streľby, čím dokážu robiť veci pre iné bytosti nepredstaviteľné. Z " "tých elfov, ktorí sa túto moc naučia používať viac všeobecne, sa zvyčajne " "rýchlo stávajú naozaj uznávaní profesionáli. Mnohí z nich sa rozhodnú využiť " "tento dar na liečenie iných.\n" "\n" "Niektorí elfovia, ktorí sa vydali cestami mágie a mysticizmu, sa stali " "citlivými na prítomnosť chladného železa. Až tak, že ich môže popáliť. " "Elfské legendy naznačujú, že v dávnej minulosti bol tento jav bežnejší.\n" "\n" "Elfovia trávia veľkú časť svojho života zlepšovaním svojich vrodených " "schopností. Tí bez výraznej magickej sily sa sústreďujú na zlepšovanie " "fyzických zručností. Ako priamy následok, elfovia sú vynikajúcimi " "lukostrelcami, čo je aj ich hlavný bojový prostriedok. Väčšina elfských " "bojovníkov nosí luk a žiadna iná rasa nedokáže konkurovať elfským strelcom v " "rýchlosti a presnosti. Všetci elfovia zdieľajú lásku k nepoškvrnenej " "prírode. Zvyčajne sa cítia nesvoji v otvorených nezarastených priestoroch. " "Preto žijú najmä v lesoch Veľkého kontinentu: Etenwood na juhozápade, Wesmér " "na severozápade a veľké severné lesy s Lintanirom na južnom okraji.\n" "\n" "Elfovia sú na kontinente najstaršou rasou, možno s výnimkou trolov. Aj keď " "je prakticky nemožné spoľahlivo datovať ich osídlenia, nepochybne mnohé z " "nich existujú už viac než tisícročie." #. [race]: id=falcon #: data/core/units.cfg:135 msgid "race^Falcon" msgstr "Človek muž" #. [race]: id=falcon #: data/core/units.cfg:136 msgid "race+female^Falcon" msgstr "Človek žena" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcons" msgstr "Ľudia" #. [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 "Goblinka" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Goblini" #. [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 "" "Goblini sú napriek svojmu vzhľadu rodení ako súrodenci orkov a sú členmi " "rovnakej rasy. Kým iné rasy obyčajne rodia svoje deti jednotlivo alebo v " "pároch, orkovia majú väčšie vrhy detí naraz, čo spôsobuje explóziu ich " "populácie. V každom vrhu sú však len jeden až dvaja skutoční orkovia, ktorí " "dorastú do plnej veľkosti a sily svojej rasy. Niekoľko ďalších bude " "polovičnými orkami, výrazne slabšími ako ich veľký bratia. Tí majú v boji " "vyčlenené podporné úlohy ako napríklad lukostreľbu. Zvyšok, často celá " "polovica vrhu, sú goblini. Goblini sú malí a slabí, zriedka prerastú výšku " "ľudského dieťaťa. Goblini sa narodia do života takmer otroka pre svojich " "väčších príbuzných a sú v bitke používaní ako prvé línie na stret s mečmi. " "Napriek svojmu trpkému osudu prekvitajú. Čiastočne vďaka svojím veľkým " "počtom a potom tým, že ich bratia orkovia si uvedomujú, ako sú na goblinoch " "závislí.\n" "\n" "Goblini vykonávajú manuálnu prácu potrebnú pre orkov, okrem prác, ktoré " "vyžadujú hrubú silu skutočných orkov. Tých, ktorým sa orkovia oddávajú, aby " "predviedli svoju zdatnosť." #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "Gryf" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Gryfka" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Gryfovia" #. [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 "Človek muž" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "Človek žena" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "Ľudia" #. [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 "" "Ľudská rasa je charakteristická svojou rôznorodosťou. Aj keď pôvodne prišli " "zo Starého Kontinentu, ľudia sa rozšírili po celom svete a založili mnoho " "kultúr a podrás. Na rozdiel od iných rás, ľudia nie sú od prírody magicky " "založení, ale dokážu sa naučiť mágiu používať a to aj viac druhov ako " "ostatné rasy. Rovnako ako s mágiou sa ľudia nevyznačujú nijakými zvláštnymi " "schopnosťami, okrem prispôsobivosti a cieľavedomosti. Zvyčajne sú v " "konflikte s inými rasami, no občas vytvoria vcelku úspešné aliancie s menej " "agresívnymi rasami, ako sú elfovia alebo trpaslíci. Tí bez škrupulí sa " "nebránia ani najímaniu orkských žoldnierov. Ľudia nemajú ani výraznejšieho " "prirodzeného nepriateľa, ale väčšina ľudí sa nemá veľmi v láske s nemŕtvymi, " "tak ako aj väčšina ostatných rás. Ľudia sú menšieho vzrastu než elfovia, ale " "sú vyšší než trpaslíci. Farba pokožky sa tiež môže líšiť - od viac menej " "bielej až po tmavo hnedú.\n" "\n" "
text='Poddaní kráľovskej koruny'
\n" "Najväčšia časť ľudskej rasy na Veľkom Kontinente patrí pod Wesnotské " "kráľovstvo. Ľudia prišli na Veľký Kontinent zo Zeleného Ostrova v oceáne na " "západe a už v počiatkoch si založili vnútrozemské hlavné mesto Weldyn. V " "nadchádzajúcich storočiach vybudovali ďalšie sídla na celom kontinente. " "Vojsko wesnotskej koruny ochraňuje toto územie a je prakticky " "najorganizovanejšou bojovou silou v známom svete. Bojovníci pochádzajú najmä " "z hlavnej provincie, kde je vojenská služba povinná pre všetkých mladíkov.\n" "\n" "
text='Klany'
\n" "Východné provincie Wesnotu, známe ako Domovina klanov, na rozdiel od " "civilizovanejších západných regiónov geograficky pozostávajú z otvorených " "plání a nízkych kopcov. Tieto oblasti sú domovom jazdeckých klanov, ktoré sú " "formálne nezávislé, no sú spojencom Wesnotu. Niektorí historici toto územie " "považujú za protektorát, ktorý prispieva stravou a vojakmi wesnotskej korune " "za odplatu poskytnutia bezpečnosti a ochrany. Iní tvrdia, že sú útvarom " "rovnocenným západnému Wesnotu. Každopádne, východné provincie nemajú povinnú " "vojenskú službu v tej podobe, ako ju poznajú v západnom Wesnote. Bojový " "tréning je bežnou súčasťou životného štýlu klanov - rodičia učia deti jazdiť " "na koni, bojovať a strieľať z luku už od útleho detstva. Vo všeobecnosti sú " "bojovníci klanov menej organizovaní než bojovníci z civilizovanej časti " "Wesnotu, ale silné a slabé stránky týchto skupín sa navzájom dopĺňajú." #. [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 "Človek muž" #. [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 "Človek žena" #. [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 "Nemŕtvi" #. [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 "Táto rasa zatiaľ nemá popis." #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race^Saurian" msgstr "Saur" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race+female^Saurian" msgstr "Saurka" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "race^Saurians" msgstr "Sauri" #. [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 "Mechanické" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "race+plural^Mechanical" msgstr "Mechanické" #. [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 "" "text='Mechanické' predmety sú dielom rozumných bytostí. Nie " "sú oživené prirodzeným životom ani černokňažníctvom. Väčšina mechanických " "vecí sa nehýbe ani nerozmýšľa samostatne, ale len ak sú ovplyvnené magickým " "kúzlom." #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Merman" msgstr "Morský človek" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Mermaid" msgstr "Morská žena" #. [race]: id=merman #: data/core/units.cfg:289 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "Trol" #. [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 "" "Morskí ľudia sú záhadnou rasou so spojením rybích a ľudských vlastností. " "Majú silné chvosty, ktoré im umožňujú rýchly pohyb vo vodnom prostredí a ich " "šikovné ruky a rozumné mysle umožňujú remeslá a tvorbu nástrojov. Morskí " "ľudia môžu dýchať ľahko vzduch aj vodu. Môžu prežiť aj na súši, ale vo vode " "sú rýchlejší a obratnejší, preto ich málokedy vidieť ďaleko od oceánu. " "Suchej zemi sa vyhýbajú, pretože sú na nej neobratní a namáhavo sa pohybujú " "po drsnom alebo zalesnenom povrchu." #. [race]: id=monster #: data/core/units.cfg:299 msgid "race^Monster" msgstr "Potvora" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race+female^Monster" msgstr "Potvora" #. [race]: id=monster #: data/core/units.cfg:301 msgid "race^Monsters" msgstr "Potvory" #. [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 "" "Pojem “potvora” zahŕňa mnohé nepekné tvory obývajúce jaskyne, divočinu, " "hlbiny oceánu a ďalšie oblasti sveta. Vystupujú najmä v legendách a nočných " "morách bežných obyvateľov." #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Naga" msgstr "Hadí človek" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagini" msgstr "Hadí ľudia" #. [race]: id=naga #: data/core/units.cfg:311 msgid "race^Nagas" msgstr "Hadí ľudia" #. [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 "" "Hadovité tvory, hadí ľudia, sú jednou z najmenej pochopených rás na Veľkom " "kontinente. Je to čiastočne ich xenofóbnou povahou a čiastočne ich cudzím " "prostredím. Hadí ľudia sú jedna z mála rás schopných rýchlo sa pohybovať vo " "vode, čo im otvára priestory nedostupné suchozemcom a zároveň ich to od " "týchto rás viac vzďaľuje. Nie sú to však morské tvory v pravom zmysle slova, " "pretože nevedia dýchať pod vodou a preto sa boja hlbiny. Tak sa zdržujú skôr " "v pobrežných oblastiach, čo im poskytuje únikovú cestu pred obyvateľmi hlbín " "a zároveň pred tými, čo putujú pešo, na krídlach alebo kopytách. Sú to malé " "a telesne trochu krehké tvory, ale zvyčajne o dosť vrtkejšie ako súperi. " "Niekedy sa dostanú do sporu s morskými ľudmi, keď sa ich teritóriá " "prekrývajú, ale hadí ľudia môžu rovnako ako v otvorenej vode žiť aj v " "bažinách a riekach." #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race^Ogre" msgstr "Ohyzd" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race+female^Ogre" msgstr "Ohyzdka" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "race^Ogres" msgstr "Ohyzdi" #. [race]: id=ogre #: data/core/units.cfg:323 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" "Ohyzdi sú divoká a necivilizovaná rasa, ktorá obýva divočinu na Veľkom " "kontinente. Fyzicky pripomínajú ľudí, ale sú väčší a silnejší. Aj ich " "nedospelí jedinci sú vyrovnaným súperom pre väčšinu ľudí. Ohyzdom v " "obývaných oblastiach neveria a buď sa im vyhýbajú alebo ich rovno vyženú. " "Preto sa schovávajú v hornatých oblastiach na okraji civilizácie, kde hladní " "banditi spomedzi ohyzdov ohrozujú pocestných a karavány. Aj keď ohyzdi nie " "sú veľmi múdri alebo rýchli, ich odolnosť a fyzická sila ich robí vhodným " "vkladom do armád iných rás. Sú zvlášť hodnotní pre bezcitných veliteľov, " "ktorým ohyzdia brutalita neprekáža. O ich biológii a spoločnosti sa vie " "málo, ak vôbec nejakú majú, pretože zvyknú útočiť po boku vlkov a iných " "tvorov. Nie je známe, či je to znakom spolupráce, skrotenia či vzájomného " "prispôsobenia." #. [race]: id=orc #: data/core/units.cfg:331 msgid "race^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race+female^Orc" msgstr "Orkyňa" #. [race]: id=orc #: data/core/units.cfg:333 msgid "race^Orcs" msgstr "Orkovia" #. [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 "" "Svojim výzorom sú orkovia napoly ľudia a napoly zvery. Sú vyšší, robustnejší " "a silnejší než ľudia. Sú veľmi bojovní, barbarskí a od prírody suroví. Ich " "krv je tmavšia a hustejšia než u bežných ľudí a vyznačujú sa pramalou " "starostlivosťou o osobnú hygienu a zovňajšok všeobecne. Napriek tomu, že sú " "orkovia násilnícki i medzi sebou, sú v podstate kmeňovo založení - ork nikdy " "necestuje sám a málokedy žije v skupinkách s menej než šiestimi členmi.\n" "\n" "
text='Spoločnosť'
\n" "Takmer každý ork je členom nejakého klanu či kmeňa. Vzťahy medzi " "jednotlivými kmeňmi sú charakterizované násilím, snáď s výnimkou situácií, " "keď spoločný nepriateľ ohrozuje existenciu či možnosti na lúpenie. Občas sa " "objaví silný náčelník, ktorý dokáže viesť viacero kmeňov, za cenu " "zastrašovania alebo likvidácie oponentov. Kmeň orkov sa počas mierového " "obdobia sústredí takmer výhradne na zvýšenie svojej sily a pripravenosti na " "ďalší ozbrojený konflikt. Orkovia používajú primitívny systém písma - " "zvyčajne vlastnou či cudzou krvou - ale zvyčajne sa používa iba na vzájomné " "výmeny urážok medzi kmeňovými vodcami.\n" "\n" "Spoločnosti orkov sú založené na máločom inom než hrubá sila - moc je matkou " "práva... Vodca prežíva iba dovtedy, pokiaľ sa nenájde niekto, kto mu titul " "vezme v zápase. Medzi potenciálnymi náčelníkmi neustále vrie boj o moc. " "Vodca málokedy prežije viac než zopár rokov, aby si užil svoju " "absolutistickú autoritu. Zvyčajne ho zabijú v boji o pozíciu, aj keď " "história pozná pár svetlých výnimiek. Medzi orkmi nefunguje žiaden výrazný " "systém cti a aj keď je sila najčastejšou formou na ukázanie moci, za bežné " "súčasti výzbroje sa považujú tak jedy ako aj vraždy od chrbta - najmä keď " "vedú k dosiahnutiu cieľa.\n" "\n" "Orkovia žijú zvyčajne vo vidieckych oblastiach, často v kopcovitých a " "horských regiónoch, občas v jaskyniach. Nevenujú sa poľnohospodárstvu, " "nechovajú dobytok, ale zato sú vcelku dobrými lovcami - najmä vďaka svojej " "fyzickej sile a brutalite. Kvôli veľkému počtu v jednom kmeni dokážu " "akúkoľvek oblasť takmer úplne vyhladiť od živočíchov väčších než hlodavce. " "Pre toto a kvôli nestabilnému vodcovstvu majú orkovia tendenciu kočovať, " "nikdy sa nezdržia na jednom mieste príliš dlho. Väčšie kmene sa sem-tam " "napevno usadia v jednej oblasti na obdobie niekoľkých rokov či dokonca " "desaťročí, čo niekedy vedie k vybudovaniu táborísk, ktoré v mnohom " "pripomínajú mestá. Ale aj tieto tábory je možné rýchlo rozobrať a opustiť v " "prípade potreby presunúť celú hordu.\n" "\n" "Najstarší známi orkovia majú okolo 50 až 60 rokov, ale iba málo jednotlivcom " "sa podarí žiť dlhšie než dve-tri desaťročia, kým nepadnú v boji s " "nepriateľom či súkmeňovcom. Starí orkovia sa často stávajú šamanmi - snáď " "jedinými zástupcami orkov, ktorých ostatní uznávajú ako dôveryhodných a " "neutrálnych. Pôvod tohto zvyku nie je jasný, keďže šamani v ničom priamo " "neprispievajú do spoločnosti a slúžia iba ako poradcovia - čo nie je čosi, " "čo by sa normálne medzi orkami tolerovalo. Šamani sú v mnohom úplným " "protikladom typického orka - sú fyzicky slabí a chýbajú im bojové zručnosti. " "Napriek spoliehaniu sa na hrubú silu, nie každému orkovi je sila daná. Mnoho " "orkov sa narodí s menším a slabším vzrastom, čo im vynáša pocit podradenosti " "svojim silnejším kamarátom. Silnejší si zvyčajne uchmatne viac potravy a tak " "ešte viac zosilnie, kdežto u tých slabších je to opačne. Mnohí z týchto " "slabších orkov sa špecializujú na iné zručnosti, napríklad atentátnictvo " "alebo lukostreľbu." #. [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 "Trol" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race+female^Troll" msgstr "Trolka" #. [race]: id=troll #: data/core/units.cfg:356 msgid "race^Trolls" msgstr "Trolovia" #. [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 "" "Trolovia sú prastaré bytosti, jedny z najstarších obývajúcich Veľký " "kontinent. Sú veľkí, pomalí, s jednoduchou mysľou a žijú extrémne dlho v " "hlbokých jaskyniach a vo vysokých horách. Najvýnimočnejšou vlastnosťou " "trolov je vnútorná vitalita, ktorá ich udržuje a uzdravuje zvnútra. " "Následkom toho žijú odlišným životom ako ostatné známe tvory. Trolovia majú " "málo skutočných potrieb: potrebujú málo jedla a vody, preto majú malú " "motiváciu čokoľvek robiť, okrem obrany pred tými, čo sú voči nim " "nepriateľskí. To znamená, že sa málokedy musia o niečo starať a preto môžu " "stráviť väčšinu času spánkom alebo meditáciou. Trolovia majú zvláštnu väzbu " "s prírodou. Nesúvisia s živými tvormi tak ako elfovia, ale so zemou a " "kameňmi. Tiež sú zvedaví na svoje okolie a mnohé mláďatá dokonca rady " "cestujú a poznávajú svet. Starnúci trolovia sú však stále pasívnejší, " "strácajú záujem o svoje prostredie a trávia viac času spánkom v tichom " "prostredí domovskej jaskyne. Až kým nakoniec neumrú a ich telá sa pomaly " "nezmenia na kamenné sochy.\n" "\n" "Trolovia sú mnohými označovaní len za ďalšiu rasu primitívnych surových " "potvor. Toto bežné nepochopenie je čiastočne spôsobené orkmi, ktorí " "presviedčajú trolov, aby sa pridali k ich armádam. Sú jednoduchí a " "nerozumejú záležitostiam iných rás, či ich dokonca ani nevedia rozlíšiť. " "Preto je pre tlupu orkov ľahké presvedčiť skupinu trolov, že spojením sa " "dosiahnu pomstu na tých, čo ich predtým lovili. Noví verbovanci sú potom " "nasmerovaní útočiť na každého, s kým sú práve orkovia v konflikte, nech už " "bol predtým nepriateľom trolov alebo nie. Takto si oklamaní trolovia " "zbierajú ešte viac nepriateľov. Najčastejšími nepriateľmi trolov sú " "trpaslíci a nepriateľstvo medzi týmito dvoma rasami je už prastaré.\n" "\n" "
text='Zemepis'
\n" "Trolovia obývali hory Veľkého kontinentu dlhšie ako trpaslíci, ktorí sa tam " "nasťahovali. Sú bežným zjavom v horských pásmach na severe a východe Wesnotu " "a kdekoľvek putujú hordy orkov." #. [race]: id=undead #: data/core/units.cfg:377 msgid "race^Undead" msgstr "Nemŕtvy" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+female^Undead" msgstr "Nemŕtva" #. [race]: id=undead #: data/core/units.cfg:379 msgid "race+plural^Undead" msgstr "Nemŕtvi" #. [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 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 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 "" "Nemŕtvi v skutočnosti nie sú jednotnou rasou, aj keď sa niekedy tak chápu. " "Skoro každá mŕtva bytosť môže byť dostatočne skúseným černokňažníkom " "\"oživená\". Nemŕtvi sú neprirodzené tvory bez vlastnej vôle, poslúchajúce " "toho, kto ich vytvoril, bez otázok a zamyslenia. Väčšou záhadou " "černokňažníctva je to, ako sú tieto výtvory udržiavané bez neprestajného " "dohľadu od černokňažníka. Nemŕtva bytosť nepotrebuje sústavnú pozornosť " "černokňažníka, ale môže pracovať samostatne podľa príkazov svojho pána. Iba " "zriedkavo, asi raz za niekoľko mesiacov, musí černokňažník vykonať údržbu " "svoj výtvoru.\n" "\n" "Černokňažníctvo je takmer výlučne záležitosťou ľudí. Dokonca aj legendy rás " "zručných v mágii, ako elfovia a morskí ľudia, rozprávajú o veľmi málo " "príslušníkoch týchto rás, ktorí sa zahĺbili do tohto temného umenia. " "Predpokladá sa, že černokňažnícka mágia vyžaduje veľkú schopnosť " "prispôsobenia sa a flexibilnú myseľ. Extrémy týchto vlastností sa " "najčastejšie vyskytujú u ľudí. Konečným cieľom väčšiny černokňažníkov je " "použiť toto umenie udržiavania života na seba, zmeniť samých seba za každú " "cenu, uniknúť smrti zachovaním svojej mysle a duše.\n" "\n" "
text='Zemepis'
\n" "Páni nemŕtvych prišli na Veľký kontinent vo veľkých množstvách vzápätí po " "Haldrikovi I., ale elfovia a trpaslíci o nich počuli už aj predtým." #. [race]: id=wolf #: data/core/units.cfg:393 msgid "race^Wolf" msgstr "Vlk" #. [race]: id=wolf #: data/core/units.cfg:394 msgid "race+female^Wolf" msgstr "Vlčica" #. [race]: id=wolf #: data/core/units.cfg:395 msgid "race^Wolves" msgstr "Vlci" #. [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 "Lesný muž" #. [race]: id=wose #: data/core/units.cfg:406 msgid "race^Woses" msgstr "Lesní muži" #. [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 max. životov" #: src/help/help.cpp:181 msgid "Close" msgstr "Zavri" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "Návod k Bitke o Wesnoth" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "Chyba pri analyzovaní pomocného textu: " #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Šanca na zásah'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Creator Resources'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Zdroje pre tvorcov'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Creator Resources'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Zdroje pre tvorcov'
" #, fuzzy #~| msgid "" #~| "Whether used offensively or defensively, this attack presses the " #~| "engagement until one of the combatants is slain, or 30 rounds of attacks " #~| "have occurred." #~ msgid "" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the champions is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného " #~ "z protivníkov, prípadne kým si nevymenia 30 sérií útokov." #, fuzzy #~| msgid "first strike" #~ msgid "true strike" #~ msgstr "prvý úder" #, fuzzy #~| msgid "" #~| "This attack always has a 70% chance to hit regardless of the defensive " #~| "ability of the unit being attacked." #~ msgid "" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the champion being attacked." #~ msgstr "" #~ "Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti " #~ "jednotky, na ktorú sa útočí." #~ msgid "race^Mermen" #~ msgstr "Morskí ľudia" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Prispievatelia" #~ msgid "race^Khalifate Human" #~ msgstr "Človek muž" #~ msgid "race+female^Khalifate Human" #~ msgstr "Človek žena" #~ msgid "race+plural^Khalifate" #~ msgstr "Mechanické" #~ msgid "female^nightstalk" #~ msgstr "nočné zakrádanie" #~ 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 "" #~ "Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky " #~ "rovnaká jednotka ako tá, čo ju zabila, a bude bojovať za rovnakú stranu. " #~ "Toto neplatí na Nemŕtvych a na jednotky v dedine." #~ msgid "Intelligent" #~ msgstr "Inteligentný" #~ msgid "Quick" #~ msgstr "Rýchly" #~ msgid "Resilient" #~ msgstr "Odolný" #~ msgid "Strong" #~ msgstr "Silný" #~ msgid "Fearless" #~ msgstr "Nebojácny" #~ msgid "Feral" #~ msgstr "Divoký" #~ msgid "Loyal" #~ msgstr "Verný" #~ msgid "trait^Undead" #~ msgstr "Nemŕtvy" #~ msgid "trait^Mechanical" #~ msgstr "Mechanické" #~ msgid "trait^Elemental" #~ msgstr "Elementálny" #~ msgid "Dextrous" #~ msgstr "Obratný" #~ msgid "Healthy" #~ msgstr "Životaschopný" #~ msgid "Dim" #~ msgstr "Hlúpy" #~ msgid "Slow" #~ msgstr "Pomalý" #~ msgid "Weak" #~ msgstr "Slabý" #~ msgid "trait^Aged" #~ msgstr "Starý" #, 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 "" #~ "Vaše jednotky v súbojoch nevyhnutne utrpia zranenie. Keď je jednotka " #~ "dst='experience_and_advancement' text='povýšená', plne sa " #~ "vylieči. To sa môže stať pri boji so súperom, či už počas tvojho alebo " #~ "súperovho ťahu. Wesnoth umožňuje liečiť jednotky i ďalšími spôsobmi. " #~ "Tieto sa všetky vykonávajú na začiatku tvojho kola, predtým ako začneš " #~ "ťahať." #~ msgid "Factions" #~ msgstr "Frakcie" #~ msgid "Overview" #~ msgstr "Prehľad" #~ msgid "Fundamentals of Gameplay" #~ msgstr "Základy hry" #~ 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" #~ "Na začiatok je najlepšie ťuknúť na tlačidlo text='Výcvik' v " #~ "hlavnom menu. Spustí sa tým interaktívny výcvik, ktorý vás naučí základy " #~ "Wesnothu. Potom sa odporúča najprv hrať kampaň Dedič trónu — ťuknite na " #~ "tlačidlo text='Výprava' a potom text='Dedič trónu'. Hra text='Bitka o Wesnoth' dokáže byť pomerne " #~ "náročná, takže si radšej vyberte text='ľahkú' zložitosť." #~ 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 "" #~ "Táto stránka zhŕňa všetko, čo potrebuje vedieť na hranie hry " #~ "text='Bitka o Wesnoth'. Obsahuje návod na hru a základné " #~ "herné mechanizmy. Počas hry sa budú na týchto stránkach objavovať nové " #~ "informácie, zároveň ako budete stretávať nové stránky hry. Podrobnejšie " #~ "informácie o zvláštnych situáciách a výnimkách nájdete na nasledujúcich " #~ "stránkach." #~ 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='Výprava' sa skladá z niekoľkých scén, ktoré po " #~ "sebe nasledujú a tým tvoria príbeh. Vo výprave je zvyčajne potrebné hrať " #~ "opatrnejšie a šetriť si svoje najlepšie jednotky na ďalšie použitie v " #~ "neskorších scénach výpravy." #~ 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 "" #~ "Hra sa skladá zo série bitiek nazývaných text='scény'. " #~ "Každá scéna postaví tvoje bojové jednotky proti bojovým jednotkám jedného " #~ "alebo viacerých súperov. Môžeš hrať sám proti počítaču, alebo sa striedať " #~ "s priateľmi pri sedení za počítačom (tzv. horúce kreslo). Ak máš počítač " #~ "pripojený k miestnej počítačovej sieti, môžeš hrať aj proti ostatným " #~ "užívateľom tejto siete. Ak máš počítač pripojený na internet, môžeš hrať " #~ "proti ostatným ľuďom na Internete." #~ msgid "Experience and Advancement" #~ msgstr "Skúsenosti a postup" #~ 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" #~ "text='Životaschopné' jednotky majú o 1 život a ešte o 1 " #~ "život za každú úroveň viac ako obyčajne a oddychovanie im uzdraví 2 " #~ "životy v každom kole, v ktorom nebojujú. Jed im spôsobuje o štvrtinu " #~ "menšie zranenia." #~ msgid "Help" #~ msgstr "Pomoc" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='Jednotky s týmto špeciálnym útokom'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Jednotky s touto schopnosťou'
" #~ msgid "Leaders:" #~ msgstr "Velitelia: " #~ msgid "Recruits:" #~ msgstr "Verbovaní:" #~ msgid "Era:" #~ msgstr "Éra:" #~ msgid "Factions:" #~ msgstr "Frakcie: " #~ msgid "Factions are only used in multiplayer" #~ msgstr "Frakcie sú používané iba v hre viacerých hráčov" #~ msgid "Base Terrain: " #~ msgstr "Základný terén" #~ msgid "level" #~ msgstr "Úroveň" #~ msgid "Advances from: " #~ msgstr "Povýšený z: " #~ msgid "Base unit: " #~ msgstr "Základná jednotka: " #~ msgid "Base units: " #~ msgstr "Základné jednotky: " #~ msgid "Variations: " #~ msgstr "Variácie: " #~ msgid "race^Miscellaneous" #~ msgstr "Rôzne" #~ msgid "Race: " #~ msgstr "Rasa: " #~ msgid "Abilities: " #~ msgstr "Schopnosti: " #~ msgid "Ability Upgrades: " #~ msgstr "Zvýšenie schopností: " #~ msgid "HP: " #~ msgstr "Životy: " #~ msgid "Moves: " #~ msgstr "Kroky: " #~ msgid "Vision: " #~ msgstr "Videnie: " #~ msgid "Jamming: " #~ msgstr "Blokovanie: " #~ msgid "Cost: " #~ msgstr "Cena: " #~ msgid "Alignment: " #~ msgstr "Príslušnosť: " #~ msgid "Required XP: " #~ msgstr "Potrebné skúsenosti: " #~ msgid "unit help^Attacks" #~ msgstr "Útoky" #~ msgid "unit help^Name" #~ msgstr "Názov" #~ msgid "Type" #~ msgstr "Typ" #~ msgid "Strikes" #~ msgstr "Údery" #~ msgid "Range" #~ msgstr "Dosah" #~ msgid "Special" #~ msgstr "Špeciálne" #~ msgid "Resistances" #~ msgstr "Odolnosti" #~ msgid "Attack Type" #~ msgstr "Typ útoku" #~ msgid "Resistance" #~ msgstr "Odolnosť" #~ msgid "Terrain" #~ msgstr "Terén" #~ msgid "Defense" #~ msgstr "Obrana" #~ msgid "Movement Cost" #~ msgstr "Cena pohybu" #~ msgid "Vision Cost" #~ msgstr "Cena videnia" #~ msgid "Jamming Cost" #~ msgstr "Cena blokovania" #~ msgid " < Back" #~ msgstr " < Naspäť" #~ msgid "Forward >" #~ msgstr "Ďalej >" #~ msgid "Reference to unknown topic: " #~ msgstr "Odkaz na neexistujúcu záložku: " #~ msgid "corrupted original file" #~ msgstr "poškodený originálny súbor" #~ 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 "" #~ "Jedna z foriem jašterov: buď dst='unit_Drake Clasher' " #~ "text='Úderník' alebo dst='unit_Drake Fighter' text='Vojak'." #~ msgid "Aerie" #~ msgstr "Hniezdo" #~ 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 "" #~ "Veľká štruktúra podobná hradu, ktorá je domovom dst='flight' " #~ "text='letky'. Obsahuje aj dst='breeding_pen' " #~ "text='rozmnožovacie ohrady'." #~ msgid "Breeding Pen" #~ msgstr "Rozmnožovacia ohrada" #~ 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 "" #~ "Časť dst='aerie' text='hniezda', kde pod dozorom " #~ "dst='dominant' text='Dominanta' žijú dst='breeder' " #~ "text='Nosnice'." #~ msgid "Breeding Cycle" #~ msgstr "Rozmnožovací cyklus" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "" #~ "Čas, ktorý uplynie medzi jedným kladením dst=egg text='vajec' " #~ "a ďalším." #~ msgid "World Ocean" #~ msgstr "Svetový oceán" #~ 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 "" #~ "Svetový oceán je názov otvoreného mora, ktoré obklopuje súostrovie " #~ "dst='morogor' text='Morogor'. Jašteri veria, že končí v " #~ "dst='abyss' text='Priepasti' - obrovskom smrtiacom vodopáde." #~ msgid "New Continent" #~ msgstr "Nový kontinent" #~ 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 "" #~ "Veľký kontinent na východ od dst='morogor' text='Morogoru'. " #~ "Jeho existencia nebola jašterom známa až do letu Galuna." #~ msgid "Abyss" #~ msgstr "Priepasť" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "" #~ "V svetonázore jašterov je to obrovský a smrtiaci vodopád, kde oceán padá " #~ "dolu zo zemského disku." #~ msgid "Spiral Path" #~ msgstr "Špirálová cesta" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "Polotajná organizácia medzi jaštermi zameraná na zabránenie Malthusovej " #~ "poslednej vojne. Pozri tiež dst='straight_path' text='Priama cesta'" #~ msgid "Straight Path" #~ msgstr "Priama cesta" #~ 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 "" #~ "Jašteria tradícia opakovaného rozširovania a dobývania. Tento výraz je " #~ "najčastejšie používaný príslušníkmi 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='Uchádzač', ktorý povstane ako vodca " #~ "jašterov. Jediný jašter v kmeni, ktorý má povolené rozmnožovať sa s " #~ "dst='breeder' text='nosnicami'. Výnimočne môže udeliť právo " #~ "párenia aj iným." #~ msgid "Vulcaniad" #~ msgstr "Vulkaniáda" #~ 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 "" #~ "(Nepravidelný) cyklus medzi následnými výbuchmi dst='mount_morogor' " #~ "text='Hory Morogor'. Je na ňom založený kalendár " #~ "dst='long_count' text='Dlhý letopočet'." #~ msgid "Recorder" #~ msgstr "Zapisovateľ" #~ 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 "" #~ "Zapisovateľ je jašterím knihovníkom, ktorý ovláda jašterie " #~ "dst='drakish_script' text='písmo'. Zapisovatelia sú jedinou " #~ "dst='caste' text='kastou' Jašterov, ktorú neurčuje príroda: " #~ "verbujú členov zo všetkých ostatných kást." #~ msgid "Laying" #~ msgstr "Kladenie" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "Časť dst='breeding_cycle' text='rozmnožovacieho cyklu'." #~ msgid "Hatching" #~ msgstr "Liahnutie" #~ msgid "Hatchling" #~ msgstr "Mláďa" #~ 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 "" #~ "Malý jašter, ktorý ešte nevidel vyliahnutie ďalšej generácie. " #~ "dst='flight' text='letky'." #~ msgid "Fledgling" #~ msgstr "Okrídlenec" #~ 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 "" #~ "Mladý jašter, ktorý videl vyliahnutie ďalšej generácie. Ak si " #~ "dst='flight' text='letka' môže dovoliť stratiť jednu " #~ "generáciu, môže spustiť dst='swarming' text='Rojenie'." #~ msgid "Breeder" #~ msgstr "Nosnica" #~ 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 "" #~ "Jašter ženského pohlavia. Sú vzácne, pretože o dst='egg' " #~ "text='vajcia', ktoré sa stanú nosnicami, je nutné sa mimoriadne " #~ "starať. Počet nosníc je limitovaný počtom mužských jašterov v okolí, " #~ "pretože nosnice si nevedia zaobstarať jedlo keď kladú vajcia. Jašterie " #~ "nosnice začnú byť plodné po ďalšom dst='hatching' text='liahnutí'." #~ msgid "Egg, Drake" #~ msgstr "Vajce jaštera" #~ 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=caste text='Kasta' budúceho dst='hatchling' " #~ "text='Mláďaťa' je určená už pri nakladení vajca a čiastočne aj " #~ "okolitou teplotou." #~ msgid "Flight" #~ msgstr "Letka" #~ 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 "" #~ "Kmeň jašterov, ktorý žije v dst='aerie' text='Hniezde' a " #~ "ovláda lovnú oblasť. Každý kmeň má jedného dst='dominant' " #~ "text='Dominanta', ktorý udeľuje právo na párenie." #~ msgid "Aspirant" #~ msgstr "Uchádzač" #~ 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 "" #~ "Mužský jašter, ktorý prešiel hormonálnymi zmenami, ktoré mu umožňujú " #~ "páriť sa s dst='breeder' text='nosnicami'. Vylučovanie " #~ "hormónov je spôsobované lovom a bojom, ktorých sa jašter zúčastnil." #~ msgid "Ascendant" #~ msgstr "Praotec" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "" #~ "Jašterí názov pre skutočného dst='unit_Fire Dragon' text='draka'." #~ msgid "Intendant" #~ msgstr "Správca" #~ 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 "" #~ "Jeden z dst='aspirant' text='Uchádzačov', zástupcov " #~ "dst='dominant' text='Dominanta'. Ten má tradične jedného z " #~ "každej dst=caste text='kasty' inej ako jeho vlastná. Ďalší " #~ "'Správcovia' sú niekdy určení na zvláštne úlohy. Správcovia majú " #~ "najväčšiu šancu získať povolenie na párenie, najmä po významnej službe." #~ msgid "Swarm" #~ msgstr "Roj" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "Kŕdeľ dst='swarmlings' text='rojacich sa jašterov', ktoré " #~ "opustili dst='aerie' text='hniezdo', aby našli nové." #~ msgid "Swarming" #~ msgstr "Rojenie" #~ 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 "" #~ " dst='flight' text='Let' za novým jašterím dst='aerie' " #~ "text='hniezdom', ktorý sa opakuje v každom " #~ "dst='breeding_cycle' text='rozmnožovacom cykle'. Pozri " #~ "dst='swarm' text='Roj'" #~ msgid "Runners" #~ msgstr "Bežci" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "Jašterí výraz pre uniknutých otrokov, ktorí slúžia ako lovná zver." #~ msgid "Mount Morogor" #~ msgstr "Hora Morogor" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "" #~ "Sopečná hora na centrálnom ostrove súostrovia dst='morogor' " #~ "text='Morogor'." #~ msgid "Long Count" #~ msgstr "Dlhý letopočet" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "Jašterí kalendár založený na dst='vulcaniad' text='Vulkaniáde' " #~ "a dst=breeding_cycle text='Rozmnožovacích cykloch'." #~ msgid "Long Pig" #~ msgstr "Dlhé prasa" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "" #~ "Výraz z lámaného jazyka južných morí pre ľudské mäso používaný na preklad " #~ "jašterieho slova s rovnakým významom." #~ msgid "Ceramics" #~ msgstr "Keramika" #~ 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 "" #~ "Jašteri spracovávajú kovy, ale ovládajú aj remeslo výroby keramiky. Iba " #~ "dst='unit_Drake Burner' text='opekači' vedia vytvoriť teplo " #~ "potrebné na vytvrdnutie do plnej pevnosti." #~ msgid "Drakish, script" #~ msgstr "Jašterie písmo" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "Písomný jazyk jašterov. Uchováva sa na dst='ceramic' " #~ "text='keramických' tabuľkách členmi s povolaním dst='recorder' " #~ "text='Zapisovateľ'." #~ msgid "Drakish, language" #~ msgstr "Jašterí jazyk" #~ msgid "The language spoken by the drakes." #~ msgstr "Jazyk, ktorým hovoria jašteri." #~ msgid "Flat" #~ msgstr "Rovina" #~ 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='Rovina' symbolizuje otvorené planiny, či už " #~ "obrábané, ponechané ladom, alebo divoké. V otvorenom priestranstve sa " #~ "možno veľmi ľahko pohybovať, ale ťažko brániť. Na rovine zvyčajne dobre " #~ "bojujú jazdecké jednotky, alebo veľmi vrtké jednotky, pre ktoré je " #~ "otvorený priestor výhodný.\n" #~ "\n" #~ "Väčšina jednotiek má na rovine obranu 30 až 40%." #~ msgid "Road" #~ msgstr "Cesta" #~ 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='Cesty' sú trasy z ušliapanej hliny vytvorené " #~ "mnohými prechádzajúcimi cestovateľmi. Čo sa týka pravidiel hry, cesty sú " #~ "to isté ako dst='terrain_flat' text='roviny'.\n" #~ "\n" #~ msgid "Forest" #~ msgstr "Les" #~ 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='Lesy' predstavujú krajinu s dostatočným drevitým " #~ "porastom, ktorý spomaľuje prechod. Hoci lesy takmer každého spomaľujú, " #~ "často ponúkajú jednotkám lepšiu obranu ako otvorené roviny. Napríklad " #~ "kavaléria sa v lese tak ťažko orientuje, že sa tým stráca akýkoľvek možný " #~ "úžitok z úkrytu. Elfovia sú však v lesoch výnimkou. Nielenže sa môžu v " #~ "lese pohybovať maximálnou rýchlosťou, získavajú aj výrazný obranný bonus. " #~ "Trpaslíci sú ďalšou výnimkou: hoci sa dokážu presekať lesom pomerne " #~ "rýchlo, je to pre nich natoľko neznámy terén, že ho nedokážu využiť na " #~ "obranu.\n" #~ "\n" #~ "Väčšina jednotiek má v lese obranu 50%, ale jazdecké iba 30%. Na druhej " #~ "strane elfovia majú obranu 60 až 70%, a to aj ich jazdecké jednotky. " #~ "Trpaslíci majú v lesoch zvyčajne obranu iba 30%.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Kopce" #~ 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='Kopce' predstavujú pomerne nerovný terén, kde je " #~ "dosť údolí a kopcov poskytujúcich úkryt. Väčšina jednotiek sa v kopcoch " #~ "ťažko pohybuje. Trpaslíci, trolovia a orkovia sa v tomto teréne cítia ako " #~ "doma a môžu ním prechádzať bez spomalenia. Jazda má zvyčajne problém " #~ "orientovať sa v tomto teréne, a preto nezískava žiaden obranný bonus.\n" #~ "\n" #~ "Väčšina jednotiek má v kopcoch obranu 50%, ale kavaléria iba 40%. " #~ "Trpaslíci majú v kopcoch obranu 60%.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "Hory" #~ 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='Hory' sú zvyčajne tak strmé, že jednotky v nich " #~ "musia preliezať rôzne prekážky. Poskytujú preto veľký obranný bonus pre " #~ "väčšinu jednotiek, ale zároveň výrazne spomaľujú pohyb. Väčšina " #~ "jazdeckých jednotiek na tento terén ani nemôže vstúpiť; výnimkou sú elfí " #~ "jazdci a goblini na vlkoch. Trpaslíci a trolovia sú v týchto oblastiach " #~ "doma, a preto sa v nich pomerne ľahko pohybujú.\n" #~ "\n" #~ "Väčšina jednotiek má v horách obranu 60%, trpaslíci majú až 70%." #~ msgid "Swamp" #~ msgstr "Močiar" #~ 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='Močiare' predstavujú rôzne druhy mokrej zeme. " #~ "Močiare spomaľujú prakticky každého a znemožňujú mu účinne sa brániť. " #~ "Výnimkou sú tvory prispôsobené na pohyb vo vode; tie sa pohybujú rýchlo a " #~ "majú obranný bonus.\n" #~ "\n" #~ "Väčšina jednotiek má v močiaroch obranu 30%. Morskí ľudia, hadí ľudia a " #~ "sauri majú okolo 60%." #~ msgid "Shallow Water" #~ msgstr "Plytká voda" #~ 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='Plytká voda' znamená, že hladina vody siaha " #~ "nanajvýš dospelému človeku po pás. To je dosť na to, aby spomalila takmer " #~ "každého a urobila ho veľmi zraniteľným. Keďže trpaslíkom takáto voda " #~ "siaha až po krk, majú to zvlášť ťažké. Výnimkou sú bytosti, ktorých telá " #~ "sú prispôsobené na plávanie; tieto majú dobrú obranu a rýchly pohyb.\n" #~ "\n" #~ "Väčšina jednotiek má v plytkej vode obranu 20 až 30%, hadí a morskí ľudia " #~ "majú až 60%." #~ msgid "Deep Water" #~ msgstr "Hlboká voda" #~ 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='Hlboká voda' znamená hladinu siahajúcu nad hlavu " #~ "dospelého človeka. Väčšina jednotiek nemôže do takejto hlbokej vody " #~ "vstúpiť; je to výhradná oblasť lietajúcich a dobre plávajúcich " #~ "jednotiek.\n" #~ "\n" #~ "Morskí a hadí ľudia majú v hlbokej vode obranu 50% a plný pohyb." #~ msgid "Frozen" #~ msgstr "Zamrznuté" #~ 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 "" #~ "text='Zamrznutý' terén predstavuje rovnú oblasť, ktorá " #~ "je pokrytá snehom alebo ľadom. Väčšina jednotiek je na ňom spomalená a " #~ "ťažšie sa na ňom bráni. Plávajúce jednotky, ani tie čo vedia dýchať pod " #~ "vodou, nemôžu plávať pod ľadom.\n" #~ "\n" #~ "Väčšina jednotiek má na zamrznutom teréne obranu 20 až 40%." #~ msgid "Castle" #~ msgstr "Hrad" #~ 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='Hrady' sú akékoľvek trvalé opevnenia. Takmer každá " #~ "jednotka dostáva pri pobyte v hrade veľký bonus na obranu a môže sa " #~ "pohybovať plnou rýchlosťou. Dobre bránený je len taký hrad, v ktorom je " #~ "veľa jednotiek. Ak je okrajové políčko hradu voľné, nepriateľ sa môže " #~ "jednoducho prešmyknúť dovnútra bez boja, a získava tým rovnaký obranný " #~ "bonus ako všetci ostatní vo vnútri.\n" #~ "\n" #~ "Väčšina jednotiek má v hrade obranu okolo 60%.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Piesok" #~ 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 "" #~ "Nestabilný text='piesok' spomaľuje pohyb väčšiny " #~ "jednotiek a neumožňuje im naplno sa brániť. Len jednotky so širokými " #~ "chodidlami alebo hadovitými telami sa v piesku ľahšie pohybujú.\n" #~ "\n" #~ "Väčšina jednotiek má v piesku obranu 20 až 40%." #~ msgid "Desert" #~ msgstr "Púšť" #~ 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='Púšte' síce majú odlišné zloženie ako malé " #~ "pieskové jamy alebo pláže, ale z hľadiska hry sa hodnotia ako rovnaké. " #~ "Pozri dst='terrain_sand' text='piesok'." #~ msgid "Cave" #~ msgstr "Jaskyňa" #~ 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 "" #~ "text='Jaskynný' terén predstavuje akúkoľvek podzemnú " #~ "chodbu, do ktorej sa zmestí vojenská jednotka. Väčšina jednotiek s týmto " #~ "terénom nemá skúsenosti a preto sú tu pomalé a ťažko sa bránia. Trpaslíci " #~ "a trolovia žijú v jaskyniach, preto sa tu pomerne ľahko pohybujú; zvlášť " #~ "trpaslíci, ktorí sa vďaka menším rozmerom ľahko vyhnú mnohým prekážkam. " #~ "Jaskyne sú niekedy dst='terrain_illuminated_cave' text='osvetlené'.\n" #~ "\n" #~ "Väčšina jednotiek má v jaskyniach obranu 20 až 40%, trpaslíci majú 50%." #~ msgid "Rockbound Cave" #~ msgstr "Skalnatá jaskyňa" #~ 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 "" #~ "Terén text='skalnatej jaskyne' je vytvarovaný pôsobením " #~ "vody a vetra, zvetrávajúcich skalnatý podklad. Je to hrboľatý podklad, " #~ "ktorý zmenšuje efektivitu väčšiny jednotiek, ale zlepšuje ich obranu. " #~ "Trpaslíci a trolovia, hlavní obyvatelia jaskýň, sa v tomto teréne " #~ "orientujú pomerne ľahko. Trpaslíci majú vďaka svojej malej výške v " #~ "takomto teréne veľké výhody. Jaskyne sú niekedy " #~ "dst='terrain_illuminated_cave' text='osvetlené'.\n" #~ "\n" #~ "Väčšina jednotiek má v skalnatej jaskyni obranu okolo 50%, jazda len 40%. " #~ "Trpaslíci majú v skalnatej jaskyni obranu 60%." #~ msgid "Illuminated Cave" #~ msgstr "Osvetlená jaskyňa" #~ 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 "" #~ "Osvetlená jaskyňa je malé územie, na ktoré z povrchu preniká svetlo. To " #~ "dáva bonus pri útoku jednotkám poriadku a berie bonus jednotkám chaosu. V " #~ "ostatných ohľadoch je tento terén rovnaký ako bežný " #~ "dst='terrain_cave' text='jaskynný terén'." #~ msgid "Mushroom Grove" #~ msgstr "Hubový porast" #~ 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='Hubový porast' je rozsiahly podzemný les " #~ "obrovských húb, ktorým sa darí vo vlhkom a tmavom prostredí. Väčšina " #~ "jednotiek má problém predierať sa podlahou pokrytou menšími hubami, ale " #~ "má možnosť sa kryť za väčšími kusmi. Jazdecké jednotky sú však v tomto " #~ "prostredí veľmi obmedzené a nemajú možnosť manévrovať. Nemŕtvym jednotkám " #~ "sa v prostredí hniloby darí dobre a sú v hubových lesoch pomerne účinné.\n" #~ "\n" #~ "Väčšina jednotiek má v hubovom poraste obranu 50% až 60%, jazda má iba " #~ "20%." #~ msgid "Village" #~ msgstr "Dedina" #~ 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='Dedina' predstavuje akékoľvek zoskupenie budov, či " #~ "už ľudských alebo iných. Takmer všetky jednotky, vrátane jazdeckých, sa " #~ "cez dedinu ľahko pohybujú a väčšina jednotiek má pri pobyte v dedine " #~ "obranný bonus. Dediny zároveň poskytujú jednotkám prostriedky na " #~ "ošetrenie zranení, čo umožňuje každej jednotke zdržujúcej sa v dedine " #~ "uzdraviť osem životov v každom kole, alebo sa vyliečiť z jedu.\n" #~ "\n" #~ "Väčšina jednotiek má v dedine obranu 50 až 60%, jazdecké iba 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Ponorená dedina" #~ 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='Ponorené dediny' sú domovom morských a hadích " #~ "ľudí. Vodné živočíchy sa tu cítia ako doma, suchozemské majú problémy " #~ "orientovať sa a brániť tieto dediny. Napriek tomu, ako v každej dedine, " #~ "aj tu sú dostupné prostriedky na ošetrenie zranení jednotiek. Každá " #~ "jednotka zdržujúca sa v dedine si môže uzdraviť 8 životov v každom kole, " #~ "alebo vyliečiť jed.\n" #~ "\n" #~ "Morskí a hadí ľudia majú v ponorenej dedine obranu 60%, suchozemské " #~ "jednotky majú obyčajne nízku obranu." #~ msgid "Unwalkable" #~ msgstr "Neschodné" #~ 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='Neschodný terén' zahŕňa priepasti a rokliny, ktoré " #~ "nie je možné prejsť chôdzou. Rokliny mávajú strmé steny, ktorých " #~ "zliezanie by trvalo celé dni. Z hľadiska hry sa môžu cez tento terén " #~ "pohybovať len lietajúce jednotky." #~ msgid "Lava" #~ msgstr "Láva" #~ 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 "" #~ "Nebezpečenstvo vyplývajúce z pokusu prejsť cez horúcu " #~ "text='lávu' je jasné každému. Čo sa týka možností " #~ "pohybu, láva je zhodná s dst='terrain_unwalkable' text='neschodným " #~ "terénom' a môžu cez ňu prejsť iba jednotky, ktoré dokážu dostatočne " #~ "vysoko lietať. Roztavená magma vydáva výrazné svetlo, ktoré osvetľuje " #~ "oblasť priamo nad ňou. To poskytuje bonus pri útoku jednotkám poriadku a " #~ "uberá bonus jednotkám chaosu." #~ msgid "River Ford" #~ msgstr "Riečny brod" #~ 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 "" #~ "Ak je rieka veľmi plytká, pozemné jednotky cez ňu jednoducho prejdú. " #~ "Plávajúce jednotky sa tu takisto pohybujú rovnako ľahko ako v iných " #~ "častiach rieky. Z hľadiska hry sa teda riečny brod počíta buď ako rovina " #~ "alebo ako plytká voda, podľa toho, čo danej jednotke z hľadiska obrany a " #~ "pohybu viac vyhovuje." #~ msgid "Coastal Reef" #~ msgstr "Pobrežný útes" #~ 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='Pobrežné útesy' sú plytčiny tvorené skalami, " #~ "koralmi a pieskom. To poskytuje suchozemským jednotkám lepšie obranné " #~ "pozície ako obyčajná plytká voda. Vodným tvorom umožňuje výnimočne vysokú " #~ "obranu.\n" #~ "\n" #~ "Morskí a hadí ľudia majú v pobrežných útesoch obranu až 70%." #~ msgid "Bridge" #~ msgstr "Most" #~ 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 "" #~ "Postaviť text='most' cez rieku dáva obyvateľom možnosť " #~ "vyhnúť sa odkázanosti na rozmary prírody, ktorá určuje výšku hladiny na " #~ "brodoch. Prejsť cez rieku suchou nohou je zvlášť príjemné v " #~ "najchladnejších mesiacoch roka.\n" #~ "\n" #~ "Most je najlepšou voľbou pre tých, čo idú pešo, i pre tých, čo sa plavia " #~ "- z hľadiska hry sa most považuje buď za rovinu alebo plytkú vodu, podľa " #~ "toho, čo danej jednotke poskytuje lepšie možnosti pohybu a obrany. Na " #~ "jednom políčku mostu sa nemôže zároveň nachádzať plávajúca i pozemná " #~ "jednotka." #~ msgid "Impassable" #~ msgstr "Neprekonateľné" #~ 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 "" #~ "Ani najodhodlanejší cestovateľ nedokáže prekonať prekážky ako hladké " #~ "steny z kameňa, hory tak vysoké a strmé, že sú stále vo venci oblakov. " #~ "Dokonca ani lietajúce bytosti sa nevedia orientovať medzi rozoklanými " #~ "vrcholmi v takých výškach. Ani najzúrivejší trol nedokáže preraziť hrubú " #~ "kamennú stenu." #~ msgid "" #~ "Berserk:\n" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the combatants is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Zúrivý:\n" #~ "Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného " #~ "z protivníkov, prípadne kým si nevymenia 30 sérií útokov." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magický:\n" #~ "Tento útok má vždy šancu 70% na zásah bez ohľadu na obranné možnosti " #~ "jednotky, na ktorú sa útočí." #~ msgid "firststrike" #~ msgstr "prvý úder" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Prvý útok:\n" #~ "Týmto útokom útočí jednotka vždy prvá, aj keď bola napadnutá." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Kŕmenie:\n" #~ "Táto jednotka získa 1 život k svojmu maximálnemu počtu kedykoľvek zabije " #~ "inú živú jednotku." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Niektoré zbrane majú špeciálne vlastnosti, ktoré zvyšujú efektivitu " #~ "útokov s nimi.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Šanca na zásah'
"