# Translation of wesnoth-help.po into Serbian. # Copyright (C) 2011 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # Chusslove Illich , 2011, 2012. msgid "" msgstr "" "Project-Id-Version: wesnoth-help\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2024-04-10 12:05-0500\n" "PO-Revision-Date: 2012-04-01 16:53+0200\n" "Last-Translator: Chusslove Illich \n" "Language-Team: Serbian\n" "Language: sr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Kate\n" "Plural-Forms: nplurals=4; plural=n==1 ? 3 : n%10==1 && n%100!=11 ? 0 : " "n%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" "X-Environment: wesnoth, wesnoth/noent\n" "X-Wrapping: fine\n" "X-Associated-UI-Catalogs: wesnoth-lib wesnoth wesnoth-httt\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113 msgid "Underground" msgstr "подземље" #. [label] #. [trait]: id=undead #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183 #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "немртвост" #. [label] #. [chance] #. [trait]: id=fearless #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196 #: data/campaigns/World_Conquest/resources/data/training.cfg:285 #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "неустрашивост" #. [label] #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244 #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48 #: data/core/macros/weapon_specials.cfg:41 #: data/core/macros/weapon_specials.cfg:52 msgid "plague" msgstr "куга" #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7 #: data/core/macros/weapon_specials.cfg:53 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "Walking Corpse on the same side as the unit with the Plague attack. This " #| "doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Куга:\n" "Када јединица настрада под нападом куге, бива замењена бауљашем на страни " "оне која је бацила кугу. Ово не ради на немртвима или јединицама у селу." #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "постојаност" #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704 #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "постојаност" #. [illuminates]: id=illumination_song_verse #. [illuminates]: id=illumination #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344 #: data/core/macros/abilities.cfg:238 msgid "female^illuminates" msgstr "обасјавање" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "лечење +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675 #: data/core/macros/abilities.cfg:10 msgid "female^heals +4" msgstr "лечење +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Лечење +4:\n" "Омогућава јединици да лечи суседне савезничке јединице на почетку сваког " "потеза.\n" "\n" "Јединица под утицајем овог видара може повратити до 4 УП по потезу, или не " "осетити дејство отрова у датом потезу.\n" "Видар не може исцелити отровану јединицу, већ она мора потражити бригу у " "селу или код јединице која уме да исцељује." #. [heals]: id=healing #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing and slowing dehydration." msgstr " Ова јединица познаје основе лечења." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "лечење +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699 #: data/core/macros/abilities.cfg:36 msgid "female^heals +8" msgstr "лечење +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Лечење +8:\n" "Ова јединица обједињује лековите траве и магију како би лечила брже него што " "је то уобичајено на бојном пољу.\n" "\n" "Јединица под утицајем овог видара може повратити до 8 УП по потезу, или не " "осетити дејство отрова у датом потезу.\n" "Видар не може исцелити отровану јединицу, већ она мора потражити бригу у " "селу или код јединице која уме да исцељује." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728 #, fuzzy #| msgid "heals +4" msgid "heals +12" msgstr "лечење +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729 #, fuzzy #| msgid "female^heals +4" msgid "female^heals +12" msgstr "лечење +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 12 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 "" "Лечење +8:\n" "Ова јединица обједињује лековите траве и магију како би лечила брже него што " "је то уобичајено на бојном пољу.\n" "\n" "Јединица под утицајем овог видара може повратити до 8 УП по потезу, или не " "осетити дејство отрова у датом потезу.\n" "Видар не може исцелити отровану јединицу, већ она мора потражити бригу у " "селу или код јединице која уме да исцељује." #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, slowing dehydration, and " "curing them of poison." msgstr "" " Ова јединица може и да лечи јединице око себе, и да их исцељује од отрова." #. [artifact] #. [chance] #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699 #: data/campaigns/World_Conquest/resources/data/training.cfg:785 #: data/core/macros/abilities.cfg:253 msgid "teleport" msgstr "телепортација" #. [artifact] #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "обнављање" #. [chance] #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/data/training.cfg:257 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "Увек се лечи на одмору" #. [chance] #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/data/training.cfg:438 #: data/core/macros/weapon_specials.cfg:21 msgid "backstab" msgstr "нож у леђа" #. [chance] #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/data/training.cfg:500 #: data/core/macros/abilities.cfg:389 msgid "feeding" msgstr "храњење" #. [chance] #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/data/training.cfg:527 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "вођство" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12 #: data/core/macros/abilities.cfg:285 msgid "ambush" msgstr "заседа" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15 msgid "Castle" msgstr "замак" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18 msgid "Cave" msgstr "пећина" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21 #: data/core/macros/abilities.cfg:348 msgid "concealment" msgstr "скривање" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24 #: data/core/macros/weapon_specials.cfg:166 msgid "drains" msgstr "црпљење" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27 msgid "firststrike" msgstr "први удар" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30 msgid "Forest" msgstr "шума" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33 msgid "Frozen" msgstr "клизавица" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36 msgid "Hills" msgstr "брда" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39 #: data/core/macros/weapon_specials.cfg:86 msgid "marksman" msgstr "оштроокост" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42 msgid "Mushroom Grove" msgstr "гљиварски гај" #. [hides]: id=nightstalk #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45 #: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329 msgid "nightstalk" msgstr "вребање" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51 #: data/core/macros/weapon_specials.cfg:188 msgid "poison" msgstr "отров" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57 msgid "Sand" msgstr "песак" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "чаркање" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63 #: data/core/macros/weapon_specials.cfg:64 msgid "slows" msgstr "успоравање" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66 msgid "Swamp" msgstr "мочвара" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "исцељивање" #. [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:372 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Editor" msgstr "теренски модификатори" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:384 #, fuzzy #| msgid "Terrain Modifiers" msgid "Scenario Editor" msgstr "теренски модификатори" #. [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 #. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:110 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_terrain_overlays #: data/core/editor/help.cfg:128 msgid "Editor Terrain-Overlay Graphics" msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:129 msgid "" "editor^Maps generally look similar in the editor to their appearance in the " "game. There are a few exceptions, where different graphics are used in the " "editor; all the overlays described here are found in the terrain palette’s " "“special” group." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English the text is “IO” for impassable and “UO” for unwalkable. #: data/core/editor/help.cfg:134 msgid "" "editor^text='Movement Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/impassable-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes " "Impassable and Unwalkable\n" "\n" "While easily noticeable in the editor, these are invisible in the game, so " "the mixed terrains created by them look like the base terrain. They create a " "mixed terrain with the movement costs set to “impassable” or “unwalkable” " "respectively." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English these images are the literal text “Castle overlay” and “Keep overlay”. #: data/core/editor/help.cfg:143 msgid "" "editor^text='Castle Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes\n" "\n" "Adding either of these overlays to a passable hex allows units to be " "recruited onto a hex. The keep also allows a leader to recruit from there.\n" "\n" "These can be added to an impassable hex to connect a castle to a visually-" "separate keep through an impassable wall. It’s also possible to create a " "castle that seems to have grassland between the keep and towers, however " "this requires the connecting hexes to be occupied or blocked to prevent " "units being recruited onto them." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image here has text, while it could be translated I assume editor-only images won’t be. #. In English this image is the literal text “Village overlay”. #: data/core/editor/help.cfg:154 msgid "" "editor^text='Village Overlay'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "This turns any base terrain into a village, providing income and healing." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image is an “S” on a solid black background. #: data/core/editor/help.cfg:162 msgid "" "editor^text='Fake Shroud'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "Fake Shroud looks like an unexplored area, even in scenarios that have " "shroud disabled and even when the player’s units can see the hex." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:171 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Elevation Graphics" msgstr "теренски модификатори" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:172 msgid "" "A cosmetic elevation effect that looks a little different in the editor than " "in the game due to visual aids in the editor; all the overlays described " "here are found in the terrain palette’s “elevation” group." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:175 msgid "editor^text='Direct Overlays'" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:177 msgid "" "Bluffs and Gulch\n" "\n" "The bluffs, gulches, and similar variations are much like a standard terrain " "overlay, and can simply be used that way. However, for larger areas of the " "map, where you will want to allow the use of other overlay terrains, you " "will want to combine these with the “markers” described in the next section." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:182 msgid "editor^text='Elevation Floodfill'" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:184 msgid "Raised elevation on-map marker" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:185 msgid "" "Raised elevation editor palette icon\n" "\n" "To make a patch of terrain higher or lower, and still be able to use other " "overlay terrains such as trees, you will need to use these markers. Placing " "one of these arrows on the map will flood-fill the map with a color-coded " "haze; neither the haze nor the arrow will be visible in game. The hazed area " "will have a border ledge, making it look higher or lower than the adjacent " "tiles.\n" "\n" "There are two high markers and two low markers, so it is possible to make " "terraces of up to five levels (lowest, lower, normal, higher, highest). " "Placing a high region next to a low region does not result in larger " "cliffs.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:192 msgid "" "editor^text='How to Use'\n" "\n" "The marker arrows are not very useful by themselves, but the bluffs/gulch-" "type terrains can be used to contain the floodfilled area.\n" "\n" "An example use case would be:\n" "1. Select the Bluffs (^Qhh) from the editor palette and use single-hex " "paint tool to outline a big blob over an empty, all-grass map.\n" "2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the " "Bluffs border).\n" "3. The blob should all be raised now, and as long as you don't overwrite " "the Marker or Bluffs overlays, you can add other terrain overlays as " "needed.\n" "\n" "The graphics used to represent the ledge borders are determined by the base " "terrain.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:203 msgid "" "editor^text='Note for UMC authors: The flood-filled tiles do not " "have their terrain codes changed, or any other properties affected, so " "filtering a location by elevation is not simple.' italic='yes' font_size=10 " "" msgstr "" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:208 #, fuzzy #| msgid "Terrain" msgid "Deprecated Terrain" msgstr "терен" #. [topic]: id=editor_deprecated_overlay #. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated. #. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it. #: data/core/editor/help.cfg:211 msgid "" "editor^src='terrain/grass/green.png~BLIT(terrain/deprecated-editor." "png)' align=left box=yesThe magenta ‘D’ (for “Deprecated”).\n" "\n" "This is shown in the editor over deprecated terrain codes. Examples are:\n" "• the dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain',\n" "• the “Xol” Lit Stone Wall, which is deprecated because several wall " "terrains now support the “^Efs” Sconce embellishment.\n" "\n" "The help pages for these terrains may have additional text that’s only shown " "in the editor, describing the deprecation and the recommended replacements." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:224 msgid "Label Tool" msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:225 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:240 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:241 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:254 msgid "Village Ownership Tool" msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:255 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:269 msgid "Unit Tool" msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:270 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:285 msgid "Named Areas" msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:286 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:307 msgid "Playlist Manager" msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:308 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_addon_id #: data/core/editor/help.cfg:319 msgid "Change Add-on ID" msgstr "" #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:320 msgid "" "Allows changing the ID of an add-on, which is the name of the folder it’s " "in. This will only rename that folder and update any references to it in the " "_main.cfg file. Any other place will need to be updated manually." msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:329 msgid "Add-on Publishing Editor" msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:330 msgid "" "Allows setting up an add-on’s _server.pbl file, which is required for " "publishing an add-on to the add-ons server for other players to download. " "The Validate button will check whether all required fields have valid values." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:338 msgid "Map/Scenario Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:339 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 as well as initializing an add-" "on which can be used to distribute the scenarios you create.\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." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:351 msgid "" "In either mode, you will be prompted to choose an add-on to use for the " "scenarios you create. This can be an existing add-on or a brand new add-on. " "If you choose to use a brand new add-on, then the add-on will have all the " "required files and folders automatically created as well as a default ID " "assigned. Unless you are editing an already existing map file, using " "scenario mode is required in order for your maps to be selectable during " "game creation." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:353 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:373 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:385 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:387 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:394 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:402 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves one file when in terrain mode (a .map) or two files " "when in scenario mode (both a .map and a .cfg).\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 cannot be " "opened by the scenario editor, the editor will attempt to find the " "scenario's map data and open the corresponding .map file in terrain-only " "mode, as if the .map file was chosen in the file selector. It is recommended " "in those cases to simply load the .map file directly instead." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:414 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:415 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" "One option 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='Example'
\n" "If your add-on will only be used on 1.18 and later, it is instead " "recommended to use the new include_file attribute to load a .cfg file " "containing additional WML into the scenario.\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" "• maps/first.map\n" " ◦ this is the .map file created by the scenario editor when saving in " "scenario mode\n" "• scenarios/other.cfg\n" " ◦ this is the .cfg file containing everything that the scenario editor " "doesn't understand\n" "• scenarios/first.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the " "map file\n" " ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load " "the additional cfg file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:438 msgid "Editor Mask Usage" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:439 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:447 #, fuzzy #| msgid "Time of Day" msgid "ToD and Schedule Editor" msgstr "Доба дана" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:448 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:459 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:461 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:466 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:467 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:468 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:480 msgid "Wesnoth Map Format" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:481 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:483 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:496 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:504 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the scenario data as a .cfg file and the " "map data as a separate .map file. The scenario then references the .map file " "via map_file. 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 "" #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127 msgid "Deep Underground" msgstr "дубоко подземље" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "унутрашњост" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Енциклопедија" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 #, fuzzy #| msgid "dst='..geography' text='Geography'" msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Географија'" #. [section]: id=calendar #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13 msgid "Calendar" msgstr "" #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:14 msgid "" "Each year in the Wesnoth calendar is composed of 12 months. These are, in " "order:\n" "\n" "Whitefire\n" "Bleeding Moon\n" "Scatterseed\n" "Deeproot\n" "Scryer’s Bloom\n" "Thorntress\n" "Summit Star\n" "Kindlefire\n" "Stillseed\n" "Reaper’s Moon\n" "Verglas Bloom\n" "Blackfire\n" "\n" msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Географија" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Аркан-торија" #. [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 "" "Река што извире у dst='heart_mountains' text='Језгреним планинама' и тече на исток до Листре." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy #| msgid "Great Ocean" msgid "Great River" msgstr "Велики океан" #. [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 "" "Континент на коме се налази dst='kingdom_wesnoth' text='Веснотско " "краљевство'. Западном обалом излази на dst='great_ocean' " "text='Велики океан'." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Велики океан" #. [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 "" "Простире се западно од dst='great_continent' text='континента' и " "све реке се на концу у њега уливају. Далеко на запад у Великом океану налази " "се огроман архипелаг по имену dst='morogor' text='Морогор'." #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Морогор" #. [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 "" "Архипелаг, смештен негде у dst='great_ocean' text='Великом океану' западно од dst='green_isle' text='Зеленострва' а источно од " "dst=old_continent text='Старог континента'.\n" "Углавном је насељен dst='..race_drake' text='змаговима'.\n" "Средишње острво архипелага такође се назива Морогором." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Зеленострво" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "Повеће острво у dst='great_ocean' text='Великом океану'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Стари континент" #. [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 "" "Простире се западно од dst='morogor' text='Морогора', с ону " "страну dst='great_ocean' text='Великог океана'." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Велики континент" #. [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 "" "Континент на коме се налази dst='kingdom_wesnoth' text='Веснотско " "краљевство'. Западном обалом излази на dst='great_ocean' " "text='Велики океан'." #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Ирдија" #. [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 "" "Ирдијом се назива свет у коме постоји dst='kingdom_wesnoth' " "text='Веснотско краљевство'. Овај израз, међутим, ретко се користи у " "подручјима приказаним на главној карти. Тамошњи народи обично кажу просто " "„свет“, или, поетичније, „широки зелени свет“." #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Веснотско краљевство" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 #, fuzzy #| msgid "" #| "The Kingdom of Wesnoth is located in the north-central portion of the " #| "dst='great_continent' text='Great Continent'. Most of the " #| "mainline campaigns revolve around it. It is bounded on the map by the " #| "Great River to the north, the shore of the Great Ocean to the west, the " #| "Aethenwood to the dst='southwest_elven_lands' text='southwest', and the Bitter Swamp to the southeast (lower right corner of the " #| "main map).\n" #| "\n" #| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier " #| "region. It is bounded to the south (off-map) by dense woods of which the " #| "Aethenwood may be considered a northernmost extension.\n" #| "\n" #| " • Notable cities:\n" #| " ◦ Weldyn: The capital of Wesnoth.\n" #| " ◦ Aldril: City lying on the Bay of Pearls.\n" #| " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n" #| " ◦ Carcyn: Located between the Grey Woods and the Great River.\n" #| " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of " #| "the country, just west and north of Weldyn.\n" #| " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls " #| "the confluence of the Weldyn River and the Great River.\n" #| " ◦ Fort Tahn: The southernmost border outpost, controls the " #| "north/south road crossing the River Aethen.\n" #| " ◦ Tath: Important fort city north of Dan’Tonk, exerts control " #| "over the wilderness country around the east of the Brown Hills and north " #| "to the Ford of Abez.\n" #| "\n" #| " • Notable land features:\n" #| " ◦ Gryphon Mountain: Home of the fabled Gryphons\n" #| " ◦ Ford of Abez: Shallow part of the Great River, it is usually " #| "controlled by Wesnothian forces\n" #| " ◦ Weldyn River: It branches from the Great River and goes " #| "south\n" #| " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and " #| "Fort Tahn, this plain is Wesnoth’s bread basket and home to most of its " #| "population\n" #| " ◦ Dulatus Hills: These rolling hills bordering the Great " #| "Central Plain provide much of Wesnoth’s livestock and agriculture\n" #| " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is " #| "not well-populated and occasionally very dangerous.\n" #| " ◦ Horse Plains: Region of rolling plains just south of the " #| "Great River, bounded by Glyn’s Forest to the west and the River Weldyn to " #| "the east; the southern reach merges into the Central Plain. Home of the " #| "powerful Clans; the best horses in Wesnoth are bred here.\n" #| " ◦ Estmark Hills: Largish range rising south of the Great River " #| "and east of the Weldyn River. The northernmost portion, nearest the River " #| "Weldyn, has at various times been settled by Wesnothians, but the " #| "Kingdom’s control is tenuous at best and banditry is common.\n" #| " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for " #| "one of Haldric II’s sons\n" #| " ◦ Gray Woods: Large forest in the heart of the wilds of " #| "Wesnoth, located between Carcyn and Aldril and generally considered to be " #| "haunted\n" #| " ◦ Green Swamp: Large swamp in the heart of the wilds of " #| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and " #| "feeds into the Great River. (Not shown on the main map.)" msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='Notable cities:'
\n" " • Weldyn: The capital of Wesnoth.\n" " • Aldril: City lying on the Bay of Pearls.\n" " • Blackwater Port: City lying south of the Bay of Pearls.\n" " • Carcyn: Located between the Grey Woods and the Great River.\n" " • Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " • Soradoc: The northernmost border outpost of Wesnoth, controls the " "confluence of the Weldyn River and the Great River.\n" " • Fort Tahn: The southernmost border outpost, controls the north/south " "road crossing the River Aethen.\n" " • Tath: Important fort city north of Dan’Tonk, exerts control over the " "wilderness country around the east of the Brown Hills and north to the Ford " "of Abez.\n" "\n" "
text='Notable land features:'
\n" " • Gryphon Mountain: Home of the fabled Gryphons.\n" " • Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces.\n" " • Weldyn River: It branches from the Great River and goes south.\n" " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, " "this plain is Wesnoth’s bread basket and home to most of its population.\n" " • Dulatus Hills: These rolling hills bordering the Great Central Plain " "provide much of Wesnoth’s livestock and agriculture.\n" " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-" "populated and occasionally very dangerous.\n" " • Horse Plains: Region of rolling plains just south of the Great River, " "bounded by Glyn’s Forest to the west and the River Weldyn to the east; the " "southern reach merges into the Central Plain. Home of the powerful Clans; " "the best horses in Wesnoth are bred here.\n" " • Estmark Hills: Largish range rising south of the Great River and east " "of the Weldyn River. The northernmost portion, nearest the River Weldyn, has " "at various times been settled by Wesnothians, but the Kingdom’s control is " "tenuous at best and banditry is common.\n" " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of " "Haldric II’s sons.\n" " • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" "Веснотско краљевство протеже се преко средишњег и северног дела " "dst='great_continent' text='Великог континента'. Већина похода из " "главног одиграва се у вези с њим. Границе на главној карти су му велика река " "на северу, обала Великог океана на западу, Етенвуд на " "dst='southwest_elven_lands' text='југозападу' и Грча мочвара на " "југоистоку (доњи десни угао карте).\n" "\n" "Преко реке Етен, јужно од утврде Тан, лежи веснотско погранично подручје. На " "југу (ван карте) ограничено је густом шумом, чијим се најсевернијим делом " "може сматрати Етенвуд.\n" "\n" " • Истакнути градови:\n" " ◦ Велдин: престоница Веснота.\n" " ◦ Алдрил: град на Бисерном заливу.\n" " ◦ Лука Црноморска: град јужно од Бисерног залива.\n" " ◦ Карсин: између Седошумља и Велике реке.\n" " ◦ Дан-тонк: Највећи град у Весноту, смештен у срцу земље, " "северозападно надомак Велдина.\n" " ◦ Сорадок: Најсевернија гранична испостава Веснота, надгледа ушће " "Велдина и Велике реке.\n" " ◦ Утврда Тан: Најјужнија гранична испостава, надгледа прелаз пута " "север-запад преко реке Етен.\n" " ◦ Тат: важан утврђени град северно од Дан-тонка, држи под " "контролом дивљину источно од Смеђих брда и северно од газа Абеза.\n" "\n" " • Истакнута географија:\n" " ◦ Грифонска планина: дом бајковитим грифонима.\n" " ◦ Газ Абеза: плитак део Велике реке, обично у влашћу веснотских " "снага.\n" " ◦ Река Велдин: грана се из Велике реке и тече ка југу.\n" " ◦ Велика средишња равница: подручје ограничено Велдином, Дан-" "тонком и утврдом Тан, веснотска житница и дом већем делу његовог " "становништва.\n" " ◦ Дулатијско побрђе: ниска брда уз Велику средишњу равницу, извор " "доброг дела веснотске стоке и житарица.\n" " ◦ Смеђа брда: пустош око Грифонске планине, слабо насељена и " "повремено врло опасна.\n" " ◦ Коњичке равнице: ниско побрђе одмах јужно од Велике реке, " "ограничено Глиновом шумом на западу и реком Велдин на истоку, док се јужним " "крајем претапа у Средишњу равницу. Дом моћним клановима, где се гаје најбољи " "коњи у Весноту.\n" " ◦ Естмаршко побрђе: повелики венац што се издиже јужно од велике " "реке а источно од реке Велдин. Најсевернији део, близу реке Велдин, " "повремено су насељавали Весноћани, али је краљевска паска на њим танка и у " "најбоља времена и разбојништва су честа.\n" " ◦ Глинова шума: понекад знана и као Краљевска шума, по једном од " "синова Халдрика Другог.\n" " ◦ Седошумље: Велика шума у срцу веснотске дивљине, распрострта " "између Карсина и Алдрила, обично се сматра поседнутом.\n" " ◦ Зелена мочвара: велика мочвара у средишту веснотске дивљине, " "јужно од Алдрила. Наводњава се из Смеђих брда а одлива у Велику реку (ван " "главне карте)." #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "Еленсефар" #. [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 "" "У нека времена Еленсефар је покрајина dst='kingdom_wesnoth' " "text='Веснота', у нека друга назависна држава, а понекад пак у " "споразумној федерацији са Веснотом. Границе су му Велика река на северу, " "слабо одређена међа према Весноту на истоку, Бисерни залив на југу, и " "dst='great_ocean' text='океан' на западу. Више података може се " "наћи у историографији Веснота.\n" "\n" " • Истакнути градови:\n" " ◦ Еленсефар: престоница, смештена на острву у делти " "dst='great_river' text='Велике реке'.\n" " ◦ Карсин: град на веснотско-еленсефарској граници, у спору са " "Веснотом.\n" " • Истакнута географија:\n" " ◦ dst='great_river' text='Велика река': врло широка на " "овом месту, да се само бродом може прећи." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Североземље" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 #, fuzzy #| msgid "" #| "There is no government of the Northlands. Various groups of orcs, " #| "dwarves, barbarian men and even elves populate the region. The northern " #| "and eastern borders are not defined, the southern border is the " #| "dst='great_river' text='Great River', and the western border " #| "is the dst='great_ocean' text='Great Ocean'.\n" #| "\n" #| " • Notable cities:\n" #| " ◦ Glamdrol: An Orcish tribal capital\n" #| " ◦ Romyr: Another Orcish tribal capital\n" #| " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n" #| " ◦ Dwarven Doors: A mixed human/dwarven town in the region of " #| "Knalga in the southern Heart Mountains. A major trade center.\n" #| " ◦ Dallben and Delwyn: Human villages originally built by " #| "settlers who crossed the Great River during Wesnoth’s Golden Age " #| "expansion. Now abandoned. The forested area northeast of Elensefar, where " #| "these villages were located, was named the Annuvin province by men but " #| "was known by the elves as Wesmere.\n" #| "\n" #| " • Notable land features:\n" #| " ◦ Heart Mountains: A virtually impassable barrier between the " #| "river country and the Northern Plains.\n" #| " ◦ Heartfangs: the particularly forbidding stretch of high peaks " #| "southwest of Lake Vrug and north of the Forest of Wesmere. The most " #| "inhospitable and dangerous portion of the Heart Mountains; only hermits, " #| "madmen, and mages live there.\n" #| " ◦ Swamp of Dread: a very large bog located between the Heart " #| "Mountains and the Great River. A notoriously dangerous place.\n" #| " ◦ Lake Vrug: A large mountain lake whose river carves the only " #| "pathway through the Northern Mountains\n" #| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is " #| "the elvish name; among humans it is called Longlier.\n" #| " ◦ River Listra: The south-running tributary of the Great River " #| "into which the Arkan-thoria empties.\n" #| " ◦ Lintanir Forest: The southernmost portion of the Great " #| "Northern Forest, a gigantic wood whose eastern and northern boundaries " #| "are known only the elves. Their capitol, Elensiria, has only seldom been " #| "visited by humans.\n" #| " ◦ Great River: The origin of this river is somewhere in the " #| "east of the northern lands" msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "
text='Notable cities:'
\n" " • Glamdrol: An Orcish tribal capital.\n" " • Wesmere: The location of the Ka’lian — the Elvish Council.\n" " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " "the southern Heart Mountains. A major trade center.\n" " • Dallben and Delwyn: Human villages originally built by settlers who " "crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='Heart Mountains': A virtually " "impassable barrier between the river country and the Northern Plains.\n" " • Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " • Swamp of Dread: a very large bog located between the Heart Mountains " "and the Great River. A notoriously dangerous place.\n" " • Lake Vrug: A large mountain lake whose river carves the only pathway " "through the Northern Mountains.\n" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "comes out of Lake Vrug. This is the elvish name; among humans it is called " "Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='Great River': The origin of this " "river is somewhere in the east of the northern lands." msgstr "" "Североземље нема никакве владе. У том подручју обитавају разнолике скупине " "оркова, патуљака, људи варвара, па чак и вилењака. Северне и источне границе " "нису одређене, док је јужна dst='great_river' text='Велика река' " "а западна dst='great_ocean' text='Велики океан'.\n" "\n" " • Истакнути градови:\n" " ◦ Гламдрол: орковска племенска престоница.\n" " ◦ Ромир: још једна орковска племенска престоница.\n" " ◦ Весмер: седиште Калијана, вилењачког већа.\n" " ◦ Патуљачке двери: мешани људско-патуљачки град у области Кналге, " "у јужним Језгреним планинама. Велико трговачко средиште.\n" " ◦ Далбен и Делвин: људска села која првобитно подигоше насељеници " "што дођоше преко Велике реке, током ширења у златно доба Веснота. Тренутно " "напуштена. Пошумљено подручје североисточно од Еленсефара, где се ова села " "налазише, људи су назвали покрајином Анувин, а међу вилењацима знано је као " "Весмер.\n" "\n" " • Истакнута географија:\n" " ◦ Језгрене планине: готово непроходна препрека између речних " "крајева и северних равница.\n" " ◦ Језгрене канџе: посебно злокобан потез високих врхова " "југозападно од језера Вруг и северно Весмерске шуме. Најнегостољубивији и " "најопаснији предео Језгрених планина; у њему пребивају само пустињаци, " "махнити и магови.\n" " ◦ Мочвара ужаса: веома велика каљуга између Језгрених планина и " "Велике реке. Озлоглашена по својим опасностима.\n" " ◦ Вруг: велико планинско језеро чија река усеца једини пролаз кроз " "северне планине.\n" " ◦ Аркан-торија: река што истиче из Вруга. Ово је вилењачко име, а " "људи је знају као Лонглијер.\n" " ◦ Листра: притока јужног тока Велике реке, у њу се улива Аркан-" "торија.\n" " ◦ Линтанирска шума: најјужнији део Велике северне шуме, огромног " "пошумља чије су источне и северне границе познате једино вилењацима. Њихову " "престоницу, Еленсирију, посетио је тек по који човек.\n" " ◦ Велика река: извире негде на истоку северних земаља." #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "југозападне вилењачке земље" #. [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 "" "Шумски вилењаци су подвојени од оних на северу, и тек повремено ступају у " "додир са њима и са другим земљама. Границе су им Зелена мочвара ка " "североистоку, пустиња (ван карте) ка југу и dst='great_ocean' " "text='океан' ка западу.\n" "\n" " • Истакнути градови:\n" " ◦ Не зна се ни за један.\n" " • Истакнута географија:\n" " ◦ Шума Етен: највећа од јужних шума, протеже се далеко на " "југозапад — много даље него што је картографисано — и дом је dst='.." "race_elf' text='вилењацима'." #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Језгрене планине" #. [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 "" "Готово непроходна препрека између dst='arkan_thoria' text='речних' земаља и dst='far_north' text='северних равница'." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Далеки север" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 #, fuzzy #| msgid "" #| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " #| "Orcish Clannate. It lies north of the dst='heart_mountains' " #| "text='Heart Mountains', which the Orcs call the Haggid-Dargor and " #| "claim (without merit) as their own. To the east lie the Unaligned Tribes " #| "of the Wild Steppe, who fell out of the control of the Clannate, instead " #| "roaming with wild human barbarians and clashing with the High Elves of " #| "the North Plains (known as North Elves in human lands). The High Elves " #| "themselves reside further east, where it is rumored they rule a vast " #| "kingdom.\n" #| "\n" #| " • Notable cities:\n" #| " ◦ Barag Gor, a city home to the Orcish Council\n" #| " ◦ Bitok\n" #| " ◦ Borstep\n" #| " ◦ Castelfrang\n" #| " ◦ Farzi\n" #| " ◦ Festog\n" #| " ◦ Grisbi\n" #| " ◦ Lmarig\n" #| " ◦ Melmog\n" #| " ◦ Prestim\n" #| " ◦ Tirigaz\n" #| " • Notable land features:\n" #| " ◦ Swamp of Desolation\n" #| " ◦ Mountains of Dorth\n" #| " ◦ Mountains of Haag\n" #| " ◦ Green Forest\n" #| " ◦ Silent Forest\n" #| " ◦ Forest of Thelien\n" #| " ◦ River Oumph\n" #| " ◦ River Bork\n" #| " ◦ Wild Steppe" msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "" "Хладан, суров и неприступачан, Далеки север је прадавни дом Орковског " "кланата. Простире се северно од dst='heart_mountains' text='Језгрених " "планина', које оркови називају Хагид-Даргором и полажу (без темеља) " "права на њих. На истоку се срећу несврстана племена из Дивље степе, отргнута " "од власти Кланата, која језде са дивљим људским варварима и сукобљавају се " "са високим вилењацима из северних равница (у људским земљама знаним као " "северни вилењаци). Сами високи вилењаци насељени су даље на истоку, где, " "круже гласине, владају неизмерним краљевством.\n" "\n" " • Истакнути градови:\n" " ◦ Бараг Гор, град домаћин Орковског већа\n" " ◦ Биток\n" " ◦ Борстеп\n" " ◦ Кастелфранг\n" " ◦ Фарзи\n" " ◦ Фестог\n" " ◦ Гризби\n" " ◦ Лмариг\n" " ◦ Мелмог\n" " ◦ Престим\n" " ◦ Тиригаз\n" " • Истакнута географија:\n" " ◦ Мочвара пустоши\n" " ◦ Дортске планине\n" " ◦ Хашке планине\n" " ◦ Зелена шума\n" " ◦ Нечујна шума\n" " ◦ Телијанска шума\n" " ◦ река Оумф\n" " ◦ река Борк\n" " ◦ Дивља степа" #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "Доба дана" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Увод" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Извођење" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:531 #: src/help/help_topic_generators.cpp:477 #: src/help/help_topic_generators.cpp:500 msgid "Traits" msgstr "Особине" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Јединице" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Способности" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Својства оружја" #. [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:546 msgid "Terrains" msgstr "Терен" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "Наредбе" #. [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='Бој за Веснот' је фантазијска стратегија на потезе, " "понешто необична међу савременим стратешким играма. Док друге игре нагињу " "сложености, text='Бој за Веснот' тежи једноставности, како " "правила тако и извођења. То, међутим, не чини ову игру лаком — из " "једноставних правила рађа се изобиље тактика, те је игру лако научити, али " "изазовно њоме загосподарити." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "О игри" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 #, fuzzy #| msgid "" #| "Certain units have abilities that either directly affect other units, or " #| "have an impact on how the unit interacts with other units. These " #| "abilities will be listed under this topic as you encounter them.\n" #| "\n" msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "Извесне јединице поседују способности којима или непосредно утичу на друге " "јединице, или на садејство са другим јединицама. Те способности ће бити " "тумачене у овом одељку, како на њих будете наилазили.\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "непозната јединица" #. [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" "Ова јединица тренутно није позната. Морате је открити у игри да би вам било " "допуштено да видите њен опис." #. [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='Јединице ове расе'
" #. [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 "" "Током играња, имајте на уму да ће вам прелаз мишем преко многих елемената, " "какви су на пример подаци у окну стања, дати кратак текст са додатним " "објашњењима. Ово је посебно корисно када се по први пут сусретнете са " "dst='..abilities_section' text='способностима'." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Победа и пораз" #. [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" "Када добијете сценарио, мапа ће се засивети и дугме text='Готово' при дну променити у text='Крај'. Пре него што кликнете на " "дугме да наставите, можете променити опције уписивања, или (у вишеиграчкој " "партији) попричати са саиграчима." #. [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 "" "Пажљиво протумачите искачуће прозорче са text='циљевима' на " "почетку сваког сценарија. До победе се обично долази истребљењем свих " "противничких вођа, а пораз трпи када ваш вођ настрада. Али сценарији могу " "имати и другачије циљеве за победу — отправљање свог вођа до одређеног " "места, спасавање некога, решавање загонетке, опстајање усред опсаде док не " "прође одређен број потеза, итд." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Унајмљивање и сазивање" #. [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" "Ако кликнете десним на поље замка и изаберете најам, нова јединица ће се " "појавити баш у том пољу. У супротном, појавиће се у произвољном слободном " "пољу близу куле. Можете унајмити само онолико јединица колико имате " "слободних поља у замку, и не можете потрошити више злата него што вам је " "тренутно на располагању." #. [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 "" "Свака страна започиње са једним вођем у својој кули. На почетку сваке битке, " "а понекад и током ње, мораћете да унајмљујете dst='..units' " "text='јединице' за своју војску. Да бисте најмили, ваш вођ (нпр. " "Конрад у походу „Наследник престола“) мора стајати на пољу куле у " "dst='terrain_castle' text='замку'. Тада можете или изабрати " "„Унајми“ из менија, или кликнути десним на поље и изабрати " "text='Унајми'. Ово ће вам дати списак јединица које можете " "унајмити, заједно са ценом коју морате платити за сваку. Кликните на " "јединицу да видите њене карактеристике, а на дугме text='Унајми' да је унајмите." #. [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" "Унајмљене јединице пристижу са две насумичне dst='..traits_section' " "text='особине', које утичу на њихове карактеристике." #. [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" "У каснијим сценаријима, можете такође сазвати ветеране из ранијих битака. " "Сазивање кошта 20 златника, и добијате списак из кога можете изабрати " "преживеле из претходних сценарија." #. [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" "Јединице не коштају злата само при унајмљивању или сазивању, већ им је оно " "неопходно и за издатке. Погледајте dst='income_and_upkeep' " "text='Приходи и издаци' за више детаља." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Приходи и издаци" #. [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" "Приход је једноставан. Имате основни прилив од 2 златника по потезу; за " "свако село које запоседате, добијате још по један златник по потезу (у " "општем ово је подесиво, али је у походима готово увек један по селу). Тако, " "ако имате 10 села, приход вам је 12 златника у сваком потезу. Од ове суме " "одузимају се издаци, како је наведено испод." #. [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 "" "У Весноту, није довољно просто унајмити јединице и упустити се у битку. " "Морате држати око и на свом злату, посебно у походима, где се злато преноси " "из сценарија у сценарио. Ово је медаља са две стране: text='приход' и text='издаци'." #. [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" "И издаци су углавном једноставни. Свака јединица захтева одређени издатак, " "једнак свом нивоу у златницима. Можете подржавати без издатака онолико нивоа-" "јединица колико имате села. Међутим за сваки ниво-јединицу преко тога, " "морате плаћати један златник по потезу. На пример, ако имате 12 јединица " "првог нивоа и 10 села, плаћате 2 златника на издатке по потезу." #. [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" "Издаци се одузимају од прихода, тако да нпр. ако имате 12 нивоа-јединица и " "10 села, нето приход би био 10 златника по потезу." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" "\n" "Постоје два важна изузетка: јединице са особином оданости и вођи неће имати " "издатке. Јединице са којима започињете сценарио (нпр. Делфадор), или " "јединице које вам се придруже током сценарија (нпр. коњаник у другом " "сценарију text='Наследник престола'), обично ће бити " "text='одане'. Јединица која вас лично представља (нпр. " "Конрад) готово увек је вођ." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Ударпоени и искуство" #. [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 "" "Свака јединица има известан број text='ударпоена' (УП); " "падну ли испод 1, јединица страда. Такође, свака јединица има и " "text='искуствене поене' (ИП); нове јединице почињу без " "искуства, и добијају га у борби против непријатеља." #. [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 "" "Ударпоени и искуствени поени су назначени у окну стања преко два броја — " "текуће вредности и максимума који јединица може имати." #. [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 "" "Ударпоени су такође назначени енерготраком поред сваке јединице, која може " "бити зелена, жута или црвена. Јединица са бар једним искуственим поеном има " "плаву траку, која побели када се јединица приближи " "dst='experience_and_advancement' text='напредовању'." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "може постати: " #. [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" "Јединицама је потребна извесна количина искуства да би напредовале (20% мање " "за јединице са особином оштроумности). Када достигну ту количину, одмах " "напредују на следећи ниво, бивајући усто потпуно излечене. У неким " "случајевима, даће вам се да изаберете правац напредовања." #. [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 "" "Ако обе јединице преживе борбу, добијају толико искуствених поена колики је " "ниво јединице против које су се бориле. Међутим, ако у борби јединица убије " "противничку, добија много више искуства — 4 ако је противник био нивоа 0, 8 " "за ниво 1, 16 за ниво 2, 24 за ниво 3, и тако даље." #. [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" "Иако већина јединица има три нивоа, неке јединице могу имати четири (нпр. " "dst='unit_Mage' text='магови'). Када јединица достигне свој " "највећи ниво, може имати и text='напредовање по највећем нивоу' (НАПОН). НАПОН ће изменити јединицу сваки пут када достигне циљно " "искуство, али ће ипак остати на истом нивоу. Уобичајен ефекат НАПОНА је да " "увећа максимум УП за 3. Први НАПОН ће нормално бити достигнут са 150 ИП (120 " "ИП за оштроумне јединице). Међутим, добијање НАПОНА постаје прогресивно теже " "после сваког следећег, тако да је обично корисније да радите на унапређењу " "јединица нижег нивоа." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Кретање" #. [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" "Свака јединица има одређен број поена покретљивости који се троше при " "померању у ново поље, у зависности од терена одређеног поља. На пример, " "улазак у равницу скоро увек кошта 1 поен. Утрошак поена покретљивости зависи " "и од типа јединице — у шуми, вилењачке јединице троше само по 1 поен, већина " "људских и орковских по 2, а коњаници чак 3. Да бисте сазнали колико некој " "јединици треба поена за улазак на одређени тип терена, кликните десним на " "њу, па изаберите text='Опис јединице', и погледајте " "text='теренске модификаторе'." #. [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 "" "Кретање у text='Боју за Веснот' је једноставно. Кликните на " "јединицу коју желите да покренете да је изаберете, а затим на поље где " "желите да се помери. Када је јединица изабрана, сва поља које може досећи у " "овом потезу бивају истакнута, а сва остала поља затамњена. Прелаз мишем " "преко истакнутог поља даје одбрамбени разред који ће јединица имати ако се " "помери на њ. Прелаз мишем преко затамњеног поља ће додатно приказати број " "потеза неопходан да га јединица досегне, а кликом ћете послати јединицу тамо " "најбржим путем у току овог и наредних потеза. Ако не истрошите сву " "покретљивост јединице када је први пут померите, можете је померити поново, " "што је корисно када желите да две јединице размене положаје. Напад јединицом " "ће јој истрошити сву покретљивост. Померање у село које није ваше ће такође " "истрошити покретљивост, али ће јединица и даље моћи да нападне." #. [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" "У току померања такође морате имати на уму text='надзорне појасеве'. Свака јединица ствара надзорни појас у пољима која је непосредно " "окружују, и непријатељска јединица која крочи у појас одмах окончава своје " "кретање. Научити како користити надзорне појасеве за сопствену добит, важан " "је део тактике Веснота — само малобројни dst='ability_skirmisher' " "text='чаркаши' могу игнорисати надзорне појасеве." #. [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" "Да бисте видели куда се непријатељ може покренути током свог потеза, " "притисните Ctrl-V или Cmd-V; Ctrl-B или Cmd-B показују куда би се непријатељ " "могао померити када на мапи не би било ваших јединица да их блокирају." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Покров и магла рата" #. [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 "" "У неким сценаријима, део мапе ће бити скривен од вашег погледа. Постоје два " "механизма која то могу чинити, заједно или одвојено. text='Покров' сакрива и терен и јединице које се на њему могу наћи. Када се покров " "једном развеје, надаље увек можете видети терен. text='Магла рата' сакрива само јединице и поседе над селима (не рачунајући ваше и " "савезничке). Магла рата се разилази само привремено, док су ваше јединице у " "близини, али се враћа када се оне одмакну. Јединице развејавају и покров и " "маглу рата. Свака јединица чисти поља у домету кретања у датом потезу, при " "чему се игноришу непријатељске јединице и надзорни појасеви.\n" "\n" "Потез јединице обично можете опозвати, све док није дошло до догађаја са " "насумичним исходом, као што је борба или унајмљивање (где већина јединица " "поприма случајне особине). Истраживање скривеног терена развејавањем покрова " "или магле такође спречава опозив на претходно стање. Ако желите, у менију " "радњи можете укључити text='Застој ажурирања покрова', што ће " "спречити да јединице развеју покров или маглу до следећег насумичног " "догађаја или ручног ажурирања помоћу text='Ажурирај покров сада' (или краја вашег потеза), и тако очувати могућност опозива." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Order and Number of Strikes'
" msgid "
text='Multiplayer and undo'
" msgstr "" "\n" "\n" "
text='Редослед и број удара'
" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:284 msgid "" "In multiplayer games, moves that have been sent to the network can’t be " "undone; the game delays sending data to try to preserve your undo ability. " "When discussing with teammates, remember that the other players are usually " "looking at a snapshot from the time of the last combat or fog-revealing " "move. Chat messages and map labels are sent immediately, however they don’t " "cause the undoable moves to be sent." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:291 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:292 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. 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:294 msgid "" "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:297 msgid "" "Small risks build up for your non-hero units too. While the story and " "dialogue usually aim to give you some emotional bond with your troops, the " "game mechanics reward remembering that it’s just a game — there is rarely " "any penalty for letting these units die, other than being unable to recall " "them in future scenarios. Your battle plan should distribute the risks based " "on which troops you want to recall later." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:299 msgid "" "The difficulty levels are balanced assuming that the player won’t save-load. " "In the mainline campaigns, harder difficulties generally have more enemies " "and thus more experience points available; this leads to them being balanced " "assuming that the player will be able to train enough troops to cope with " "losing some level two or level three units." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:301 msgid "" "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:308 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:309 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:311 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:313 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:315 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:317 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:319 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:321 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. Campaigns generally " "assume that you will have some text='carryover gold' and " "some experienced units on your text='recall list.' (These " "concepts are explained in the tutorial.) If you win a scenario but lose most " "of your experienced 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:323 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:325 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=whylost #: data/core/help.cfg:327 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:329 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:331 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:333 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:335 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:337 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:346 msgid "Combat" msgstr "Борба" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Редослед и број удара'
" #. [topic]: id=combat #: data/core/help.cfg:347 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 "" "Борба се у text='Боју за Веснот' увек одиграва између " "јединица у суседним пољима. Кликните на своју јединцу, па на непријатељску " "коју желите да нападнете: ваша јединица ће се покренути ка непријатељској, и " "када се додирну, борба ће започети. Нападач и бранилац размењују ударце, " "колико их имају додељених. Нападач бира оружје којим напада, а бранилац " "одговара оружјем истог типа. Постоје два типа напада: text='блиски', оружјем попут мача, секира или канџи, и text='одступни', обично помоћу лукова, копаља или ватреница." #. [topic]: id=combat #: data/core/help.cfg:349 #, 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" "Нападач удара први, затим бранилац узвраћа. Сваки удар или погађа, наносећи " "извесну штету, или промашује, не чинећи никакву штету. Удари се смењују док " "обе јединице не истроше све на располагању. Број удара које јединица има " "променљив је; на пример, вилин-борац са нападом 5–4 може ударити 4 пута, при " "сваком поготку наносећи 5 штете, док орк-грокташ са нападом 9–2 може ударити " "само двапут, али наносећи 9 штете при поготку." #. [topic]: id=combat #: data/core/help.cfg:351 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=combat #: data/core/help.cfg:353 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" "Свака јединица је у одређеној прилици да буде погођена, према " "text='терену' на коме се налази. Вредност је приказана у " "окну стања, а може се видети и десним кликом на јединицу, избором " "text='Опис јединице', па под text='теренски " "модификатори'. На пример, вилењаци имају одбрамбени разред 70% у " "шуми, тако да јединица која их напада има само 30% изгледа да погоди. И " "обрнуто, вилењак је у прилици да погоди нападача према терену на којем се " "нападач налази." #. [topic]: id=combat #: data/core/help.cfg:355 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" "Постоје два изузетка од овог правила: dst='weaponspecial_magical' " "text='магичност' и dst='weaponspecial_marksman' " "text='оштроокост'. Без обзира на терен, магични напади увек имају 70% " "изгледа да погоде, а оштрооки, када се користе офанзивно, бар 60%." #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Штета
" #. [topic]: id=combat #: data/core/help.cfg:359 #, 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" "Сваки удар који погоди наноси основну количину штете, у зависности од типа " "напада. На пример, вилин-борац са нападом 5–4 чини 5 основне штете. На овај " "број могу утицати два фактора: dst='damage_types_and_resistance' " "text='отпорност' и dst='time_of_day' text='доба дана'. Да " "бисте видели како околности тачно утичу на основну штету, у менију за избор " "напада погледајте text='Рачунање штете'." #. [topic]: id=combat #: data/core/help.cfg:361 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" "Неколико јединица има посебне dst='..abilities_section' " "text='способности' које утичу на штету нанесену у борби. Најчешћа је " "dst='weaponspecial_charge' text='јуриш', који при таквом нападу " "удвостручава оштећење које наноси нападач, али и оно које наноси бранилац." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "Видови штете и отпорности" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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" "Отпорности делају једноставно: нпр. ако јединица има 40% отпорности на дати " "вид штете, биће 40% мање оштећена када је погођена таквим нападом. Такође је " "могуће да јединица буде посебно рањива на неке видове штете; нпр. ако јој је " "отпорност −100% за дати вид штете, поднеће 100% више оштећења када буде " "погођена таквим нападом." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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 "" "У Весноту постоје три вида штете својствена физичким нападима: штета " "text='сечивом, пробојем и ударом'. Постоје још три вида " "штете повезана са магичним нападима: text='ватрени, мразни и " "волшебни' напади. Различите јединицу имају различите отпорности " "које утичу на штету коју им одређени типови напада могу нанети." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:372 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" "На пример, скелети су врло отпорни на оштећења сечивом и пробојем, али " "рањиви на удар и ватру, и изузетно рањиви на волшебну штету." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:374 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" "Ако се процени да је напад погодио, увек ће нанети барем 1 поен штете. Ово " "важи чак и када је бранилац 100% отпоран на неки вид штете." #. [topic]: id=orbs #: data/core/help.cfg:382 msgid "Orbs and ellipses" msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid "" "There are colored indicators above the energy bars of some units, consisting " "of a colored orb (and sometimes a dst='crowns' text='crown')." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:395 msgid "" "The orbs show whether the unit can move or attack. The statuses and their " "standard colors are:\n" "• text='Green' if it has neither moved nor attacked this turn.\n" "• text='Yellow' if it has moved (or attacked), and can still " "attack. It might still be able to move further too.\n" "• text='Red' if it can neither move further nor attack again " "this turn.\n" " • Red is also used after the ‘end unit turn’ command, and,\n" " • when a unit is in the middle of a multi-turn move (has been told to " "move further than it can in the current turn).\n" "• text='Red and yellow' if it has moved (or attacked), can " "still move further, but it can no longer attack.\n" " • This can happen due to campaign-specific events or abilities, for " "example the text='disengage' ability in the campaign " "text='Under the Burning Suns'.\n" "• text='Blue' for allied units, except during that ally’s own " "turn.\n" " • During the ally’s own turn, their units will be shown with the colors " "showing whether the units can still move and attack; however their moves, " "and the corresponding orb changes, are delayed as explained in " "dst='shroud_and_fog' text='Shroud and Fog of War'.\n" "• Enemy units normally don’t have orbs, however these can be enabled in the " "advanced preference “Customize orb colors”." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:407 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "
text='Ellipses'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=orbs #: data/core/help.cfg:410 msgid "" "A team-colored shape is drawn on the ground under each unit. This is called " "the “ellipse”, although some units’ ellipses are not elliptical." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:421 msgid "" "• Most units have a circular ellipse.\n" "• Units that can recruit have a seven-pointed star.\n" "• dst='crowns' text='Hero units' have a smaller variant of the " "seven-pointed star, these units can’t recruit.\n" "• Units without a dst='movement' text='zone of control' have a " "broken outline version of the shape.\n" "• Some campaigns start with a level zero leader. Able to recruit but lacking " "a ZoC, these units have a broken outline version of the seven-pointed star." msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:432 msgid "Crowns and loyal markers" msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:433 msgid "" "Some units have an additional marker superimposed on their dst='orbs' " "text='orb', and a corresponding shape to their dst='orbs' " "text='ellipses':" msgstr "" #. [topic]: id=crowns #. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver". #: data/core/help.cfg:448 msgid "" "• Leaders are shown with a text='gold crown'.\n" "• Heroes have a text='blueish-silver crown'.\n" "• Expendable leaders are shown with a text='silver crown'.\n" "• dst='traits_loyal' text='Loyal units' have the " "text='loyal icon'.\n" "\n" "Of these categories, only leaders are built into the basic game rules. The " "others are found in campaigns, and are characters that form part of the " "narration. The exact rules for them are set by their campaign, which might " "deviate from these standard expectations about them:\n" "\n" "• The death of any hero leads to immediate defeat.\n" "• The death of an expendable leader doesn’t lead to immediate defeat, even " "though they can recruit.\n" "• All of these units have the main advantage of the loyal trait, that they " "cost no upkeep.\n" "• Losing any of these units causes a disadvantage for the remainder of the " "campaign, assuming it doesn’t end immediately.\n" "• These units will never occur as random recruits." msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:466 msgid "Time of Day" msgstr "Доба дана" #. [topic]: id=time_of_day #: data/core/help.cfg:467 #, 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 twilight." msgstr "" "Доба дана утиче на штету коју јединице наносе, на следећи начин:\n" "— законите јединице наносе +25% штете током дана, а −25% током ноћи;\n" "— хаотичне јединице наносе +25% штете током ноћи, а −25% током дана;\n" "— неутралне јединице нису под утицајем доба дана;\n" "— двојствене јединице наносе −25% штете и током дана и током ноћи." #. [topic]: id=time_of_day #: data/core/help.cfg:472 #, 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" "Тренутно доба дана може се пратити изнад минимапе у окну стања. При " "уобичајеном циклусу смене дана и ноћи, јутро и поподне се рачунају као дан, " "а прва и друга четврт као ноћ:\n" #. [topic]: id=time_of_day #. [time]: id=dawn #. [time]: id=dawn_hour #: data/core/help.cfg:476 data/core/macros/schedules.cfg:16 #: data/core/macros/schedules.cfg:290 msgid "Dawn" msgstr "зора" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "јутро" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "поподне" #. [topic]: id=time_of_day #. [time]: id=dusk #. [time]: id=dusk_hour #: data/core/help.cfg:479 data/core/macros/schedules.cfg:55 #: data/core/macros/schedules.cfg:411 msgid "Dusk" msgstr "сумрак" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "прва стража" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "друга стража" #. [topic]: id=time_of_day #: data/core/help.cfg:483 #, 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 "" "Имајте на уму да се неки сценарији одигравају у подземљу, где влада трајна " "тама!" #. [topic]: id=time_of_day #: data/core/help.cfg:485 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:487 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:489 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:496 msgid "Healing" msgstr "Лечење" #. [topic]: id=healing #: data/core/help.cfg:497 #, 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='Одмарање': Јединица која се није померила, није " "напала, нити била под нападом у току потеза, повратиће 2 УП на почетку " "следећег потеза." #. [topic]: id=healing #: data/core/help.cfg:497 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:499 #, 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='Села': Јединица која почетак потеза дочека у селу " "попуниће 8 УП." #. [topic]: id=healing #: data/core/help.cfg:500 #, 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='Обнављање': Поједине јединице " "(нпр. тролови) аутоматски добијају 8 УП у сваком потезу." #. [topic]: id=healing #: data/core/help.cfg:501 #, 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='Видарске јединице': Јединице са способношћу " "dst='ability_heals +4' text='лечења' лечиће суседне пријатељске " "јединице, обично dst='ability_heals +4' text='4' или " "dst='ability_heals +8' text='8 УП' по потезу, или спречавати " "отров да оштети отровану јединицу." #. [topic]: id=healing #: data/core/help.cfg:502 #, 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='Исцелитељске јединице': Јединице са способношћу " "dst='ability_cures' text='исцеливања' ослобађаће отрова све " "суседне пријатељске јединице (као приоритетно над лечењем, ако јединица има " "и ту способност)." #. [topic]: id=healing #: data/core/help.cfg:503 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:504 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" "Одмарање може бити обједињено са другим облицима лечења, али се обнављање, " "лечење и исцељивање не могу међусобно допуњавати: биће употребљена најбоља " "опција. Коначно, јединице бивају потпуно излечене између сценарија." #. [topic]: id=healing #: data/core/help.cfg:506 msgid "" "\n" "\n" "text='Advanced'" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:508 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:516 msgid "Wrap Up" msgstr "Да заокружимо" #. [topic]: id=wrap_up #: data/core/help.cfg:517 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 "" "Изложеним до сада, представљене су основе Веснота. Даље можете читати о " "основној стратегији, или се упознавати са dst='..traits_section' " "text='особинама' и dst='..abilities_section' " "text='способностима', али већ знате све што вам је неопходно да " "заиграте поход text='Наследник престола'. Забавите се, и " "срећно!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "Услови коришћења" #. [topic]: id=..traits_section #: data/core/help.cfg:533 #, 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 "" "Већина јединица има по две особине. Изузеци су немртви, који увек имају само " "особину text='немртвост', и ивери, који немају ниједну " "особину. Особине уводе мале измене у атрибутима јединице. Обично се додељују " "насумично, при унајмљивању јединице." #. [topic]: id=..traits_section #: data/core/help.cfg:533 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:535 #, 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" "Особине доступне јединицама укључују dst='traits_intelligent' " "text='оштроумност', dst='traits_quick' text='хитрост', " "dst='traits_resilient' text='жилавост', и " "dst='traits_strong' text='кршност'." #. [topic]: id=..traits_section #: data/core/help.cfg:537 #, 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" "Још неке особине које јединице могу добити су dst='traits_dextrous' " "text='спретност', dst='traits_loyal' text='оданост', и " "dst='traits_undead' text='немртвост'.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Мапе у игри доносе прегршт терена који утичу и на кретање и на одбрамбене " "способности јединица у борби.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:549 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:551 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:555 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:557 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:559 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:563 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:567 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:571 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:575 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:577 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:579 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:581 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:583 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:585 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:587 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=..addons #: data/core/help.cfg:600 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:610 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:611 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=Штета
" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:613 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:615 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text='Јединице с овим посебним нападом'
" #. [topic]: id=using_addons #: data/core/help.cfg:617 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:619 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Order and Number of Strikes'
" msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Редослед и број удара'
" #. [topic]: id=using_addons #: data/core/help.cfg:621 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:625 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:627 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Order and Number of Strikes'
" msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Редослед и број удара'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:631 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=using_addons #: data/core/help.cfg:633 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:637 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Изгледи за погодак'
" #. [topic]: id=using_addons #: data/core/help.cfg:639 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:648 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:649 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='Add-on Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:662 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:663 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:678 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "Опште наредбе" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:679 data/core/help.cfg:724 data/core/help.cfg:762 #, fuzzy #| 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" 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 "" "Ове наредбе могуће је издати или кроз командну линију уз префикс ‘:’ (као " "што је дато овде) или кроз ћаскање уз префикс ‘/’ (прво притисните ‘m’ да " "отворите линију за ћаскање).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:681 msgid "" "\n" "Similar to the ‘fps’ command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "чисти поруке у ћаскању.\n" #. [topic]: id=general_commands #: data/core/help.cfg:687 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" "улази у исправљачки режим (не ради у вишеигрању); погледајте " "dst='debug_commands' text='исправљачке наредбе'.\n" "Исправљање се искључује напуштањем игре или наредбом :nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:691 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:697 #, fuzzy #| msgid "" #| "\n" #| "Toggle the display of the current frames per second.\n" #| "\n" msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" "\n" "приказ тренутног броја кадрова по секунди.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:700 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "пребацује домен бележења на различити ниво.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:703 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "поново исцртава екран и учитава све измењене датотеке слика.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "дозива менија за избор тема.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "напушта сценарио (без упита).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "уписује позицију (без питања).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "напушта сценарио уз уписивање позиције (без питања)." #. [topic]: id=mp_commands #: data/core/help.cfg:723 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "Вишеиграчке наредбе" #. [topic]: id=mp_commands #: data/core/help.cfg:726 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" "забрањује играча по ИП адреси коју користи то корисничко име, и избацује га. " "Може се користити на корисницима ван игре али на серверу (наравно, тада их " "се нема одакле избацити.)\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:729 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" "мења управљача стране (задате бројем) на дато корисничко име (надимак играча " "или посматрача). Који играч припада којој страни можете проверити у дијалогу " "text='Поставке сценарија'; притисните дугме за више у табели " "стања (подразумевно Alt+S) да дођете дотле. Домаћин може изменити управљање " "било којом страном.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:732 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:735 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:738 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" "избацује играча из игре. Избачени ће моћи да се поново прикључе. Ако само " "желите да измените којом страном играч управља, употребите наредбу :control " "уместо ове.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:741 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" "шаље приватну поруку кориснику. Док сте у партији, не можете слати приватне " "поруке играчима који тренутно управљају неком од страна у истој партији.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:744 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "утишава одређеног посматрача. Ако се не зада корисничко име, приказују се " "сва која су утишана.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:747 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "укљученост свих посматрача у писање и разговор.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:750 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" "укида забрану играчу по ИП адреси коју користи то корисничко име. Може се " "употребити и на корисницима ван игре али на серверу.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:753 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "укида утишаност одређеног посматрача. Ако се не зада корисничко име, чисти " "се списак утишаних посматрача." #. [topic]: id=debug_commands #: data/core/help.cfg:761 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "Исправљачке наредбе" #. [topic]: id=debug_commands #: data/core/help.cfg:764 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" "\n" "дозива мени за избор сценарија у походу на који одмах треба прећи.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:767 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "ствара јединицу наведеног типа на изабраном пољу.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "магла и покров за текућу страну.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:773 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "додаје задату количину златника текућој страни.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:776 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "одмах прелази на следећи сценарио у походу.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "ручно поставља променљиву стања игре.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "приказује променљиву стања игре.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "ручно окида задати догађај.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:788 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "измењује наведено својство изабране јединице, на пример: :unit " "hitpoints=100\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:791 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "увећава ниво јединице дати број пута, на пример: :unit advances=2" #. [heals]: id=healing #: data/core/macros/abilities.cfg:11 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Лечење +4:\n" "Омогућава јединици да лечи суседне савезничке јединице на почетку сваког " "потеза.\n" "\n" "Јединица под утицајем овог видара може повратити до 4 УП по потезу, или не " "осетити дејство отрова у датом потезу.\n" "Видар не може исцелити отровану јединицу, већ она мора потражити бригу у " "селу или код јединице која уме да исцељује." #. [heals]: id=healing #: data/core/macros/abilities.cfg:37 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Лечење +8:\n" "Ова јединица обједињује лековите траве и магију како би лечила брже него што " "је то уобичајено на бојном пољу.\n" "\n" "Јединица под утицајем овог видара може повратити до 8 УП по потезу, или не " "осетити дејство отрова у датом потезу.\n" "Видар не може исцелити отровану јединицу, већ она мора потражити бригу у " "селу или код јединице која уме да исцељује." #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "исцељивање" #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 #, fuzzy #| msgid "" #| "Cures:\n" #| "A curer can cure a unit of poison, although that unit will receive no " #| "additional healing on the turn it is cured of the poison." msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Исцељивање:\n" "Исцелитељ може ослободити јединицу отрова, али исцељена јединица неће бити " "додатно излечена у потезу у којем је прочишћена од отрова." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "обнављање" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Обнављање:\n" "Јединица ће сама себе лечити 8 УП по потезу. Буде ли отрована, уклониће " "отров уместо залечивања." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "обнављање" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "обнављање" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Обнављање:\n" "Јединица ће сама себе лечити 8 УП по потезу. Буде ли отрована, уклониће " "отров уместо залечивања." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "" " Ова јединица се обнавља, што јој омогућује да се лечи као да је стално у " "селу." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Постојаност:\n" "Отпорности јединице су удвостручене при одбрани, до највише 50%. Не утиче на " "рањивост." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 #, fuzzy #| msgid "female^leadership" msgid "female^diversion" msgstr "вођство" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:147 #, fuzzy #| msgid "" #| " If there is an enemy of the target on the opposite side of the target " #| "while attacking it, this unit may backstab, inflicting double damage by " #| "creeping around behind that enemy." msgid "" "If there is an enemy of the target on the opposite side of the target, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" " Ако се непријатељу испречила пријатељска јединица, ова јединица може у " "нападу задати ударац с леђа, који наноси двоструку штету, пришуњавши се са " "супротне стране тог непријатеља." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:148 #, fuzzy #| msgid "" #| " If there is an enemy of the target on the opposite side of the target " #| "while attacking it, this unit may backstab, inflicting double damage by " #| "creeping around behind that enemy." msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit diverts the target’s attention and reduces its " "chance to hit." msgstr "" " Ако се непријатељу испречила пријатељска јединица, ова јединица може у " "нападу задати ударац с леђа, који наноси двоструку штету, пришуњавши се са " "супротне стране тог непријатеља." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "вођство" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:201 msgid "" "This unit can lead other troops in battle.\n" "\n" "All adjacent lower-level units from the same side deal 25% more damage for " "each difference in level." msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "чаркање" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Чаркање:\n" "Јединица је вешта у брзом измицању непријатељима, игноришући све противничке " "надзорне појасеве." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 msgid "illuminates" msgstr "обасјавање" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:239 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "This unit illuminates the surrounding area, making lawful units fight " #| "better, and chaotic units fight worse.\n" #| "\n" #| "Any units adjacent to this unit will fight as if it were dusk when it is " #| "night, and as if it were day when it is dusk." msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "Обасјавање:\n" "Јединица осветљава околно подручје, што чини да се законите јединице боре " "успешније, а хаотичне лошије.\n" "\n" "Све јединице суседне овој бориће се у току ноћи као да је сумрак, а у време " "сумрака као да је дан." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:254 msgid "female^teleport" msgstr "телепортација" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:255 #, fuzzy #| msgid "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Телепортација:\n" "Јединица се може телепортовати између два празна села у поседу своје стране, " "уз утрошак једног покрета." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:286 msgid "female^ambush" msgstr "заседа" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:287 #, fuzzy #| msgid "" #| "Ambush:\n" #| "This unit can hide in forest, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in forest, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Заседа:\n" "Јединица се може скривати у шуми, тако да је непријатељи не уоче.\n" "\n" "Противничке јединице не могу видети нити напасти ову јединицу док је у шуми, " "све док не ступе до ње. Непријатељска јединица која прва открије скривену, " "истог часа губи сву преосталу покретност у потезу." #. [hides]: id=burrow #: data/core/macros/abilities.cfg:306 msgid "burrow" msgstr "" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:307 #, fuzzy #| msgid "female^slow" msgid "female^burrow" msgstr "тромост" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:308 #, fuzzy #| msgid "" #| "Ambush:\n" #| "This unit can hide in forest, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in forest, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in forest or sand if it is resting (has not moved for a " "turn), and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is resting in forest or sand, " "except if they have units next to it. Any enemy unit that first discovers " "this unit immediately loses all its remaining movement." msgstr "" "Заседа:\n" "Јединица се може скривати у шуми, тако да је непријатељи не уоче.\n" "\n" "Противничке јединице не могу видети нити напасти ову јединицу док је у шуми, " "све док не ступе до ње. Непријатељска јединица која прва открије скривену, " "истог часа губи сву преосталу покретност у потезу." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:330 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "The unit becomes invisible during night.\n" #| "\n" #| "Enemy units cannot see this unit at night, except if they have units next " #| "to it. Any enemy unit that first discovers this unit immediately loses " #| "all its remaining movement." msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Вребање:\n" "Јединица постаје невидљива током ноћи.\n" "\n" "Противничке јединице не могу видети нити напасти ову јединицу када је ноћ, " "осим ако јој се не налазе у суседству. Непријатељска јединица која прва " "открије невидљиву, истог часа губи сву преосталу покретност у потезу." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:349 msgid "female^concealment" msgstr "скривање" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:350 #, fuzzy #| msgid "" #| "Concealment:\n" #| "This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to " #| "it.\n" #| "\n" #| "Enemy units can not see this unit while it is in a village, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in villages, 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 "" "Скривање:\n" "Јединица се може скривати у селима (с изузетком водених), тако да је " "непријатељи не виде осим када стоје покрај ње.\n" "\n" "Противничке јединице не могу видети нити напасти ову јединицу док је у селу, " "осим ако јој се не налазе у суседству. Непријатељска јединица која прва " "открије скривену, истог часа губи сву преосталу покретност у потезу." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:368 msgid "submerge" msgstr "зарањање" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:369 msgid "female^submerge" msgstr "зарањање" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:370 #, fuzzy #| msgid "" #| "Submerge:\n" #| "This unit can hide in deep water, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in deep water, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Зарањање:\n" "Јединица се може скривати у дубокој води, тако да је непријатељи не виде.\n" "\n" "Противничке јединице не могу видети нити напасти ову јединицу док је у " "дубини, осим ако јој се не налазе у суседству. Непријатељска јединица која " "прва открије зароњену, истог часа губи сву преосталу покретност у потезу." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:390 msgid "female^feeding" msgstr "храњење" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:391 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" " Овој јединици се додаје један ударпоен на највећи број кад год убије живу " "јединицу." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Maкс. бонус УП +3, макс. ИП +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "подне" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "поноћ" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 msgid "Second Watch — First Hour" msgstr "друга стража — први час" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "друга стража — други час" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "друга стража — трећи час" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "друга стража — четврти час" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "друга стража — пети час" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "друга стража — шести час" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "јутро — први час" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "јутро — други час" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "јутро — трећи час" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "јутро — четврти час" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "поподне — први час" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "поподне — други час" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "поподне — трећи час" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "поподне — четврти час" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "поподне — пети час" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "поподне — шести час" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "прва стража — први час" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "прва стража — други час" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "прва стража — трећи час" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "прва стража четврти час" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "прва стража" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "друга стража" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "јутро" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "јутро" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 #, fuzzy #| msgid "Midday" msgid "First Midday" msgstr "подне" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "друга стража" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "поподне" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "поподне" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "први удар" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "друга стража" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:9 #, fuzzy #| msgid "" #| " Spirits have very unusual resistances to damage, and move quite slowly " #| "over open water." msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Авети имају врло чудне отпорности на штету, и крећу се врло споро преко " "отворене воде." #: data/core/macros/special-notes.cfg:12 #, fuzzy #| msgid "" #| " This unit’s arcane attack deals tremendous damage to magical creatures, " #| "and even some to mundane creatures." msgid "" "This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " Волшебни напад ове јединице наноси огромну штету магичним створењима, а чак " "и неким овосветским." #: data/core/macros/special-notes.cfg:19 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing." msgstr " Ова јединица познаје основе лечења." #: data/core/macros/special-notes.cfg:22 #, fuzzy #| msgid " This unit is capable of rapid healing." msgid "This unit is capable of rapid healing." msgstr " Ова јединица је добро изучила лечење." #: data/core/macros/special-notes.cfg:25 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "" " Ова јединица може и да лечи јединице око себе, и да их исцељује од отрова." #: data/core/macros/special-notes.cfg:28 #, fuzzy #| msgid "" #| " This unit is capable of neutralizing the effects of poison in units " #| "around it." msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " Ова јединица уме да отклони утицај отрова на јединице покрај себе." #: data/core/macros/special-notes.cfg:31 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "" " Ова јединица се обнавља, што јој омогућује да се лечи као да је стално у " "селу." #: data/core/macros/special-notes.cfg:34 #, fuzzy #| msgid "" #| " The steadiness of this unit reduces damage from some attacks, but only " #| "while defending." msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "" " Одлучност ове јединице смањује штету од неких напада, али само у одбрани." #: data/core/macros/special-notes.cfg:37 #, fuzzy #| msgid "" #| " The leadership of this unit enables adjacent units of the same side to " #| "deal more damage in combat, though this only applies to units of lower " #| "level." 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 "" " Вођство ове јединице омогућује суседним пријатељским јединицама да наносе " "више штете у борби, мада само ако су нижег нивоа." #: data/core/macros/special-notes.cfg:40 #, fuzzy #| msgid "" #| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " #| "control and thus move unhindered around them." msgid "" "This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " Вештина ове јединице у чаркању омогућује јој да игнорише непријатељске " "надзорне појасеве, и стога се креће неометана њима." #: data/core/macros/special-notes.cfg:43 #, fuzzy #| msgid " Illumination increases the lighting level in adjacent areas." msgid "Illumination increases the lighting level in adjacent areas." msgstr " Обасјавање увећава ниво осветљења у суседним пољима." #: data/core/macros/special-notes.cfg:46 #, fuzzy #| msgid "" #| " This unit can use one move to teleport between any two empty villages " #| "controlled by its side." msgid "" "This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" " Ова јединица се може телепортовати између између било која два празна села " "у поседу своје стране." #: data/core/macros/special-notes.cfg:49 #, fuzzy #| msgid "" #| " In woodlands, this unit’s ambush skill renders it invisible to enemies " #| "unless it is immediately adjacent or has revealed itself by attacking." 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 "" " У шумама, вештина заседе чини ову јединицу невидљивом непријатељима, осим " "уколико се не нађу одмах до ње, или ако се открије нападом." #: data/core/macros/special-notes.cfg:52 #, fuzzy #| msgid "" #| " This unit is able to hide at night, leaving no trace of its presence." msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Ова јединица може да се скрива током ноћи, не дајући никакав знак о свом " "присуству." #: data/core/macros/special-notes.cfg:55 #, 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." 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 "" " Ова јединица се може скривати у селима (с изузетком водених), тако да је " "непријатељи не примете осим када кроче непосредно до ње." #: data/core/macros/special-notes.cfg:58 #, fuzzy #| msgid "" #| " This unit can move unseen in deep water, requiring no air from the " #| "surface." msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Ова јединица се може непримећено кретати у дубокој води, не захтевајући " "ваздух за дисање." #: data/core/macros/special-notes.cfg:61 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Овој јединици се додаје један ударпоен на највећи број кад год убије живу " "јединицу." #: data/core/macros/special-notes.cfg:64 #, fuzzy #| msgid "" #| " Whenever its berserk attack is used, this unit continues to push the " #| "attack until either it or its enemy lies dead." msgid "" "Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" " Кад год се искористи њен безглави напад, ова јединица наставља да пресује " "борбу док или сама или њен непријатељ не настрада." #: data/core/macros/special-notes.cfg:67 #, fuzzy #| msgid "" #| " If there is an enemy of the target on the opposite side of the target " #| "while attacking it, this unit may backstab, inflicting double damage by " #| "creeping around behind that enemy." 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 "" " Ако се непријатељу испречила пријатељска јединица, ова јединица може у " "нападу задати ударац с леђа, који наноси двоструку штету, пришуњавши се са " "супротне стране тог непријатеља." #: data/core/macros/special-notes.cfg:70 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Непријатељи који настрадају од куге васкрснуће у неживот, осим ако се " "налазе у селу." #: data/core/macros/special-notes.cfg:73 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "Foes who lose their life to certain horrors of nature become nourishment for " "a rapidly growing larva, unless they are standing in a village." msgstr "" " Непријатељи који настрадају од куге васкрснуће у неживот, осим ако се " "налазе у селу." #: data/core/macros/special-notes.cfg:76 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " Ова јединица може да успорава непријатеље, преполовљавајући њихову брзину " "кретања и учинак у нападу до краја потеза." #: data/core/macros/special-notes.cfg:79 #, fuzzy #| msgid "" #| " The ability to turn the living to stone makes this unit extremely " #| "dangerous." msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Способност претварања животног у камен чини ову јединицу изузетно опасном." #: data/core/macros/special-notes.cfg:82 #, fuzzy #| msgid "" #| " This unit’s marksmanship gives it a high chance of hitting targeted " #| "enemies, but only on the attack." msgid "" "This unit’s marksmanship gives it a high chance of hitting targeted enemies, " "but only on the attack." msgstr "" " Оштроокост ове јединице пружа јој добре изгледе да погоди циљаног " "непријатеља, али само у нападу." #: data/core/macros/special-notes.cfg:85 #, fuzzy #| msgid "" #| " This unit has magical attacks, which always have a high chance of " #| "hitting an opponent." msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "" " Ова јединица поседује магичне нападе, којима су увек добри изгледи да " "погоде противника." #: data/core/macros/special-notes.cfg:88 #, fuzzy #| msgid "" #| " The swarming attacks of this unit become less deadly whenever its " #| "members are wounded." msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Ројевити напади ове јединице бивају све слабији како јединица бива " "повређена." #: data/core/macros/special-notes.cfg:91 #, fuzzy #| msgid "" #| " Using a charging attack doubles both damage dealt and received; this " #| "does not affect defensive retaliation." msgid "" "Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " Употребом јуриша удвостручава се нанесена, али и примљена штета; не утиче " "на одбрамбену одмазду." #: data/core/macros/special-notes.cfg:94 #, fuzzy #| msgid "" #| " During battle, this unit can drain life from victims to renew its own " #| "health." msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "" " Ова јединица може током боја црпити живот из својих жртава, како би " "обновила сопствено здравље." #: data/core/macros/special-notes.cfg:97 #, fuzzy #| msgid "" #| " The length of this unit’s weapon allows it to strike first in melee, " #| "even in defense." msgid "" "The length of this unit’s weapon allows it to strike first in melee, even in " "defense." msgstr "" " Дугачко оружје ове јединице омогућује јој да увек удари прва у блиској " "борби, чак и када се брани." #: data/core/macros/special-notes.cfg:100 #, fuzzy #| 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." 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 "" " Жртве отрова који поседује ова јединица, трајно ће трпети штету док се не " "исцеле или у селу, или код јединице која исцељује." #: data/core/macros/special-notes.cfg:103 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 "" #. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format. #. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions). #: data/core/macros/special-notes.cfg:122 msgid "" "Special Notes (1.14-style, please update to the new list format to avoid " "duplicates):" msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "оданост" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "оданост" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "без издатака" #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 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" "Током похода, одређене јединице могу својевољно одлучити да се придруже " "вашим снагама. Оне ће тада имати особину оданости. Иако се мора платити " "њихово касније сазивање, оне не праве издатке у току сценарија. Ово их може " "учинити драгоценим током дугог похода, када је злато стално на измаку. " "Унајмљене јединице никада немају ову особину, тако да може бити несмотрено " "отпуштати одане јединице, или их слати у бесмислену смрт." #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 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='Одане' јединице не праве издатке. Већина јединица има " "издатке на крају сваког потеза, бројевно једнаке њиховом нивоу. Одане " "јединице немају таквих захтева." #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "немртвост" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83 #: data/core/macros/traits.cfg:109 msgid "Immune to drain, poison, and plague" msgstr "имунитет на црпљење, отров и кугу" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 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" "Јединице немртвих обично имају немртвост као једину особину. Пошто су ове " "јединице настале од тела мртвих, повраћених да се поново боре, отров нема " "утицаја на њих. Ово их може учинити изузетно корисним при обрачунавању са " "противницима који своје нападе подржавају отровима." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "text='Немртве' јединице су имуне на отров, црпљење и кугу." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "механичност" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "механичност" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 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" "Механичке јединице обично имају механичност као једину особину. Пошто оне " "нису збиља живе, црпљење, отров и куга не утичу на њих." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "text='Механичке' јединице су имуне на отров, црпљење и кугу." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 msgid "elemental" msgstr "елементарност" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "елементарност" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 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" "Елементарне јединице обично имају елементарност као своју једину особину. " "Пошто су оне бића енергетског састава, црпљење, отров и куга не утичу на њих." #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "text='Елементарне' јединице су имуне на отров, црпљење и " "кугу." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "кршност" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "кршност" #. [trait]: id=strong #: data/core/macros/traits.cfg:134 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" "Иако корисна било којој јединици која се бори блиско, кршност је " "најзначајнија јединицама са великим бројем удара у нападу, какви су нпр. " "вилин-борци. Кршне јединице могу бити врло корисне када је само још зрнце " "више штете потребно да се оштећујући удар претвори у завршни." #. [trait]: id=strong #: data/core/macros/traits.cfg:134 #, 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='Кршне' јединице чине 1 поен штете више за сваки " "успешан удар у блиској борби, и имају 1 УП више." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "спретност" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "спретност" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 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" "Спретност је особина коју поседују само вилењаци. Вилењачки народ је познат " "по својој тајанственој складности и великој вештини у руковању луком. Неки " "од њих, међутим, обдарени су талентом који надмашује њихове сународнике. " "Такви вилењаци наносе додатан поен штете сваком својом стрелом." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "text='Спретне' јединице чине 1 поен штете више при сваком " "успешном удару у одступној борби." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "хитрост" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "хитрост" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 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" "Хитрост је најуочљивија особина, посебно код споријих јединица какве су " "тролови и тешка пешадија. Хитре јединице често имају значајно увећану " "покретљивост на незгодном терену, што може бити важно за разматрање када " "распоређујете снаге. Такође, ове јединице нису тако робусне као оне без " "хитрости, и стога су мање погодне за држање положајâ под сталним нападом." #. [trait]: id=quick #: data/core/macros/traits.cfg:172 #, 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='Хитре' јединице имају 1 додатан поен на кретање, али " "5% мање УП него обично." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "оштроумност" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "оштроумност" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 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='Оштроумне' јединице су врло корисне на почетку " "похода, пошто брже могу достићи више нивое. Касније у току похода " "оштроумност није тако корисна, пошто text='напредовање по највећем " "нивоу' (НАПОН) није тако значајно као напредовање у нивоу. Ако " "имате много таквих јединица највишег нивоа, можда је боље да сазивате " "јединице са пожељнијим особинама." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Оштроумним јединицама потребно је 20% мање искуства него обично да би " "напредовале." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "жилавост" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "жилавост" #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 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" "Жилаве јединице могу бити корисне у свим етапама похода, и ова особина је " "корисна за све типове јединица. Жилавост је често од највеће помоћи " "јединицама које имају неки сплет ниских ударпоена, добре одбране, или " "високих отпорности. Овакве јединице су посебно корисне за држање стратешких " "положаја ван руку противника." #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 #, 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='Жилаве' јединице имају 4 УП плус 1 УП по нивоу више " "него обично." #. [trait]: id=healthy #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "здравље" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "здравље" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 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:230 #, 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 "" "Чувени по својој крепкости, неки патуљци су издржљивији од других и могу се " "одмарати чак и док путују." #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "неустрашивост" #. [trait]: id=fearless #: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271 msgid "Fights normally during unfavorable times of day/night" msgstr "у боју без заостатка у неповољна доба дана/ноћи" #. [trait]: id=fearless #: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "" "Несклоност било светлу било тами, нема утицаја на ове храбре појединце." #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "неукроћеност" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "неукроћеност" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "само 50% одбране у копненим селима" #. [trait]: id=feral #: data/core/macros/traits.cfg:288 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 "" "Настамбе свесних бића нису пригодно склониште дивљим створењима ниске " "интелигенције. Због тога, text='неукроћене' јединице " "добијају највише 50% одбране у сваком копненом селу, без обзира на подложни " "терен." #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "нејакост" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "нејакост" #. [trait]: id=weak #: data/core/macros/traits.cfg:306 #, 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 "" "text='Крхке' јединице трпе −1 на ударпоене и штету у " "блиској борби." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "тромост" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "тромост" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 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" "Замашне телесине и неспретни, тромији међу гоблинима и другим расама трпе на " "покретности, али надомештају то понешто увећаном издржљивошћу." #. [trait]: id=slow #: data/core/macros/traits.cfg:325 #, 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='Троме' јединице имају −1 на кретање, али 5% више " "ударпоена." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "приглупост" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "приглупост" #. [trait]: id=dim #: data/core/macros/traits.cfg:345 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" "Ограничености је на претек међу гоблинима и другим нижим расама. Ове се расе " "не зову ниже без разлога, а ово је један од њих." #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "text='Приглупе' јединице трпе 20% увећања неопходног " "искуства да би испредњачиле." #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "старост" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "старост" #. [trait]: id=aged #: data/core/macros/traits.cfg:361 #, 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 "" "text='Остареле' јединице трпе −8 на ударпоене и −1 на " "кретање и штету у блиској борби." #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:9 msgid "berserk" msgstr "безглавост" #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:10 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Безглавост:\n" "Било да се употребљава у нападу или одбрани, борба траје све док једна " "упетљана јединица не настрада, или прође 30 рунди напада." #. [damage]: id=backstab #: data/core/macros/weapon_specials.cfg:22 #, fuzzy #| msgid "" #| "Backstab:\n" #| "When used offensively, this attack deals double damage if there is an " #| "enemy of the target on the opposite side of the target, and that unit is " #| "not incapacitated (turned to stone or otherwise paralyzed)." msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "Нож у леђа:\n" "Употребљен офанзивно, овај напад наноси двоструку штету ако пријатељска " "јединица стоји са наспрамне стране нападнуте, и притом није онеспособљена " "(претворена у камен или друкчије ван строја)." #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/weapon_specials.cfg:42 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "Walking Corpse on the same side as the unit with the Plague attack. This " #| "doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "Куга:\n" "Када јединица настрада под нападом куге, бива замењена бауљашем на страни " "оне која је бацила кугу. Ово не ради на немртвима или јединицама у селу." #. [slow]: id=slow #: data/core/macros/weapon_specials.cfg:65 #, fuzzy #| msgid "" #| "Slow:\n" #| "This attack slows the target until it ends a turn. Slow halves the damage " #| "caused by attacks and the movement cost for a slowed unit is doubled. A " #| "unit that is slowed will feature a snail icon in its sidebar information " #| "when it is selected." msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Успоравање:\n" "Напад успорава циљану јединицу док не заврши потез. Штета коју јединица чини " "у нападу тиме бива преполовљена, а трошак кретања јој је удвостручен. " "Успорена јединица носиће икону пужа у подацима са стране када се изабере." #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:75 msgid "petrifies" msgstr "окамењивање" #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:76 #, fuzzy #| msgid "" #| "Petrify:\n" #| "This attack petrifies the target, turning it to stone. Units that have " #| "been petrified may not move or attack." msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Окамењивање:\n" "Напад претвара циљану јединицу у камен. Тада се она не може покретати нити " "нападати." #. [chance_to_hit]: id=marksman #: data/core/macros/weapon_specials.cfg:87 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Оштроокост:\n" "При нападу, увек постоји барем 60% изгледа да дође до поготка." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:100 msgid "deflect" msgstr "" #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:101 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used defensively, this attack reduces the opponent’s chance to hit by " "10%." msgstr "" "Оштроокост:\n" "При нападу, увек постоји барем 60% изгледа да дође до поготка." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:102 msgid "" "This unit’s defensive techniques reduce the chance of a successful enemy " "attack." msgstr "" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:115 msgid "magical" msgstr "магичност" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:116 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Магичност:\n" "Напад увек има 70% изгледа да погоди, без обзира на одбрамбену способност " "нападнуте јединице." #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:128 msgid "swarm" msgstr "рој" #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:129 #, fuzzy #| msgid "" #| "Swarm:\n" #| "The number of strikes of this attack decreases when the unit is wounded. " #| "The number of strikes is proportional to the percentage of its of maximum " #| "HP the unit has. For example a unit with 3/4 of its maximum HP will get " #| "3/4 of the number of strikes." msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" "Рој:\n" "Број удара при нападу се смањује како јединица бива повређивана. Број напада " "је сразмеран односу тренутних УП и највише УП које јединица може имати. На " "пример, јединица са 3/4 пуних УП имаће 3/4 удара при нападу." #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:139 msgid "charge" msgstr "јуриш" #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:140 #, fuzzy #| msgid "" #| "Charge:\n" #| "When used offensively, this attack deals double damage to the target. It " #| "also causes this unit to take double damage from the target’s " #| "counterattack." msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "Јуриш:\n" "Употребљен офанзивно, овај напад наноси двоструку штету мети. Али такође " "доводи до двоструког оштећења уколико циљана јединица удари у противнападу." #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:153 msgid "absorb" msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:154 msgid "" "This attack puts the unit in good defensive position, and it absorbs some of " "the damage dealt by an enemy strike." msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:155 msgid "" "This unit can block enemy strikes, so that it takes reduced damage when hit." msgstr "" #. [drains]: id=drains #: data/core/macros/weapon_specials.cfg:167 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Црпљење:\n" "Јединица црпи здравље животних јединица, лечећи себе у износу половине штете " "коју нанесе (заокружено надоле)." #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:177 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "први удар" #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:178 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Први удар:\n" "Јединица увек удара прва у борби, чак и када се брани." #. [poison]: id=poison #: data/core/macros/weapon_specials.cfg:189 #, fuzzy #| msgid "" #| "Poison:\n" #| "This attack poisons living targets. Poisoned units lose 8 HP every turn " #| "until they are cured or are reduced to 1 HP. Poison can not, of itself, " #| "kill a unit." msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "Отров:\n" "Овај напад трује животне мете. Отроване јединице губе 8 УП по потезу, док не " "буду исцељене или сведене на 1 УП. Отров не може сам по себи докрајчити " "јединицу." #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:199 msgid "stun" msgstr "" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:200 msgid "" "This attack hits so hard that the opponent is dazed and can no longer " "enforce a zone of control. The effect wears off on the opponent’s next turn." msgstr "" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:201 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to stun its enemies, disrupting their zones of control." msgstr "" " Ова јединица може да успорава непријатеље, преполовљавајући њихову брзину " "кретања и учинак у нападу до краја потеза." #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:208 msgid "arcane" msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:209 msgid "" "This attack combines the arcane type with the type of weapon used so that " "resistance to the arcane type does not penalize the user." msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:210 msgid "" "This unit can use the arcane type when the opponent is particularly " "sensitive to it in relation to the weapon on which it is applied." msgstr "" #: data/core/units.cfg:4 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:39 msgid "race^Bat" msgstr "шишмиш" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "шишмишица" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "шишмиши" #. [race]: id=bats #: data/core/units.cfg:42 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 "" "Шишмиша има разних величина и грађа, од којих је већина безопасна, хранећи " "се инсектима и другим животињицама. Али постоје и веће и злокобније врсте " "које су претња људима и другима расама, и њиховој стоци, посебно када се " "сусретну у групама. То су обично ноћна створења, и зато их често држе (а " "понекад и припитомљавају) они који деле исту склоност ка ноћи." #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "змаг" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "змага" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "змагови" #. [race]: id=drake #: data/core/units.cfg:54 #, fuzzy #| msgid "" #| "Drakes are large, winged and fire-breathing creatures, reminiscent of " #| "true dragons. On average, an adult drake stands around three meters tall " #| "and easily weighs more than a man and a horse combined. Their skin is " #| "made up of hard scales, resistant to most physical strikes except " #| "piercing and cold damage. Most drakes are capable of true flight and can " #| "travel long distances quickly. However, their sheer weight and bulk " #| "limits their flight ability somewhat, making them ungainly in the air. " #| "Where possible, they make use of terrain features such as hills, " #| "mountains and trees as launch points in order to gain greater height and " #| "speed. Fortunately for their enemies, they are still quite clumsy " #| "creatures and surprisingly slow in combat. This, combined with their " #| "large size, renders them easy targets for those who dare attack them.\n" #| "\n" #| "Drakes are inherently magical creatures, with a mysterious internal fire " #| "fueling their very lives. This can easily be witnessed when one of their " #| "kind perishes in combat; its internal fire is released, burning their " #| "remains in to ashes. Their internal fire is also their greatest weakness; " #| "it makes them extremely vulnerable to cold attacks. Despite their magical " #| "nature, drakes are incapable of channeling magic in a controlled manner. " #| "While the magic imbued within a drake’s body enables it to spit fire and " #| "gives it life, they have no willful control over its functions of this " #| "magic.\n" #| "\n" #| "
text='Society'
\n" #| "Drakes are a relatively warlike race and their societies can be best " #| "described as cultured martial societies. The core of a drake tribe is a " #| "small group of veteran warriors headed by a mutually respected — or " #| "simply feared — dst='dominant' text='dominant' who rules the " #| "society with an iron fist. Every drake is expected to earn their place in " #| "the strict hierarchy, to obey their superiors and command their " #| "inferiors. Entry to the ruling elite is only possible through challenging " #| "and defeating a superior in single combat, which is the way the hierarchy " #| "within the elite itself is established. The use of deception of any kind " #| "towards any fellow drake is, without exception, seen as cowardly and " #| "unacceptable.\n" #| "\n" #| "While their warlike nature and sense of territory drives them to defend " #| "their territories savagely, drakes rarely invade or trespass on areas " #| "already occupied by the other major races. Instead, they settle in " #| "unpopulated areas to establish their own territory there. They primarily " #| "feed on large game they hunt in the lowlands around their homes, but " #| "hatchlings and lower caste drakes are known to feed also on certain of " #| "moss and fungi they cultivate deep in their caverns. The only technology " #| "drakes value is armor- and weapon-smithing, and neither know or need " #| "other science and culture besides this. However the few implements they " #| "do fashion are almost unrivaled in quality, only matched by those " #| "produced in the finest Dwarvish foundries.\n" #| "\n" #| "Drakes are hatched from eggs and usually live naturally between 20 to 30 " #| "years. Death in battle is the most preferred way for a drake to leave " #| "this world. Unlike the elder members of other races, drakes naturally " #| "grow more aggressive and reckless towards the ends of their natural " #| "lives, perhaps to help ensure their place in the heroic legends of their " #| "kind.\n" #| "\n" #| "
text='Geography'
\n" #| "Drakes originated from an archipelago of volcanic islands called " #| "dst='morogor' text='Morogor' in the dst='great_ocean' " #| "text='Great Ocean'. A combination of population pressure and the " #| "subsidence of many of their home islands has caused colonies of drakes to " #| "spread to the dst='great_continent' text='Great Continent'. " #| "Drakes tend to make their homes in mountain caverns near volcanoes to " #| "protect their eggs, hatchings and forges. While drakes naturally prefer " #| "warmth, their internal fire is more than capable of sustaining them even " #| "in a relatively cold climate, a feature which has allowed them to " #| "populate even some of the mountains of the far north of the Great " #| "Continent." msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, 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 into 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 may live naturally for several decades, although " "some have been known to survive for longer. However, death in battle is the " "most preferred way for a drake to leave this world. As such, most drakes do " "not live to see the end of their natural lifespan.\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 "" "Змагови су велика, крилата и ватродахна створења, спомен истинским " "змајевима. Просечан одрастао змаг сеже три метра у висину и лако тежи више " "од човека и коња му заједно. Кожа им је сачињена од тврде крљушти, отпорне " "на већину физичких утицаја осим пробојних и мразних удара. Већина змагова " "вична је правом лету, брзо преваљујући велику даљину. Ипак, сирова им тежина " "и обујам понешто ограничава вештину лета, чинећи их незграпним у ваздуху. " "Где је то могуће, за полетање користе обличја терена попут брда, планина и " "стабала, како би досегли већу висину и брзину. Срећом по њихове непријатеље, " "створења су сасма неспретна и изненађујуће спора у боју. Ово их, уз големи " "стас, чини лаким метама онима што се усуде насрнути.\n" "\n" "Змагови су самосвојно магична створења, којима тајанствени унутрашњи плам " "погони саме животе. Ово се лако примети кад неки од њихове сорте страда у " "боју: плам се ослободи, спаљујући остатке до пепела. Тај унутрашњи плам им " "је и највећа слабост, чинећи их изнимно рањивим на мразне нападе. Упркос " "својој магичној природи, змагови нису способни за контролисано усмеравање " "магије. Док им свепрожимајућа телесна магија даје живот и омогућава бљување " "ватре, немају свесну контролу над њеним деловањем.\n" "\n" "
text='Друштво'
\n" "Змагови су сразмерно ратоборна раса, чија се друштва понајбоље могу описати " "као узорна војничка устројства. Срж змашког племена група је прекаљених " "ратника, на челу са свеопште поштованим — или страхопоштованим — " "dst='dominant' text='надмоћником', који друштвом влада гвозденом " "песницом. Од сваког се змага очекује да заради своје место у строгој " "хијерархији, да поштује своје главешине и командује својим подређенима. " "Приступ владајућој елити могуће је само кроз изазов и победу над надређеним " "у борби један на један, што је и начин на који се успоставља хијерархија " "међу самом елитом. Било каква врста обмањивања својих сународника сматра се, " "без изузетка, кукавичком и неприхватљивом.\n" "\n" "Док их ратоборна природа и територијална свест гони на дивљу одбрану својих " "насеобина, змагови ретко упадају на подручја већ под управом неке од других " "великих раса. Уместо тога насељавају се у ненасељеним областима, где " "успостављају свој поредак. Претежно се хране великом ловином коју налазе у " "удолинама око својих домова, али је познато да се новоизлегли и ниже змашке " "касте хране и врстама маховина и гљива које гаје дубоко у својим пећинама. " "Израда оклопа и оружја једино је умеће које змагови цене и нити знају нити " "траже других наука поред ове. Ипак, малобројни предмети што их израђују " "каквоће су скоро без премца, с којом се може мерити само најбоље из " "патуљачких ковница.\n" "\n" "Змагови се легу из јаја, и обично достижу између 20 и 30 година старости. За " "једног змага, смрт у боју је најпожељнији начин да се напусти овај свет. За " "разлику од старијих чланова других раса, змагови природно постају све " "насртљивији и необузданији како се ближе крају живота, можда како би " "осигурали себи место у јуначким предањима своје врсте.\n" "\n" "
text='Распрострањеност'
\n" "Постојбина змагова беше архипелаг вулканских острва у dst='great_ocean' " "text='Великом океану' по имену dst='morogor' text='Морогор'. Спрега пренасељености и постепеног тоњења многих од тих острва учини " "да се колоније змашке размиле до dst='great_continent' text='Великог " "континента'. Змагови обично свијају домове у планинским пећинама, " "близу вулкана ради заштите својих јаја, излеглих и ковница. Док змагови " "уживају у топлом, унутрашњи им плам омогућава да се одрже у сразмерно " "хладним пределима. Ово им је допустило да настане чак и неке планине на " "далеком северу Великог континента." #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "патуљак" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "патуљка" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "патуљци" #. [race]: id=dwarf #: data/core/units.cfg:90 #, 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 "" "Патуљци су раса чувена по својим рударима, ковачима, трговцима и ратницима. " "Сматрају се за трећу најстарију расу Великог континента, после вилењака и " "тролова, али им је освит историје под копреном тајанствености. Предања зборе " "о времену давно заборављеном када је патуљачки народ кроз пећине почео да " "израња из свог подземног света. Ништа се не зна о њиховом животу пре " "приспећа у површински свет, нити разлозима који су их к њему нагнали, али " "потом постадоше неотуђиви део историје континента. Убрзо по приспећу из " "подземља, патуљци се нађоше у сукобу са првобитним пребиваоцима земље, " "вилењацима. Иако су исконски поводи њиховог спора одавно препуштени забораву " "историје, две расе отада водише три дуга рата, повремено прекидана неколиким " "деценијама мира. Током ратова, патуљци не смогаше изглавити вилењаке из " "дубоких шума на југу, али утврдише своје положаје у брдима и планинама на " "северу континента, познатим као Североземље. Од тог времена, справише " "патуљци чудесне утврде и насеобине дубоко у планинама и кршевима својих " "поседа.\n" "\n" "Може бити због своје подвојености, патуљци су обично неповерљиви или " "непријатељски настројени према већини других раса, посебно вилењацима. " "Једини изузетак оваквом опхођењу чине према људима, што се може испратити до " "раздобља Халдрика I и пристизања људи и оркова на континент. У то време " "патуљци почеше допуштати неким људима, понајпре неистомишљеницима и " "одметницима из Веснотског краљевства, да насељавају одређена подручја " "Североземља. Повод томе не беше изненађујућ; положај ових појединаца " "подсећаше патуљке на сопствене прапочетке прогона, изазивајући осећање " "блискости. Патуљцима су имали и користи од успостављања веза са изгнаницима. " "Ови би насељавали пределе који патуљцима нису били по вољи — равнице, шуме, " "мочваре — решавајући их одбране тих подручја.\n" "\n" "Патуљци су омањег стаса по људским мерилима, али нипошто крхки. Њихових се " "ратника, жилавих и моћних, широм континента и плаши и поштује по јунаштву у " "боју. Поред тога, патуљци су познати и по својој прорачунатој нарави и " "сјајном занатству. Патуљачки су ковачи чувени по смртоносним оружјима и " "тешким оклопима, спреми квалитета без равне, с којим се можда могу мерити " "једино змашки оружари. Оштроумност и урођена љубопитивост чини патуљке " "технички најнапреднијом расом на континенту. Једно од најчувенијих и " "најстрашнијих открића им је тајанствени црни прах који изазива заглушујући " "прасак када се изложи пламену или варници. Поједини патуљачки ратници " "користе овај прах за упућивање малих предмета неизмерним брзинама ка " "противнику. С обзиром на своје технолошке тежње, многи су патуљци " "неповерљиви према зналцима магије. Па ипак, неки увежбавају облике магије " "засноване на резбарењу рунâ; знани као рунотворци, гравурама могу зачарати " "предмете како би им оснажили неке природне особине." #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "вилењак" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "вилењакиња" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "вилењаци" #. [race]: id=elf #: data/core/units.cfg:111 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 " "at least a full two centuries. While some elves possessing a high magical " "aptitude have been known to live longer, most elves begin to grow physically " "frail at some point between 250 and 300 years of age and pass away rapidly " "thereafter.\n" "\n" "Most elves share an intense affection for unspoiled nature and find " "themselves uncomfortable in open, unvegetated places. 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 several millennia.\n" "\n" "
text='Magic'
\n" "While elves are fundamentally different creatures than the fabled fair folk, " "their magic has some connection to the faerie and is the source of their " "unusually keen senses as well as their long lives. Elven magic is split " "between two different paths, one focused on manipulation of the mundane or " "natural world, and one focused on divination into the arcane plane. More " "common is the the way of corporeal alteration, which has more tangible " "effects than its antithesis in the arcane. Though elven nature magic is ill-" "suited toward combat, its potent ability to harness earthly energies to " "nurture and protect is the primary reason for the effectiveness of elven " "healing as well as the beauty and vitality of their forests.\n" "\n" "Those who follow the mystic path are also well-regarded by other elves, but " "their motives and abilities are often unclear to those outside of their " "order. Some who venture far down the path of mysticism take on more faerie-" "like traits, gaining extraordinary insight and longevity, but also becoming " "sensitive to and even burned by the presence of cold iron.\n" "\n" "
text='Culture'
\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, often for sporting purposes. As a result, elves excel at archery, a " "craft that is readily and effectively applied to warfare. Elves are also " "renowned musicians, particularly skilled at wind and plucked string " "instruments in small ensembles. The Aeolian harps of the Aethenwood, for " "example, are crafted from the fine wood of Elven yew trees and are legendary " "for their soft, gentle tone.\n" "\n" "
text='Society'
\n" "Elvish society is roughly divided into three factions: a pseudo-military " "faction responsible for defending their forests, peaceful civilians who are " "usually craftsmen and artists, and healers and mystics who maintain the " "elves’ connection to the faerie. Responsible for governing these different " "aspects is the nobility, who are treated as servants to the broader social " "order, rather than as strict rulers of their people. The process for " "selecting these nobles differs between the various elven conclaves, with the " "governing council of Wesmere — the Ka’lian — being elected and the nobility " "in Lintanir usually being inherited.\n" "\n" "In times of strife, the hierarchy of command becomes more adaptable, with " "the ordinary aristocracy deferring to more war-minded marshals. By " "tradition, in both Wesmere and Lintanir, an enchantress from the order of " "elven mystics is also called upon to facilitate the transition of power." msgstr "" #. [race]: id=falcon #: data/core/units.cfg:137 #, fuzzy #| msgid "race^Human" msgid "race^Falcon" msgstr "човек" #. [race]: id=falcon #: data/core/units.cfg:138 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "човек" #. [race]: id=falcon #: data/core/units.cfg:139 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "људи" #. [race]: id=falcon #: data/core/units.cfg:140 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 "гоблин" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "гоблинка" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "гоблини" #. [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 "" "Гоблини се, упркос својој појави, рађају као сродници оркова и припадници су " "исте расе. Док се код других раса деца обично рађају појединачно или у пару, " "оркови добијају велике накоте, због чега им бројност брзо експлодира. У " "сваком накоту биће само један до два права орка, који ће нарасти до пуне " "величине и снаге својствене својој раси. Наћи ће се ту још неколико " "полуоркова, уочљиво слабијих од своје велике браће, који ће као одрасли " "добити споредне улоге у борби, попут стрељаштва. Остали, обично половина " "накота па и преко тога, биће гоблини.\n" "\n" "Гоблини су нејаки и прилично крхки, и ретко престижу по висини и стасу " "људску децу. Живе готово ропски под својим већим сродницима, а у бојевима се " "користе као потрошна роба. Упркос својој трагичној судбини, они итекако " "опстају: донекле зато што су тако бројни, али и јер су оркови врло свесни " "колико зависе од гоблина.\n" "\n" "У орковском друштву гоблини изводе главнину послова, с изузетком само оних " "који захтевају сирову снагу истинских оркова. У таквим пословима уживају " "оркови сами, као у доказу сопствене моћи." #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "грифон" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "грифонка" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "грифони" #. [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=horse #: data/core/units.cfg:181 #, fuzzy #| msgid "race^Wose" msgid "race^Horse" msgstr "ивер" #. [race]: id=horse #: data/core/units.cfg:182 #, fuzzy #| msgid "race+female^Ogre" msgid "race+female^Horse" msgstr "огрица" #. [race]: id=horse #: data/core/units.cfg:183 #, fuzzy #| msgid "race^Woses" msgid "race^Horses" msgstr "ивери" #. [race]: id=horse #: data/core/units.cfg:184 msgid "" "Domesticated horses come in many shapes and sizes, from mighty war chargers, " "to sturdy draught horses or agile stock horses. While they are more fragile " "than many beasts, their speed and cunning allow feral horses to thrive in " "the wild, alongside their wild brethren.\n" "\n" "Horses have been an important part of many civilizations, so it is not " "surprising that there are many myths and stories centered around them. " "Winged horses, man-horse hybrids, and ghost horses have made their way into " "written history, though few can honestly claim to have seen such things." msgstr "" #. [race]: id=human #: data/core/units.cfg:201 msgid "race^Human" msgstr "човек" #. [race]: id=human #: data/core/units.cfg:202 msgid "race+female^Human" msgstr "човек" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Humans" msgstr "људи" #. [race]: id=human #: data/core/units.cfg:204 #, 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 "" "Људска је раса до крајњости разнолика. Иако потичу са Старог континента, " "људи се проширише по целом свету и разделише на многе културе и подрасе. " "Иако нису прожети магијом као друга створења, људи је умеју спознати и " "владати њеним разноврснијим видовима него већина осталих. Немају посебних " "способности ни наклоњености до своје свестраности и нагона. Иако неретко у " "завади са другим расама, повремено умеју ступити у савез са оним мање " "ратоборним, попут вилењака или патуљака. Мање обзирни се не устручавају ни " "од унајмљивања орковских плаћеника. Иако без природних непријатеља, већина " "људи гаји исконску одбојност према немртвима, као што је случај и с другим " "расама. Људи су нижи растом од вилењака, а виши од патуљака. Боја коже им је " "широког распона, од скоро беле до тамносмеђе.\n" "\n" "
text='Поданици Круне'
\n" "Многе су различите људске скупине, али их већина на Великом континенту " "потпада под власт Круне Веснота. Први људи на Велики континент стигоше из " "земље далеко преко океана на западу, са Зеленострва, те убрзо успоставише " "своју престоницу, од мора далеки град Велдин. Током наредних векова подигоше " "још многе градове широм континента. Војници веснотске круне штите државу, " "образујући најуређенију војничку силу познатог света. Њени будући ратници " "стижу из главних покрајина, где се мушкарци регрутују још као млади.\n" "\n" "
text='Припадници Кланова'
\n" "Источне покрајине веснотске, познате као домовине Кланова, географски су " "претежно отворене равнице и валовита брда, за разлику од западних, " "цивилизованијих покрајина. Њих насељавају Коњички кланови, придружени Круни " "Веснота, али делујући независно и одржавајући своје порекло. Неки их држе за " "вазалску државу, што Круни подаје храну и војнике у замену за заштиту. " "Други, пак, веле да су на равној нози са западном половином Веснота. Како " "било, источне покрајине не одржавају стајаћу војску како то чини Западни " "Веснот. Увежбавање за бој саставни је део живота у Клановима; родитељи децу " "подучавају јахању, борењу и руковању луком од малих ногу. У пресеку, клански " "су ратници слабије организовани од цивилизованих бораца, али се врлине и " "мане ових дружина међусобно надопуњују." #. [race]: id=dunefolk #: data/core/units.cfg:219 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "човек" #. [race]: id=dunefolk #: data/core/units.cfg:220 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "човек" #. [race]: id=dunefolk #: data/core/units.cfg:221 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "немртви" #. [race]: id=dunefolk #: data/core/units.cfg:223 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk 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=lizard #: data/core/units.cfg:244 msgid "race^Saurian" msgstr "сауријанац" #. [race]: id=lizard #: data/core/units.cfg:245 msgid "race+female^Saurian" msgstr "сауријанка" #. [race]: id=lizard #: data/core/units.cfg:246 msgid "race^Saurians" msgstr "сауријанци" #. [race]: id=lizard #: data/core/units.cfg:247 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:273 msgid "race^Mechanical" msgstr "машина" #. [race]: id=mechanical #: data/core/units.cfg:274 msgid "race+plural^Mechanical" msgstr "машине" #. [race]: id=mechanical #: data/core/units.cfg:275 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 "" "Покретани ни природним животом ни некромантијом, израз " "text='машина' описује предмете које су створила разумна " "бића. Већина машина се нити креће нити размишља својом вољом, али неке ипак " "то чине заслугом магичне зачараности." #. [race]: id=merman #: data/core/units.cfg:284 msgid "race^Merman" msgstr "морејац" #. [race]: id=merman #: data/core/units.cfg:285 msgid "race^Mermaid" msgstr "морејка" #. [race]: id=merman #: data/core/units.cfg:286 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "трол" #. [race]: id=merman #: data/core/units.cfg:288 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 "" "Нешто попут споја човека и рибе, морејци су загонетна раса и рибљих и " "човеколиких својстава. Имају снажне репове који им омогућавају брзо кретање " "у свим воденим окружењима, а спретне руке и паметне умове којима су развили " "вештине израде алатки и других предмета. По природи на граници између мора и " "копна, морејци без проблема могу дисати како у води тако и на сувом. Иако " "могу да живе на копну, много су бржи и окретнији у води, па се ретко налазе " "подаље од океана. Клоне се сувог тла, пошто су на њему трапави и неспретни, " "и јако се тешко крећу по кршним и шумским подручјима." #. [race]: id=monster #: data/core/units.cfg:296 msgid "race^Monster" msgstr "чудовиште" #. [race]: id=monster #: data/core/units.cfg:297 msgid "race+female^Monster" msgstr "чудовиште" #. [race]: id=monster #: data/core/units.cfg:298 msgid "race^Monsters" msgstr "чудовишта" #. [race]: id=monster #: data/core/units.cfg:299 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 "" "Изразом „чудовиште“ описују се многе гнусне звери што походе пећине, " "дивљине, океанске дубине и друга поднебља свету. Такође су их пуне приче и " "ноћне море становника тих поднебља." #. [race]: id=naga #: data/core/units.cfg:306 msgid "race^Naga" msgstr "нагајац" #. [race]: id=naga #: data/core/units.cfg:307 msgid "race^Nagini" msgstr "нагајка" #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Nagas" msgstr "нагајци" #. [race]: id=naga #: data/core/units.cfg:309 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 "" "Змијолики нагајци једна су од најмање схваћених раса на Великом континенту, " "делом због њихове ксенофобне природе а делом због њиховог туђинског " "окружења. Нагајци су једна од малобројних раса способних за делотворно " "кретање у води, што им отвара врата ка једном целом свету у суштини " "забрањеном становницима копна, али их и још више удаљава од копнених бића " "којих се клоне. Па ипак, нису истинска морска створења услед немогућност " "дисања у води, због чега морају устукнути пред безданом. Живот у приобалним " "подручјима отвара им копнени пут за бег од створења из дубине, док их држи " "подаље од свих оних који путују на ногама, копитима или крилима. Иако су " "нагајци понешто крхког стаса, обично су бржи и окретнији од својих " "противника. Понекад се нађу у сукобу са морејцима када им се територије " "преклопе, али углавном воле мочваре и реке више него отворено море." #. [race]: id=ogre #: data/core/units.cfg:317 msgid "race^Ogre" msgstr "огр" #. [race]: id=ogre #: data/core/units.cfg:318 msgid "race+female^Ogre" msgstr "огрица" #. [race]: id=ogre #: data/core/units.cfg:319 msgid "race^Ogres" msgstr "огрови" #. [race]: id=ogre #: data/core/units.cfg:320 #, fuzzy #| msgid "" #| "Ogres are a wild and uncivilized race who dwell mainly in the wilderness " #| "of the Great Continent. Physically, they resemble humans and orcs but are " #| "larger and stronger. Even their adolescents are more than a match for " #| "most men. Ogres are distrusted in many populated areas and usually either " #| "avoid them or are driven out by force. Instead, they lurk the mountainous " #| "areas on the edges of civilization, where hungry ogre bandits provide a " #| "constant threat to travelers and caravans. While ogres are not " #| "particularly intelligent or quick, their toughness and physical strength " #| "make them a valuable asset in the armies of other races. They are " #| "especially valued by more ruthless commanders who don't mind the ogres' " #| "brutality. Little is known about their biology or society, if they can " #| "truly be said to have one, but they are said to attack alongside wolves " #| "and other beasts. Whether this is a sign of cooperation, domestication, " #| "or simply mutual opportunism is not known." msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" "Огрови су дивља и нецивилизована раса што пребива углавном по дивљинама " "Великог континента. Физички наликују људима и орковима, али су већи и јачи. " "Чак су и млади огрови више него равни већини људи. У многим насељеним " "подручјима не трпе огрове, тако да их огрови што избегавају што бивају силом " "избацивани. Уместо тога вребају у планинским областима на рубовима " "цивилизације, где су гладни огровски разбојници стална претња путницима и " "караванима. Иако огрови нису посебно оштроумни нити брзи, због своје " "жилавости и физичке снаге радо су виђени у војскама других раса. Посебно их " "цене безобзирнији заповедници којима не смета огровска суровост. Мало се зна " "о биологији и друштвеним односима огрова, ако се уопште може рећи да их " "имају, али се прича да нападају заједно са вуковима и другим зверима. Да ли " "је то знак сарадње, припитомљавања или просто обостраног опортунизма, није " "познато." #. [race]: id=orc #: data/core/units.cfg:328 msgid "race^Orc" msgstr "орк" #. [race]: id=orc #: data/core/units.cfg:329 msgid "race+female^Orc" msgstr "оркиња" #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orcs" msgstr "оркови" #. [race]: id=orc #: data/core/units.cfg:331 #, 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 "" "Оркови су пола налик људима, пола зверима. Виши су, кршнији и снажнији од " "људи, а по нарави ратоборни, дивљи и окрутни. Крв им је тамнија и гушћа од " "човекове, и нимало се не осврћу на личну хигијену или појаву. Иако су " "насилни и једни према другима, чопорски су настројени; један орк никада не " "путује сâм нити бивствује у дружинама мањим од по десетка.\n" "\n" "
text='Друштво'
\n" "Готово је сваки орк члан неког племена или клана. Односи међу суседним " "племенима обично су насилни, осим када им заједнички непријатељ запрети " "опстанку или им велико харање на видику надјача међусобне нетрпељивости. " "Повремено, догоди се да поједини снажни поглавица успостави власт и поведе " "више племена, обично застрашивањем следбеника. У време мира, орковско је " "племе усредсређено поглавито на сопствено јачање у ишчекивању наредног " "оружаног сукоба. Познато је да оркови поседују грубу писменост — обично " "крвљу бележеном — иако се највећма користи за размену увреда и претњи међу " "племенским вођима.\n" "\n" "Орковско друштво заснива се на мало чему до снаге; јачи је у праву, и вођ " "води и опстаје само док му нико не може приграбити положај. Непрекидна борба " "за власт кључа међу изгледним племенским главама. Реткост је орковски вођ " "који поживи више од неколико година уживајући у својој потпуној власти, пре " "него га други посече у борби за исто место — мада историја бележи истакнуте " "изузетке. Оркови немају посебног кôда части, и док се неоспоривој сировој " "снази обично даје предност у испољавању моћи, атентати, тровања и удари с " "леђа потпуно су очекивани начини за постизање циљева.\n" "\n" "Уобичајена станишта орковима су подручја у удолинама или планинским " "областима, а понекад пећине. Не гаје усеве нити држе стоку, али су способни " "ловци, захваљујући физичком стасу и окрутности. Услед своје многобројности, " "умеју за кратко време изловити подручје готово ненасељено било чим већим од " "глодарâ. Заслугом тога и нестабилности вођства, орковска племена теже " "полуномадском начину живота, никад се не задржавајући предуго на истом " "огњишту. Виђена су већа племена која се током година чврсто укорене на неком " "подручју, те подигну велике таборе скоро налик градовима, али се чак и таква " "лако разобличе и напусте чим наиђе потреба за премештање хорде.\n" "\n" "Најстарији познати оркови доживели су 50 до 60 лета, али тек шачица " "појединаца дочека преко две или три деценије пре сусрета са судбином, или у " "рату или од руке неког од својих сународника. Стари оркови су обично шамани, " "као можда једини на које њихови сународници гледају са поверењем и без " "непријатељства. Извори оваквог обичаја нису познати, како шамани мало " "непосредно доприносе орковском друштву, већ делују као саветници — што " "оркови немају обичај да трпе. Шамани су у многом погледу супротност другим " "орковима: често су физички сасушени и крхки у поређењу, и недостаје им " "вештине за бој. Без обзира на окренутост сировој снази, не рађају се баш сви " "оркови обдарени њоме. Немало их се изроди мањих и слабијих, и већ као " "новорођенчад снажнији сродници поставе их на њихово место. Јачи ће без " "освртања грабити већи део хране и тако још јачати, за разлику од слабијих. " "Многи овакви појединци усавршавају друге вештине, као што су стрељаштво или " "убијање из потаје." #. [race]: id=orc #: data/core/units.cfg:342 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=raven #: data/core/units.cfg:351 #, fuzzy #| msgid "race^Dwarves" msgid "race^Raven" msgstr "патуљци" #. [race]: id=raven #: data/core/units.cfg:352 #, fuzzy #| msgid "race+female^Drake" msgid "race+female^Raven" msgstr "змага" #. [race]: id=raven #: data/core/units.cfg:353 #, fuzzy #| msgid "race^Dwarves" msgid "race^Ravens" msgstr "патуљци" #. [race]: id=raven #: data/core/units.cfg:354 msgid "" "Ravens are general scavengers, often associating with hunters or predators " "in the hope of sharing in the kill. They do not have the powerful beak or " "claws of the gryphons or raptors, but can still be a threat because of their " "intelligence and ability to recognize any advantage.\n" "\n" "In the aftermath of a battle, the dead and wounded are a banquet for ravens, " "thus ravens are a nuisance for allies of the defeated but are seen by some " "victors as part of martial ceremonies. The violence and large numbers that " "characterize both orcs and humans bring these races into constant " "interaction with ravens in this context. For this reason, the birds have " "become characters in fables, parables, and superstitions related to war.\n" "\n" "As intelligent scavengers, ravens do not need war dead to survive. Some " "farmers struggle to keep ravens away from freshly sown seeds, but others are " "happy to have them around as sentries." msgstr "" #. [race]: id=troll #: data/core/units.cfg:365 msgid "race^Troll" msgstr "трол" #. [race]: id=troll #: data/core/units.cfg:366 msgid "race+female^Troll" msgstr "тролкиња" #. [race]: id=troll #: data/core/units.cfg:367 msgid "race^Trolls" msgstr "тролови" #. [race]: id=troll #: data/core/units.cfg:368 #, 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, 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 "" "Тролови су прастара створења, од најстаријих раса за које се зна да су " "насељавале Велики континент. Велики, троми и простодушни, проводе изразито " "дуге животе унутар дубоких пећина или поврх високих планина. Јединствена " "особина тролова јесте унутрашња животност која их одржава и залечује " "повреде. То их нагони бивствовању сасвим другачијем од готово било којег " "другог знаног бића. Стварне потребе су им малобројне, тек мало хране и воде, " "те немају других делатних побуда заштите од према њима непријатељски " "настројених. Из овога следи да се ретко брину око било чега, проводећи већи " "део дана у спавању и разматрању. Тролови су на чудан начин наклоњени природи " "— не тичу их се, као вилењака, живе твари, већ тло и стење. Такође " "испољавају знатижељу према свом окружењу, да многи млађи штенци уживају " "путујући и разгледајући света. Како старе, тролови постају све безвољнији, " "постепено губећи занимање за свет што их окружује и проводећи све више " "времена дремајући у тихом, познатом кутку своје домаће пећине. И тако све " "док тихо не згасну, док им се сама тела полако претварају у беживотне камене " "кипове.\n" "\n" "Многи на тролове гледају као на тек нешто више од још једне расе дивљих " "немани. Ову уобичајену заблуду делом подстичу оркови како би нагнали тролове " "да се придруже њиховим војскама. Како су тролови сразмерно наивни и не " "разумеју путеве других раса, да их понекад чак не умеју ни разликовати, " "орковској је дружини обично лако убедити скупину тролова да ће, придруживши " "им се, моћи да се освете онима који их раније ловише. Тако стечени саборци " "затим се упућују у напад на било кога тренутно супротстављеног самим " "орковима, било да су заиста непријатељи и троловима или не, тако накупљајући " "још више непријатеља завараним троловима. Најчешћи супарник троловима су " "патуљци, две расе међу којима влада древна мржња.\n" "\n" "
text='Распрострањеност'
\n" "Тролови пребиваше у планинама Великог континента дуже од патуљака који ту " "пристигоше. Уобичајен су призор на планинским венцима северно и источно од " "Веснота, и куда год се крећу орковске хорде." #. [race]: id=undead #: data/core/units.cfg:388 msgid "race^Undead" msgstr "немртав" #. [race]: id=undead #: data/core/units.cfg:389 msgid "race+female^Undead" msgstr "немртва" #. [race]: id=undead #: data/core/units.cfg:390 msgid "race+plural^Undead" msgstr "немртви" #. [race]: id=undead #: data/core/units.cfg:391 #, fuzzy #| msgid "" #| "Undead are not really a single race of creatures, although often treated " #| "as such. Almost any dead creature can, by a sufficiently skilled " #| "necromancer, be reanimated and rise again in undeath. Undead are for the " #| "most part unnatural but mindless constructs, obeying whoever created them " #| "without question nor thought. A greater mystery of necromancy is in how " #| "constructs are sustained without continuous effort from the necromancer. " #| "An undead creature does not require the constant attention of the " #| "necromancer to command and sustain, but can work autonomously according " #| "to the commands of it’s master. Only rarely, perhaps once every few " #| "months, does the necromancer need to maintain his creation.\n" #| "\n" #| "Necromancy is almost solely limited to humans. Even the legends of " #| "magically apt races like elves and mermen tell of very few of their kind " #| "who have ever delved in the dark arts. It is surmised that necromantic " #| "magic requires great adaptability and a flexible mind, extremes of which " #| "are most commonly found in humans. The ultimate goal of most necromancers " #| "is to turn the same art of preserving and imbuing life upon themselves, " #| "to alter themselves at whatever cost, to ultimately escape death by " #| "preserving their own mind and spirit.\n" #| "\n" #| "
text='Geography'
\n" #| "While undead lords arrived on the Great Continent in considerable numbers " #| "only in the wake of Haldric I, they were not completely unheard of by " #| "elves and dwarves before that." msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Most ordinary creatures can, by a sufficiently skilled necromancer, be " "reanimated into constructs of varying character — resurrection of the " "physical form often results in a minion that obeys its master without " "question, while manifestation of a soul usually produces a servant with at " "least a modicum of thought. A great mystery of necromancy is how these " "constructs are sustained and controlled without continuous effort from the " "necromancer. Most dark magi do not provide constant attention or maintenance " "to their creations, instead allowing them a small degree of independence to " "function autonomously in line with the provided commands. However, when left " "unchecked, some undead gain enough sovereignty to break free from and even " "turn on their masters. Accordingly, while even lesser undead require " "periodic maintenance, this is especially true for more powerful undead, " "particularly greater spirits or death knights, who possess a high degree of " "inherent will. In these cases, necromancy becomes a battle of resolve " "between mage and minion. The necromancer must maintain a delicate balance " "between control over their servants and allotting them free will — the " "source of their individual powers.\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 "" "Немртви нису збиља јединствена раса, али су створења често држана за таква. " "Довољно извештен некромант може повратити и подићи у несмрт готово свако " "мртво створење. Немртви су претежно противприродне али бесловесне творевине, " "штујући без питања и промисли онога који их је створио. Велика је тајна " "некромантије како се ове творевине могу одржавати без трајног напора " "некроманата. За одржавање и командовање немртвим створењем некроманту није " "неопходна непрекидна посвећеност, већ она могу самостално извршавати вољу " "свога господара. Тек повремено, можда једном у неколико месеци, некромант " "мора да поради на својој творевини.\n" "\n" "Некромантија је безмало потпуно у власти људи. Чак и предања о магији вичним " "расама попут вилењака или морејаца, ретко зборе о некима од њихове сорте што " "се бавише мрачним занатом. Нагађа се да некромантска магија захтева знатну " "прилагодљивост и виспреност ума, до крајњости које се најчешће налазе у " "људи. Коначни је наум већине некроманата окретање исте те вештине очувавања " "и прожимања животом к њима самима, изменивши се без обзира на цену, бежећи " "смрти одржавањем сопственог ума и духа.\n" "\n" "
text='Распрострањеност'
\n" "Док немртви господари пристигоше на Велики континент у знатном броју тек на " "трагу Халдрика I, није да се о њима и пре тога није понешто чуло међу " "вилењацима и патуљцима." #. [race]: id=wolf #: data/core/units.cfg:404 msgid "race^Wolf" msgstr "вук" #. [race]: id=wolf #: data/core/units.cfg:405 msgid "race+female^Wolf" msgstr "вучица" #. [race]: id=wolf #: data/core/units.cfg:406 msgid "race^Wolves" msgstr "вукови" #. [race]: id=wolf #: data/core/units.cfg:407 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:416 msgid "race^Wose" msgstr "ивер" #. [race]: id=wose #: data/core/units.cfg:417 msgid "race^Woses" msgstr "ивери" #. [race]: id=wose #: data/core/units.cfg:418 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:30 data/lua/feeding.lua:43 msgid "+1 max HP" msgstr "+1 макс. УП" #. [lua]: wesnoth.interface.game_display.unit_status #: data/lua/stun.lua:14 msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control." msgstr "" #. [lua]: on_hit #: data/lua/stun.lua:24 #, fuzzy #| msgid "female^undead" msgid "female^stunned" msgstr "немртвост" #. [lua]: on_hit #: data/lua/stun.lua:26 msgid "stunned" msgstr "" #: src/help/help.cpp:207 msgid "Close" msgstr "Затвори" #: src/help/help.cpp:211 msgid "Help" msgstr "Помоћ" #: src/help/help.cpp:263 src/help/help.cpp:267 #, fuzzy #| msgid "Parse error when parsing help text: " msgid "Parse error when parsing help text:" msgstr "Грешка при рашчлањивању текста помоћи: " #: src/help/help_topic_generators.cpp:63 msgid "Best of" msgstr "" #: src/help/help_topic_generators.cpp:63 msgid "Worst of" msgstr "" #: src/help/help_topic_generators.cpp:160 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "" #. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village. #. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing. #: src/help/help_topic_generators.cpp:165 msgid "" "This terrain allows units to be cured of poison, or to heal a single " "hitpoint." msgid_plural "" "This terrain allows units to heal $amount hitpoints, or to be cured of " "poison, as if stationed in a village." msgstr[0] "" msgstr[1] "" msgstr[2] "" msgstr[3] "" #: src/help/help_topic_generators.cpp:172 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "" #. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one. #: src/help/help_topic_generators.cpp:176 msgid "" "This terrain is a keep — a leader can recruit from this hex onto connected " "castle hexes." msgstr "" #. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this. #: src/help/help_topic_generators.cpp:179 msgid "" "This unusual keep allows a leader to recruit while standing on it, but does " "not allow a leader on a connected keep to recruit onto this hex." msgstr "" #: src/help/help_topic_generators.cpp:183 #: src/help/help_topic_generators.cpp:603 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Special Notes:" msgid "Special Notes:" msgstr "" "\n" "\n" "Посебне напомене:" #: src/help/help_topic_generators.cpp:192 #, fuzzy #| msgid "Terrain" msgid "Base Terrain: " msgstr "терен" #: src/help/help_topic_generators.cpp:212 #, fuzzy #| msgid "Movement Cost" msgid "Movement properties: " msgstr "трошак кретања" #: src/help/help_topic_generators.cpp:216 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:296 #, fuzzy #| msgid "level" msgid "Level" msgstr "ниво" #: src/help/help_topic_generators.cpp:360 msgid "Advances from: " msgstr "напредује из: " #: src/help/help_topic_generators.cpp:362 #, fuzzy #| msgid "Advances from: " msgid "Advances to: " msgstr "напредује из: " #: src/help/help_topic_generators.cpp:391 #, fuzzy #| msgid "Terrain" msgid "Base unit: " msgstr "терен" #: src/help/help_topic_generators.cpp:396 #, fuzzy #| msgid "Terrain" msgid "Base units: " msgstr "терен" #: src/help/help_topic_generators.cpp:414 #, fuzzy #| msgid "Factions:" msgid "Variations: " msgstr "фракције:" #: src/help/help_topic_generators.cpp:438 msgid "race^Miscellaneous" msgstr "разни" #: src/help/help_topic_generators.cpp:440 msgid "Race: " msgstr "раса: " #: src/help/help_topic_generators.cpp:510 msgid "Abilities: " msgstr "способности: " # well-spelled: спос #: src/help/help_topic_generators.cpp:536 msgid "Ability Upgrades: " msgstr "доградње спос.: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:566 #, fuzzy #| msgid "HP: " msgid "HP:" msgstr "УП: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:570 #, fuzzy #| msgid "Moves: " msgid "Moves:" msgstr "кретање: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:575 msgid "Vision:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:581 #, fuzzy #| msgid "Swarming" msgid "Jamming:" msgstr "ројење" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:586 #, fuzzy #| msgid "Cost: " msgid "Cost:" msgstr "кошта: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:590 #, fuzzy #| msgid "Alignment: " msgid "Alignment:" msgstr "поредак: " #. TRANSLATORS: This string is used in the help page of a single unit. It uses #. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the #. translation use non-breaking spaces as appropriate for the target language. #: src/help/help_topic_generators.cpp:597 #, fuzzy #| msgid "Required XP: " msgid "Required XP:" msgstr "тражи ИП: " # >> Title to table of attacks. #: src/help/help_topic_generators.cpp:615 msgid "unit help^Attacks" msgstr "Напади" #: src/help/help_topic_generators.cpp:622 msgid "unit help^Name" msgstr "назив" #: src/help/help_topic_generators.cpp:623 msgid "Strikes" msgstr "удари" #: src/help/help_topic_generators.cpp:624 msgid "Range" msgstr "домет" #: src/help/help_topic_generators.cpp:625 msgid "Type" msgstr "тип" #: src/help/help_topic_generators.cpp:626 msgid "Special" msgstr "посебно" # >> Title to table of resistances. #: src/help/help_topic_generators.cpp:701 msgid "Resistances" msgstr "Отпорности" #: src/help/help_topic_generators.cpp:705 msgid "Attack Type" msgstr "тип напада" #: src/help/help_topic_generators.cpp:706 msgid "Resistance" msgstr "отпорност" #: src/help/help_topic_generators.cpp:736 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Modifiers" msgstr "теренски модификатори" #: src/help/help_topic_generators.cpp:740 msgid "Terrain" msgstr "терен" #: src/help/help_topic_generators.cpp:741 msgid "Defense" msgstr "одбрана" #: src/help/help_topic_generators.cpp:742 msgid "Movement Cost" msgstr "трошак кретања" #: src/help/help_topic_generators.cpp:746 #, fuzzy #| msgid "Defense" msgid "Defense Cap" msgstr "одбрана" #: src/help/help_topic_generators.cpp:751 msgid "Vision Cost" msgstr "" #: src/help/help_topic_generators.cpp:755 msgid "Jamming Cost" msgstr "" #, fuzzy #~| msgid "firststrike" #~ msgid "first verse" #~ msgstr "први удар" #, fuzzy #~| msgid "Second Watch" #~ msgid "second verse" #~ msgstr "друга стража" #~ msgid "Flat" #~ msgstr "равница" #~ msgid "Village" #~ msgstr "село" #, fuzzy #~| msgid "" #~| "Leadership:\n" #~| "This unit can lead our own units that are next to it, making them fight " #~| "better.\n" #~| "\n" #~| "Adjacent own units of lower level will do more damage in battle. When a " #~| "unit adjacent to, of a lower level than, and on the same side as a unit " #~| "with Leadership engages in combat, its attacks do 25% more damage times " #~| "the difference in their levels." #~ msgid "" #~ "This unit can lead your own units that are next to it, making them fight " #~ "better.\n" #~ "\n" #~ "Adjacent own units of lower level will do more damage in battle. When a " #~ "unit adjacent to, of a lower level than, and on the same side as a unit " #~ "with Leadership engages in combat, its attacks do 25% more damage times " #~ "the difference in their levels." #~ msgstr "" #~ "Вођство:\n" #~ "Јединица може заповедати јединицама до ње, како би се оне боље бориле.\n" #~ "\n" #~ "Суседне јединице нижег нивоа биће умешније у борби. Суседна јединица " #~ "нижег нивоа од пријатељске јединице-вођа, правиће 25% више штете у нападу " #~ "по нивоу разлике међу њима." #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Помоћ „Боја за Веснот“" #, fuzzy #~| msgid " green if it hasn’t moved this turn," #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr " зелена, ако се јединица није померила у току потеза," #, fuzzy #~| msgid " yellow if it has moved, but could still move further or attack, or" #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr " жута, ако се јесте померила, али се још може кретати или напасти," #~ msgid "Orbs" #~ msgstr "Куглице" #~ 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 "" #~ "Поврх енерготраке приказане поред сваке ваше јединице, стоји куглица. За " #~ "јединице под вашом управом, куглица је:" #, fuzzy #~| msgid "" #~| " red if it can no longer move or attack, or the user ended the unit’s " #~| "turn." #~ msgid "" #~ " red if it can no longer move or attack, or the user ended the unit’s " #~ "turn." #~ msgstr "" #~ " црвена, ако се више не може померати нити нападати, или јој је играч " #~ "окончао потез, и" #~ msgid " blue if the unit is an ally you do not control." #~ msgstr " плава, ако је јединица савезник којим не управљате." #, fuzzy #~| msgid " Enemy units have no orb on top of their energy bar." #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr " Непријатељске јединице немају овакве куглице." #, 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" #~ "задаје или пребацује страну играча између човека и ВИ. Играч/клијент који " #~ "управља том страном мора да изда ову наредбу. Ако се други параметар не " #~ "зада, обрће између човека и ВИ; ако је ‘on’, управљач постаје ВИ, а уз " #~ "‘off’ човек. Спада на тренутно активну страну ако се не зада ни један " #~ "параметар.\n" #~ "\n" #, 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 "" #~ "Наспрам људи, вилењаци су нешто виши растом, окретнији, али нежније " #~ "грађе. Уши су им незнатно зашиљене, тен блед, а коса углавном плава. Мало " #~ "је разлика између људи и вилењака изразитијих од необично дугог века " #~ "потоњих — не опхрва ли их болест, удес или рат, обично поживе два и по " #~ "столећа. Док су познати вилењаци високих магијских склоности који су " #~ "дочекали и крај трећег столећа, већина почиње физички да посустаје између " #~ "двадесетпете и тридесете деценије, да би потом убрзано свенули за непуну " #~ "годину или две.\n" #~ "\n" #~ "Вилењаци су у малој мери природно прожети магијом. Иако се претежно не " #~ "умеју њоме непосредно служити, њено потајно присуство пружа им оштра чула " #~ "и дуг век. Магија у вилењака потпомаже и извесне вештине, попут " #~ "стрељаштва или прикривања, омогућавајући постигнућа у њима већини " #~ "овосветских бића запањујућим. Вилењаци који се науче општијим начинима " #~ "употребе ове моћи могу постати њени истински владари. Многи изаберу да " #~ "свој дар примене у видању других.\n" #~ "\n" #~ "Понеки вилењак, који се дубоко отисне стазама магије и мистицизма, " #~ "постане осетљив на присуство хладног гвожђа толико да га ово може опећи. " #~ "Вилењачка предања наговештавају чешћу појаву овога у далекој прошлости.\n" #~ "\n" #~ "Вилењаци проводе пуно времена изоштравајући своју надареност и вештине. " #~ "Они који нису пристали магијским умећима обично се посвећују физичким " #~ "вештинама. Исход тога је вилењачко ненадмашно стрељаштво, можда њихов " #~ "најзначајнији ратнички правац. Готово сви вилењачки борци носе лук, а " #~ "ниједна се друга раса не може мерити с вилин-стрелцима по хитрости и " #~ "прецизности. Сви вилењаци такође деле силну приврженост неисквареној " #~ "природи. Често се осећају непријатно на пустим неозелењеним просторима. " #~ "Углавном живе по шумама Великог континента: у Етенвуду на југозападу, " #~ "Весмеру на северозападу, и великим северним шумама Линтанира.\n" #~ "\n" #~ "Вилењаци су најдревнија раса континента, могуће с изузетком тролова. " #~ "Многим вилењачким насеобинама није могуће поуздано проценити старост, " #~ "која се засигурно протеже више од миленијума." #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Cores" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "race^Orc" #~ msgid "race^Roc" #~ msgstr "орк" #, fuzzy #~| msgid "race+female^Orc" #~ msgid "race+female^Roc" #~ msgstr "оркиња" #, fuzzy #~| msgid "race^Orcs" #~ msgid "race^Rocs" #~ msgstr "оркови" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Order and Number of Strikes'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Multiplayer Modifications" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Редослед и број удара'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Pure Map Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Scenario Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "Fundamentals of Gameplay" #~ msgid "" #~ "\n" #~ "\n" #~ "Fundamentals of Gameplay\n" #~ "\n" #~ msgstr "Темељи извођења" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Chance to Hit" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Mixed Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Defense Caps" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Изгледи за погодак'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text=Damage
" #~ msgid "" #~ "\n" #~ "\n" #~ "Campaigns and Scenarios" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text=Штета
" #~ msgid "race^Mermen" #~ msgstr "морејци" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Доприносиоци" #, fuzzy #~| msgid "race^Human" #~ msgid "race^Khalifate Human" #~ msgstr "човек" #, fuzzy #~| msgid "race+female^Human" #~ msgid "race+female^Khalifate Human" #~ msgstr "човек" #, fuzzy #~| msgid "race+plural^Mechanical" #~ msgid "race+plural^Khalifate" #~ msgstr "машине" #~ msgid "female^nightstalk" #~ msgstr "вребање" #, fuzzy #~| msgid "" #~| "Plague:\n" #~| "When a unit is killed by a Plague attack, that unit is replaced with a " #~| "unit identical to and on the same side as the unit with the Plague " #~| "attack. This doesn’t work on Undead or units in villages." #~ msgid "" #~ "When a unit is killed by a Plague attack, that unit is replaced with a " #~ "unit identical to and on the same side as the unit with the Plague " #~ "attack. This doesn’t work on Undead or units in villages." #~ msgstr "" #~ "Куга:\n" #~ "Када јединица настрада под нападом куге, бива замењена истоветном " #~ "јединицом али на страни оне која је бацила кугу. Не ради на немртвима или " #~ "јединицама у селу." #~ msgid "Intelligent" #~ msgstr "оштроумност" #~ msgid "Quick" #~ msgstr "хитрост" #~ msgid "Resilient" #~ msgstr "жилавост" #~ msgid "Strong" #~ msgstr "кршност" #~ msgid "Fearless" #~ msgstr "неустрашивост" #~ msgid "Feral" #~ msgstr "неукроћеност" #~ msgid "Loyal" #~ msgstr "оданост" #~ msgid "trait^Undead" #~ msgstr "немртвост" #~ msgid "trait^Mechanical" #~ msgstr "механичност" #~ msgid "trait^Elemental" #~ msgstr "елементарност" #~ msgid "Dextrous" #~ msgstr "спретност" #~ msgid "Healthy" #~ msgstr "здравље" #~ msgid "Dim" #~ msgstr "приглупост" #~ msgid "Slow" #~ msgstr "тромост" #~ msgid "Weak" #~ msgstr "крхкост" #~ msgid "trait^Aged" #~ msgstr "старост" #, 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 "" #~ "Ваше јединице ће неизбежно трпети оштећења у борби. Када јединица " #~ "dst='experience_and_advancement' text='испредњачи', биће " #~ "потпуно излечена. До овога може доћи кад год заврши борбу са противником, " #~ "без обзира да ли је ваш потез или не. Веснот пружа и неколико других " #~ "могућности за лечење, које се све одигравају на почетку вашег потеза, пре " #~ "него што преузмете команду." #~ msgid "Factions" #~ msgstr "Фракције" #~ msgid "Overview" #~ msgstr "Преглед" #~ 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" #~ "За почетак, најбоље је да кликнете на дугме text='Подучавање' у главном менију. То ће вас одвести у интерактивно подучавање, " #~ "где ћете бити научени основама Веснота. Потом, препоручујемо да прво " #~ "одиграте поход „Наследник престола“ — кликните на text='Поход', па text='Наследник престола'. Како " #~ "text='Бој за Веснот' може бити врло изазован, можете се " #~ "одлучити да почнете од text='лаког'." #~ 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 "" #~ "Ове странице пружају осврт на све што је непходно да знате да бисте " #~ "заиграли text='Бој за Веснот' — начин играња и основну " #~ "механику која погони игру. Док будете играли, странице ће бити допуњаване " #~ "подацима који ће представљати нове углове игре на које будете наилазили. " #~ "Зажелите ли детаљније информације о посебним околностима и изузецима, " #~ "можете испратити убачене везе." #~ 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='Походи' се састоје од више сценарија који се " #~ "настављају један на други, плетући своју причу. У походима често морате " #~ "играти опрезније, чувајући своје најбоље снаге како бисте их могли " #~ "употребити у наступајућим сценаријима." #~ 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 "" #~ "Игра се протеже преко низа битака, које се називају " #~ "text='сценаријима'. Сваки сценарио судара ваше снаге са " #~ "снагама једног или више супарника. Можете играти против рачунара, или " #~ "пријатељâ који се по потезима смењују испред рачунара (тзв. усијана " #~ "игра). Ако вам је рачунар повезан у мрежи, можете такође играти са " #~ "другима повезаним у исту ту мрежу. Ако имате везу са Интернетом, можете " #~ "играти са људима широм света." #~ msgid "Experience and Advancement" #~ msgstr "Искуство и напредовање" #~ 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" #~ "Јединице истакнутог text='здравља' имају 1 УП плус 1 УП " #~ "по нивоу више него обичне, и зацељују уобичајена 2 УП после сваког потеза " #~ "у коме се нису бориле. Такође трпе за четврт мање штете од отрова." #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='Јединице с овим посебним нападом'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Јединице с овом способношћу'
" #~ msgid "Leaders:" #~ msgstr "вођ:" #~ msgid "Recruits:" #~ msgstr "регрути:" #~ msgid "Era:" #~ msgstr "епоха:" #~ msgid "Factions:" #~ msgstr "фракције:" #~ msgid "Factions are only used in multiplayer" #~ msgstr "Фракције се користе само у вишеигрању" #~ msgid " < Back" #~ msgstr " < Назад" #~ msgid "Forward >" #~ msgstr "Напред >" #~ msgid "Reference to unknown topic: " #~ msgstr "Упут на непознату тему: " #~ msgid "corrupted original file" #~ msgstr "искварена изворна датотека" #~ msgid "Caste" #~ msgstr "каста" #~ 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 "" #~ "Један од појавних облика змагова: може постати или dst='unit_Drake " #~ "Clasher' text='сударач' или dst='unit_Drake Fighter' " #~ "text='борац'." #~ msgid "Aerie" #~ msgstr "аеријум" #~ 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 "" #~ "Врло велика грађевина налик на замак, која је дом dst='flight' " #~ "text='лету'. Садржи dst='breeding_pen' text='плоднике'." #~ msgid "Breeding Pen" #~ msgstr "плодник" #~ 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 "" #~ "Одељак dst='aerie' text='аеријума' у којем бесловесне " #~ "dst='breeder' text='расплоднице' бивствују под оком " #~ "dst='dominant' text='надмоћника'." #~ msgid "Breeding Cycle" #~ msgstr "расплодни циклус" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "" #~ "Време које прође између два полагања dst=egg text='јаја'." #~ msgid "World Ocean" #~ msgstr "Светски океан" #~ 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 "" #~ "Светски океан је назив отвореног мора које окружује архипелаг " #~ "dst='morogor' text='Морогор'. Змагови верују да се окончава " #~ "dst='abyss' text='Безданом', неизмерним и смртоносним " #~ "водопадом." #~ msgid "New Continent" #~ msgstr "Нови континент" #~ 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 "" #~ "Велики континент источно од dst='morogor' text='Морогора'. За " #~ "његово постојање змагови нису знали пре Галуновог лета." #~ msgid "Abyss" #~ msgstr "Бездан" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "" #~ "У змашкој космологији, неизмеран и смртоносан водопад преко којег океан " #~ "пада са света-диска." #~ msgid "Spiral Path" #~ msgstr "Спирални пут" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "Квазитајна организација у змагова, посвећена избегавању малтузијанског " #~ "коначног рата. Види: dst='straight_path' text='прави пут'." #~ msgid "Straight Path" #~ msgstr "прави пут" #~ 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 "" #~ "Змашка традиција непрекидног ширења и освајања. Овај израз обично користе " #~ "чланови dst='spiral_path' text='Спиралног пута'." #~ msgid "Dominant" #~ msgstr "надмоћник" #~ 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='Стремилац' који изађе као вођа змагова, " #~ "једини је змаг у племену коме је дозвољено да се пари са " #~ "dst='breeder' text='расплодницама'. Ретко, он може дати право " #~ "размножавања и другима." #~ msgid "Vulcaniad" #~ msgstr "вулканада" #~ 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 "" #~ "Период, не сасвим уједначен, између узастопних ерупција " #~ "dst='mount_morogor' text='Морогорника'. На њему се заснива " #~ "dst='long_count' text='дугобројни' календар." #~ msgid "Recorder" #~ msgstr "бележник" #~ 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 "" #~ "Бележник је змашки чувар свитака који је овладао " #~ "dst='drakish_script' text='змашким писмом'. Бележници су " #~ "једина змашка dst='caste' text='каста' која није биолошки " #~ "одређена: њихови чланови стижу из свих осталих каста." #~ msgid "Laying" #~ msgstr "полагање" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "Део dst='breeding_cycle' text='расплодног циклуса'." #~ msgid "Hatching" #~ msgstr "излегање" #~ msgid "Hatchling" #~ msgstr "излешче" # >? No sense. #~ 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 "" #~ "Млади змаг који још није доживео излегање наредног покољења. Млађи у " #~ "тренутном покољењу излешчади понашају се најнасртљивије унутар " #~ "dst='flight' text='лета'." #~ msgid "Fledgling" #~ msgstr "ројеник" #~ 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 "" #~ "Млади змаг који је доживео излегање наредног покољења. Ако " #~ "dst='flight' text='лет' може да приушти губитак једног " #~ "покољења, започиње dst='swarming' text='ројење'." #~ msgid "Breeder" #~ msgstr "расплодница" #~ 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 "" #~ "Женка змага. Женке су ретке, пошто се dst='egg' text='јајима' " #~ "из којих постају расплоднице мора посветити посебна брига. Број " #~ "расплодница такође је ограничен бројем других змагова, пошто расплоднице " #~ "не могу саме да се старају о исхрани током полагања. Змашке расплоднице " #~ "постају плодне по наредном dst='hatching' text='излегању'." #~ msgid "Egg, Drake" #~ msgstr "јаје (змашко)" #~ 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='Касту' којој ће dst='hatchling' " #~ "text='излешче' припадати одређује тренутак полагања и, донекле, " #~ "температура околине." #~ msgid "Flight" #~ msgstr "лет" #~ 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 "" #~ "Змашко племе, које живи у dst='aerie' text='аеријуму' и " #~ "управља ловним забраном. Свако племе има једног dst='dominant' " #~ "text='надмоћника', који додељује право на парање." #~ msgid "Aspirant" #~ msgstr "стремилац" #~ 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 "" #~ "Мушки змаг који је прошао кроз хормонални преображај, чинећи га способним " #~ "за парење са dst='breeder' text='расплодницама'. Лучење тог " #~ "хормона изазивају лов и борбена дејства у којима је змаг учествовао." #~ msgid "Ascendant" #~ msgstr "успоник" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "" #~ "Змашки назив за истинског dst='unit_Fire Dragon' text='змаја'." #~ msgid "Intendant" #~ msgstr "примоћник" #~ 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 "" #~ "Један од dst='aspirant' text='стремилаца' dst='dominant' " #~ "text='надмоћникових' заменика. Обично надмоћник има по једног из " #~ "сваке dst=caste text='касте' различите од своје. Понекад " #~ "бивају именовани додатни примоћници за посебне дужности. Примоћници су " #~ "међу најизгледнијима за добијање права на парење, нарочито после " #~ "истакнуте службе." #~ msgid "Swarm" #~ msgstr "рој" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "dst='swarmlings' text='Ројеници' који су напустили " #~ "dst='aerie' text='аеријум' да би засновали нови." #~ 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='Лет' ради заснивања змашког " #~ "dst='aerie' text='аеријума', који се понавља сваког " #~ "dst='breeding_cycle' text='расплодног циклуса'. Види: " #~ "dst='swarm' text='рој'." #~ msgid "Runners" #~ msgstr "тркачи" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "Змашки израз за одбегле робове који се третирају као ловина." #~ msgid "Mount Morogor" #~ msgstr "Морогорник" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "" #~ "Вулканска планина на средишњем острву архипелага dst='morogor' " #~ "text='Морогор'." #~ msgid "Long Count" #~ msgstr "дугобројац" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "Змашки календар заснован на dst='vulcaniad' text='вулканади' и " #~ "dst=breeding_cycle text='расплодним циклусима'." #~ msgid "Long Pig" #~ msgstr "дугосвињско" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "" #~ "Јужноморски пиџин за људско месо, који служи као превод змашке речи истог " #~ "значења." #~ msgid "Ceramics" #~ msgstr "керамика" #~ 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 "" #~ "Змагови обрађују метал, али су мајстори у вештини обраде керамике. Само " #~ "dst='unit_Drake Burner' text='кремени' могу произвести довољну " #~ "топлоту за очвршћивање керамике до пуне отпорности." #~ msgid "Drakish, script" #~ msgstr "змашки (писмо)" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "Писани језик змагова. Записују га на dst='ceramic' " #~ "text='керамичким' таблицама чланови dst='recorder' " #~ "text='бележничке' професије." #~ msgid "Drakish, language" #~ msgstr "змашки (језик)" #~ msgid "The language spoken by the drakes." #~ msgstr "Језик којим говоре змагови." #~ 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='Равница' представља отворене просторе, било " #~ "обрађене, покошене за испашу, или дивље. Равницом је лако кретати се, али " #~ "је тешко у њој бранити се. Јединице које се добро носе у равници су " #~ "обично или коњичке, или врло окретне јединице, којима отворени простори " #~ "иду на руку.\n" #~ "\n" #~ "Већина јединица има одбрану од 30 до 40% у равници." #~ msgid "Road" #~ msgstr "друм" #~ 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='Друмови' су стазе угажене земље, настале " #~ "преласцима многих путника преко њих. Што се играња тиче, друмови дођу " #~ "исто што и dst='terrain_flat' text='равница'.\n" #~ "\n" #~ 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='Шуме' представљају било које земљиште са довољно " #~ "растиња да ограничи покретљивост кроз њих. Иако успоравају скоро свакога, " #~ "шуме већини јединица пружају и већу заштиту него отворен терен. Коњица, " #~ "међутим, има толико проблема у кретању, да им је свака користи од " #~ "прикривености негирана. Вилењаци су изузетак ових општих правила о шуми. " #~ "Не само да се могу неометано кретати у њој, већ имају и значајну " #~ "одбрамбену добит. Патуљци су још један изузетак; иако могу да се " #~ "пробијају кроз шуму без много губитка у брзини, њихова потпуна " #~ "неупознатост са таквим тереном води малој заштићености у борби.\n" #~ "\n" #~ "Већина јединица има 50% заштите у шуми, али је коњица ограничена на 30%. " #~ "Вилењаци, с друге стране, добијају чак 60 до 70% у одбрани, чак и на " #~ "коњима. Патуљци обично добијају свега 30%.\n" #~ "\n" #~ 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='Брда' чини сваки разумно нераван терен, са довољно " #~ "удолина и узвишица да пружи некакву заштиту. Већини јединица је тешко " #~ "кретати се брдима. Патуљци, тролови и оркови су довољно упознати са " #~ "оваквим тереном, да им кретање не буде отежано. Коњица има озбиљних " #~ "проблема, који негирају могуће користи у одбрани.\n" #~ "\n" #~ "Већина јединица има око 50% заштите у брдима, док је коњица ограничена на " #~ "40%. Патуљци уживају чак 60% заштите у брдима.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "планине" #~ 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='Планине' су довољно стрме да јединице често морају " #~ "да се веру преко препрека да би се кретале. Стога, планине пружају " #~ "приличну заштиту већини јединица, али их такође и озбиљно ограничавају у " #~ "кретању. Већина коњичких јединица једноставно не може ићи планинским " #~ "тереном; изузетак томе је вилењачка коњица, као гоблински вукоседлаши. " #~ "Планине су и патуљцима и троловима домаћи терен, те се они врло лако " #~ "сналазе по њима.\n" #~ "\n" #~ "Већина јединица има око 60% заштите у планини, а патуљци уживају 70%." #~ 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='Мочвару' чине све врсте клизног земљишта. Мочваре " #~ "успоравају скоро сваког, а и сметају одбрани. Изузетак томе су расе веште " #~ "у кретању водом, које имају и пуну покретљивост и заштиту. Они који " #~ "пребивају у оваквим крајевима, такође су умешни у коришћењу мочварног " #~ "терена за скривање.\n" #~ "\n" #~ "Већина јединица мора се помирити са 30% заштите у мочварама. Насупрот " #~ "њима, морејци, нагајци и сауријанци уживају чак 60%." #~ msgid "Shallow Water" #~ msgstr "плитка вода" #~ 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='Плитка вода' представља водене појасеве који " #~ "досежу отприлике до људског струка. То је већ довољно да успори скоро " #~ "свакога и остави их незаштићене при нападу. Патуљцима то посебно тешко " #~ "пада, пошто им вода досеже скоро до глава. Изузетак су расе природно " #~ "прилагођене пливању, које стога имају пуну покретљивост и значајну добит " #~ "у одбрани.\n" #~ "\n" #~ "Већина јединица трпи свега 20 до 30% заштите у плиткој води, док нагајци " #~ "и морејци уживају 60%" #~ msgid "Deep Water" #~ msgstr "дубока вода" #~ 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='Дубока вода' представља све појасеве довољно " #~ "дубоке да пређу човеку преко главе. Већина јединица не може ући у дубоку " #~ "воду; она је погодна онима који или лете, или су одлични пливачи.\n" #~ "\n" #~ "И морејци и нагајци имају 50% заштите у дубокој води, уз пуну " #~ "покретљивост." #~ 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='Клизави' терен означава сваку равничарску област " #~ "која је прекривена снегом или ледом. Успорава већину јединица, и отежава " #~ "им одбрану. Имајте у виду да пливачке јединице, чак и оне што могу да " #~ "дишу под водом, не могу пливати под ледом.\n" #~ "\n" #~ "Већина јединица има 20 до 40% заштите на клизавици." #~ 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='Замкови' означавају сва трајна утврђења. Скоро све " #~ "јединице добијају значајну заштиту док се налазе у замку, а већина добија " #~ "и пуну покретљивост. Постављање јединица у замку одражава његову " #~ "одбрамбену намену; ако је неко поље замка празно, непријатељ може просто " #~ "ући на њега и тако уживати исту одбрану као и било ко други у замку.\n" #~ "\n" #~ "Већина јединица добија око 60% заштите у замку.\n" #~ "\n" #~ 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 "" #~ "Непостојаност text='песка' чини га већини јединица тежим " #~ "за прелазак, и оставља их отвореним за нападе. Насупрот томе, широка " #~ "стопала и змијолика тела рептилских раса знатно олакшавају кретање " #~ "песком.\n" #~ "\n" #~ "Већина јединица добије 20 до 40% заштите у песку." #~ msgid "Desert" #~ msgstr "пустиња" #~ 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='Пустиње' су понешто различитог састава од малих " #~ "пешчаних јама или плажа, али су у оквиру игре истоветне. Види " #~ "dst='terrain_sand' text='песак'." #~ 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 "" #~ "У text='пећински' терен спадају сва подземна окна са " #~ "довољно простора да се кроз њих креће. Већини јединица то је потпуно " #~ "непознат терен, и стога су и успорене и рањиве у одбрани. Патуљци и " #~ "тролови, којима су насупрот томе домови у пећинама, лако се крећу њима. " #~ "Посебно уживају патуљци, који врлином свог ниског раста могу заобилазити " #~ "препреке несавладиве другим расама. Повремено су пећине " #~ "dst='terrain_illuminated_cave' text='обасјане'.\n" #~ "\n" #~ "Већина јединица добија 20 до 40% заштите у пећинама, док патуљци имају " #~ "50%." #~ msgid "Rockbound Cave" #~ msgstr "стеновита пећина" #~ 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 "" #~ "text='Стеновите пећине' настају дејством воде и ветра, " #~ "који носе ерозивне честице које стружу стене. Услед многих назубљења и " #~ "удубљења, већини јединица је кретање отежано, али се могу добро скривати. " #~ "Патуљци и тролови, који су главни насељеници пећина, лако се крећу овим " #~ "тереном. Патуљци посебно, услед своје мале висине, су у пуној предности у " #~ "овим пећинама. Повремено су пећине dst='terrain_illuminated_cave' " #~ "text='обасјане'.\n" #~ "\n" #~ "Већина јединица има око 50% заштите у стеновитим пећинама, коњица 40%, а " #~ "патуљци чак 60%." #~ msgid "Illuminated Cave" #~ msgstr "обасјана пећина" #~ 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 "" #~ "Ретки предели подземног света обасјани су светлошћу дана што се пробија " #~ "кроз пукотине у суморну таму. Ово пружа добит у нападу законитим " #~ "јединицама, а уклања добит хаотичним. У сваком погледу, обасјана пећина " #~ "је иста као и обичан dst='terrain_cave' text='пећински терен'." #~ 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='Гљиварски гајеви' су непрегледне подземне шуме " #~ "огромних печурки, које одлично успевају у влажној тами. Већини јединица " #~ "је проблем корачати преко сунђерасте подлоге од мањих печурака, али зато " #~ "имају обиље заклона иза већих стабљика. Коњичке јединице су, међутим, " #~ "потпуно упетљане и недостаје им слобода кретања у борби. С обзиром на " #~ "своју склоност распадању, немртве јединице делају сасвим добро у овим " #~ "гљивичним шумама.\n" #~ "\n" #~ "Већина јединица прима 50 до 60% заштите у гљиварским гајевима, али коњица " #~ "свега 20%." #~ 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='Села' чине било какве скупине грађевина, људских " #~ "или других. Скоро све јединице, чак и коњица, немају проблема у кретању " #~ "кроз села, а већина их добија и предност у одбрани док су у селу. " #~ "Јединице се у селу могу окрепити и извидати повреде, услед чега свака " #~ "јединица добија 8 УП по потезу док се налази у селу; такође, бива " #~ "исцељена уколико је отрована.\n" #~ "\n" #~ "Већина јединица добија 50 до 60% заштите у селима, а коњица само 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "подводно село" #~ 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='Подводна села' су домови морејцима и нагајцима. " #~ "Док се водо-бивствујућа створења у њима осећају као код куће, " #~ "становницима копна отежано је кретање кроз ова села и њихова одбрана. " #~ "Међутим, као и било које село, пружају средства за видање свим створењима " #~ "чије су јединице способне за старање о својим повредама. Јединица која " #~ "борави у селу извидаће осам ударпоена по потезу, или бити исцељена од " #~ "отрова.\n" #~ "\n" #~ "Морејци и нагајци уживају 60% одбране у подводним селима, док је за " #~ "копнене јединице тај постотак обично низак." #~ msgid "Unwalkable" #~ msgstr "расцеп" #~ 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 "" #~ "У text='расцеп' се рачуна какав бездан или кланац, онај " #~ "који се, како му име каже, не може пешке превалити. Бездани су познати по " #~ "тектонским зидовима, за које би били потребни дани да се пређу. Што се " #~ "играња тиче, само летачке јединице могу прећи преко оваквог терена." #~ msgid "Lava" #~ msgstr "лава" #~ 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 "" #~ "Опасности у покушајима савладавања text='лаве' очигледне " #~ "су. Што се кретања тиче, лава спада у dst='terrain_unwalkable' " #~ "text='непроходан' терен, те је могу прећи само јединице које могу " #~ "да лете повисоко изнад. Растопљена магма такође производи значајно " #~ "исијавање, осветљавајући околну област. Ово пружа законитим јединицама " #~ "предност у нападу, а одузима је хаотичним." #~ msgid "River Ford" #~ msgstr "речни газ" #~ 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 "" #~ "На местима где је река врло плитка, копнене јединице је могу лако " #~ "прегазити. Сва створења прилагођена пливању имају пуну покретљивост у " #~ "таквим појасевима реке. У погледу извођења, речни газ узима се или као " #~ "равница или као плитка вода, већ према томе које пружа бољу заштиту и " #~ "покретљивост јединици која стоји на њему." #~ msgid "Coastal Reef" #~ msgstr "обалски гребен" #~ 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='Обалски гребени' су плићаци сачињени од камена, " #~ "корала и песка. Већини копнених јединица пружају бољи ослонац и " #~ "одбрамбени положај него што је уобичајено за гажење кроз плитку воду, а " #~ "водо-бивствујућим расама представљају изванредну заштиту.\n" #~ "\n" #~ "И морејци и нагајци уживају 70% заштите на обалским гребенима." #~ msgid "Bridge" #~ msgstr "мост" #~ 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 "" #~ "Онима који су кадри да их граде, text='мостови' пружају " #~ "слободу од хировитих природних водених токова, чији прелази израњају и " #~ "нестају са скоковима и падовима водостаја. А да се не помиње луксуз сувих " #~ "стопала, што никако није за занемарити у хладнијим месецима године.\n" #~ "\n" #~ "Било за копнене или пливачке јединице, мост је најбоље од оба света. У " #~ "оквиру игре, узима се или као равница или као плитка вода, према томе " #~ "која опција више одговара заштити и кретању јединице на мосту. Имајте у " #~ "виду да пливајућа и копнена јединица ипак не могу стајати заједно на пољу " #~ "моста." #~ msgid "Impassable" #~ msgstr "непролаз" #~ 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 "" #~ "У препреке које ни најупорнији путник не може савладати спадају чврсти " #~ "камени бедеми и планине тако стрме и високе да су непрекидно овенчане " #~ "облацима. Чак се ни летећа створења не могу пробити између назубљених " #~ "врхова на проређеним висинама, нити најсуровији трол развалити збијени " #~ "зидни камен." #~ 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 "" #~ "Безглавост:\n" #~ "Било да се употребљава у нападу или одбрани, борба траје све док једна " #~ "упетљана јединица не настрада, или прође 30 рунди напада." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Магичност:\n" #~ "Напад увек има 70% изгледа да погоди, без обзира на одбрамбену способност " #~ "нападнуте јединице." #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Први удар:\n" #~ "Јединица увек удара прва у борби, чак и када се брани." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Храњење:\n" #~ "Јединици се додаје један ударпоен највећем броју кад год убије живу " #~ "јединицу." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Нека оружја имају посебне особине које увећавају учинковитост када се " #~ "њима напада.\n" #~ "\n" #, fuzzy #~| msgid "" #~| "Berserk:\n" #~| "Whether used offensively or defensively, this attack presses the " #~| "engagement until one of the combatants is slain, or 30 rounds of attacks " #~| "have occurred." #~ msgid "" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the champions is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Безглавост:\n" #~ "Било да се употребљава у нападу или одбрани, борба траје све док једна " #~ "упетљана јединица не настрада, или прође 30 рунди напада." #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "први удар" #, fuzzy #~| msgid "" #~| "Magical:\n" #~| "This attack always has a 70% chance to hit regardless of the defensive " #~| "ability of the unit being attacked." #~ msgid "" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the champion being attacked." #~ msgstr "" #~ "Магичност:\n" #~ "Напад увек има 70% изгледа да погоди, без обзира на одбрамбену способност " #~ "нападнуте јединице."