# Copyright (C) Wesnoth development team, 2013. # Translators: # Andrius Štikonas , 2013. msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.11\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2013-05-22 21:54-0400\n" "PO-Revision-Date: 2010-01-01 00:00+0300\n" "Last-Translator: Andrius Štikonas \n" "Language-Team: Lithuanian \n" "Language: Lithuanian\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n%10>=2 && (n%100<10 || n" "%100>=20) ? 1 : n%10==0 || (n%100>10 && n%100<20) ? 2 : 3);\n" #. [ai]: id=ai_default_rca #: data/ai/ais/ai_default_rca.cfg:5 msgid "Multiplayer_AI^Default AI (RCA)" msgstr "" #. [ai]: id=experimental_ai #: data/ai/ais/ai_generic-rush.cfg:7 msgid "Multiplayer_AI^Experimental AI" msgstr "" #. [ai]: id=ai_akihara #. [ai]: id=testing_ai_recruitment #: data/ai/dev/akihara_recruitment.cfg:6 data/ai/dev/testing_recruiting.cfg:5 msgid "Experimental Recruitment AI" msgstr "" #. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI #: data/ai/dev/formula_ai.cfg:4 msgid "Formula AI dev" msgstr "" #. [ai]: id=default_ai_poisoning #: data/ai/dev/formula_ai_poisoning.cfg:5 msgid "Default AI with poisoning formula" msgstr "" #. [ai]: id=ai_idle #. [side]: id=leader3, type=Mage of Light #: data/ai/dev/idle_ai.cfg:4 #: data/ai/scenarios/scenario-test_move_to_targets.cfg:60 msgid "Idle AI" msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6960 msgid "" "Enemy unit weight: The (negative) weight given to each enemy unit that can " "reach a potential target location. Default: 100" msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6961 msgid "" "My unit weight: The (positive) weight given to each of the AI's units that " "can reach a potential target location. Default: 1" msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6962 msgid "" "Goal distance weight: The (negative) weight for each step the unit is away " "from its goal location.\n" "Default: 3 -- thus, by default, being a step closer to the goal is as " "important as being in reach of 3 of AI's units." msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6963 msgid "" "Terrain defense weight: The (positive) weight of the terrain defense rating " "for a potential target location.\n" "Default: 0.1 -- thus, by default, a difference of 30 in terrain defense " "rating is as important as being a step closer to the goal." msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6964 msgid "" "Bearing: Everything else being equal, move protected unit toward or away " "from enemy groups. Default: toward" msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6972 msgid "Set AI parameters" msgstr "Nustatyti DI parameterus" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6978 msgid "" "Click on 'Close' without changing anything to use defaults.\n" "All weights must be 0 or larger. Invalid inputs are converted to default " "values.\n" "Tooltips enabled for all parameters." msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6986 msgid "Enemy unit weight (default: 100)" msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:6994 msgid "My unit weight (default: 1)" msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:7002 msgid "Goal distance weight (default: 3)" msgstr "" #. [lua]: init #: data/ai/micro_ais/ais/mai_protect_unit_engine.lua:7010 msgid "Terrain defense weight (default: 0.1)" msgstr "" #. [test]: id=The_Elves_Besieged #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5 msgid "The Elves Besieged" msgstr "Elfai apsupti" #. [side]: type=Spearman, id=Konrad #. [unit]: type=Spearman, id=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:34 #: data/ai/micro_ais/scenarios/patrols.cfg:94 msgid "Konrad" msgstr "Konradas" #. [side]: type=Elvish Champion, id=Galdrad #. [side]: type=Elvish Shyde, id=Chantal #. [side]: type=Spearman, id=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:156 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:176 msgid "Rebels" msgstr "Sukilėliai" #. [unit]: id=Delfador, type=Elder Mage #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49 msgid "Delfador" msgstr "Delfadoras" #. [side]: type=Orcish Warlord, id=Urug-Telfar #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:90 msgid "Urug-Telfar" msgstr "Urug-Telfaras" #. [side]: id=Vanak, type=Orcish Ruler #. [side]: type=Orcish Warlord, id=Knafa-Tan #. [side]: type=Orcish Warlord, id=Maga-Knafa #. [side]: type=Orcish Warlord, id=Urug-Telfar #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:102 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:116 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:134 #: data/ai/micro_ais/scenarios/messenger-escort.cfg:23 msgid "Orcs" msgstr "Orkai" #. [side]: type=Orcish Warlord, id=Knafa-Tan #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:109 msgid "Knafa-Tan" msgstr "Knafa-Tanas" #. [side]: type=Orcish Warlord, id=Maga-Knafa #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:127 msgid "Maga-Knafa" msgstr "Maga-Knafas" #. [side]: type=Elvish Champion, id=Galdrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:146 msgid "Galdrad" msgstr "Galdradas" #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:163 msgid "Chantal" msgstr "Čantal" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:213 msgid "" "Master Delfador! Look, there are orcs coming from all directions! What shall " "we do?" msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:217 msgid "There are too many to fight, far too many. We must escape!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:220 msgid "" "This is a reenactment of scenario \"The Elves Besieged\" of the mainline " "campaign \"Heir to the Throne\", just that the AI is playing Konrad's side " "here. The goal is to move Konrad to the signpost in the northwest, while " "keeping both Konrad and Delfador alive. The same AI as in scenario \"Protect " "Unit" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:226 msgid "Move Konrad here" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:242 msgid "Very well, we have made it this far! But where do we go next?" msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:246 msgid "" "In HttT, we would travel north now, and try to make it to the Isle of " "Alduin. But for this demo campaign, we'll call it good here." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:271 msgid "I... I don’t think I can make it anymore." msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:275 msgid "Prince... you must keep fighting! Nooooooo!" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:279 msgid "It is over. I am doomed..." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:293 msgid "I have... have failed in my duty to protect the prince! I am defeated." msgstr "" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:297 msgid "Don’t die, Delfador! Please, you have to stay alive!" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:301 msgid "Ugh!" msgstr "" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:312 msgid "" "Oh, no! We have run out of time, they have arrived with reinforcements..." msgstr "" #: data/ai/micro_ais/scenarios/animals.cfg:4 msgid "" "General: These AI's are set up to simulate (to some extent) how these " "animals behave in real life. This includes that they are animals, meaning " "that they are not super smart. As an example, the wolves generally hunt in a " "pack, but are easily distracted by prey coming into range. They are also " "decent, but not great at cornering deer. For the most part, this is " "intentional.\n" "\n" "Bears (replaced by Ghasts), Spiders and Yetis mostly just wander in " "their respective parts of the map. They stay out of each other's way (and " "out of the way of the dogs), but do attack each other if cornered. They " "attack the other, weaker animals (deer etc.) if those are within range.\n" "\n" "Wolves hunt in a pack. They actively go after the closest deer (as " "long as it stays in the forest) and try to corner it (not always super " "successfully), but are easily distracted by other prey coming into range. " "The wolves try to avoid getting into the range of bears, spiders, dogs and " "the yeti, except when they are going in for an attack. If you let them move " "for long enough, they will also learn that it is not healthy to attack the " "tusklets. When no deer is left, they wander randomly. Note that, unlike the " "Wolves Multipack AI (used in a different scenario), this Wolves AI combines " "all wolves of the side in the same pack." msgstr "" #: data/ai/micro_ais/scenarios/animals.cfg:12 msgid "" "Each Deer (replaced by Vampire Bats) wanders randomly on forest " "tiles, except when enemies get in its (the deer's) range, in which case it " "flees to the farthest point it can reach.\n" "\n" "Tuskers (replaced by Ogres) exhibit the same behavior as deer, except " "when an enemy is next to one of the tusklets. This enemy will then " "experience the full wrath of an irate boar.\n" "\n" "Tusklets (replaced by Young Ogres) blindly follow the closest adult " "tusker, except when there is no tusker left, in which case they behave the " "same as deer.\n" "\n" "Rabbits (replaced by Rats) also wander randomly, but in addition " "disappear into their holes (replaced by straw bales; if any are within " "reach) when enemies are close. They reappear out of their holes at the " "beginning of the turn, if it is safe.\n" "\n" "Sheep dogs (replaced by Footpads) try to keep their sheep safe. This " "involves keeping them inside the area outlined by the path the dogs have " "worn into the meadow, positioning themselves in between the sheep and " "approaching enemies, and attacking the enemies if those get too close. You " "might have to let the scenario play for quite some time before you get to " "see an interesting dog/wolf interaction. If no active herding or protecting " "move is needed, the dogs go to a random location on the path.\n" "\n" "Sheep (replaced by Troll Whelps) wander aimlessly except when a sheep " "dog is next to them, in which case they run away from the dog. The dogs " "exploit this by positioning themselves on the outside of the sheep, if " "possible. Sheep also run away from approaching enemies. The sheep, dogs and " "forest creatures (deer, tuskers, rabbits) have learned that they are no " "threat to each other and leave each other alone, demonstrating the enormous " "self control of a well trained sheep dog." msgstr "" #. [event] #. [test]: id=animals #: data/ai/micro_ais/scenarios/animals.cfg:27 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:44 msgid "Animals" msgstr "Gyvūnai" #. [side]: id=Rutburt, type=Outlaw #: data/ai/micro_ais/scenarios/animals.cfg:40 msgid "Rutburt" msgstr "" #. [side]: id=Rutburt, type=Outlaw #. [side]: type=General, id=leader2 #. [side]: type=Lieutenant, id=leader5 #. [side]: type=Lieutenant, id=leader6 #: data/ai/micro_ais/scenarios/animals.cfg:47 #: data/ai/micro_ais/scenarios/goto.cfg:40 #: data/ai/micro_ais/scenarios/goto.cfg:96 #: data/ai/micro_ais/scenarios/goto.cfg:115 #: data/ai/micro_ais/scenarios/wolves.cfg:26 msgid "Humans" msgstr "Žmonės" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:61 msgid "Forest Creatures" msgstr "Miško būtybės" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:76 msgid "Ghasts" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:91 msgid "Spiders" msgstr "Vorai" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:106 msgid "Yetis" msgstr "" #. [event] #. [side] #. [test]: id=wolves #: data/ai/micro_ais/scenarios/animals.cfg:121 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:47 #: data/ai/micro_ais/scenarios/wolves.cfg:5 msgid "Wolves" msgstr "Vilkai" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:136 msgid "Whelps" msgstr "" #. [set_menu_item]: id=m01_end_animals #. [set_menu_item]: id=m01_end_swarm #. [set_menu_item]: id=m01_end_wolves #. [set_menu_item]: id=m04_end_animals #: data/ai/micro_ais/scenarios/animals.cfg:214 #: data/ai/micro_ais/scenarios/goto.cfg:365 #: data/ai/micro_ais/scenarios/swarm.cfg:67 #: data/ai/micro_ais/scenarios/wolves.cfg:96 msgid "End scenario" msgstr "" #. [command] #. [then] #: data/ai/micro_ais/scenarios/animals.cfg:226 #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:183 #: data/ai/micro_ais/scenarios/goto.cfg:377 #: data/ai/micro_ais/scenarios/recruiting.cfg:105 #: data/ai/micro_ais/scenarios/swarm.cfg:73 #: data/ai/micro_ais/scenarios/swarm.cfg:179 #: data/ai/micro_ais/scenarios/wolves.cfg:102 #: data/ai/micro_ais/scenarios/wolves.cfg:260 msgid "Well, that was that." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:349 msgid "" "Important: The animal Micro AIs in this " "scenario are written for a number of animal unit types that do not exist in " "Wesnoth mainline, such as bears, sheep and sheep dogs, or deer. In this test " "scenario, theses units have been replaced by mainline units. If you want to " "get the \"full experience\" with the original animal unit types, check out " "the 'Animals' scenario in the 'AI Modification Demos' add-on." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:351 msgid "" "This is a fun little scenario with a bunch of different animal AIs, mostly " "for watching only. The animal AIs behave as follows:\n" "\n" msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:358 #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:97 #: data/ai/micro_ais/scenarios/protect-unit.cfg:136 #: data/ai/micro_ais/scenarios/wolves.cfg:199 msgid "Question for the Player" msgstr "Klausimas žaidėjui" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:361 msgid "" "It is possible to include a human-controlled Side 1, so that the action " "stops once every turn for looking around (or to mess with things in debug " "mode).\n" "\n" "Note that there is no end to this scenario. For demonstration purposes, any " "unit that is killed is replaced by another unit of the same type at the " "beginning of the next turn. In order to end the scenario, there's a right-" "click option - but that only works in human-controlled mode. In AI-only " "mode, you have to press 'Esc' or reload a previous savefile.\n" "\n" "Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:368 msgid "I'll just watch the animals." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:381 #: data/ai/micro_ais/scenarios/wolves.cfg:222 msgid "I want to have control of Side 1." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/animals.cfg:387 msgid "Watch the animals do their things" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/animals.cfg:389 #: data/ai/micro_ais/scenarios/goto.cfg:407 #: data/ai/micro_ais/scenarios/swarm.cfg:154 #: data/ai/micro_ais/scenarios/wolves.cfg:234 msgid "Use right-click option" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/animals.cfg:393 #: data/ai/micro_ais/scenarios/wolves.cfg:238 msgid "Death of Rutburt" msgstr "Rutburto mirtis" #. [note] #: data/ai/micro_ais/scenarios/animals.cfg:397 #: data/ai/micro_ais/scenarios/goto.cfg:415 #: data/ai/micro_ais/scenarios/swarm.cfg:162 #: data/ai/micro_ais/scenarios/wolves.cfg:242 msgid "Check out the right-click menu options for additional actions" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:414 msgid "" "Yowl!\n" "Translation: Those Ogres are mean! We better stay away from them and their " "young." msgstr "" #. [test]: id=bottleneck-defense #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:5 msgid "Bottleneck Defense" msgstr "" #. [side]: type=Orcish Leader, id=Big Bad Orc #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:38 msgid "Big Bad Orc" msgstr "Didelis blogas orkas" #. [event]: (id=Big Bad Orc) profile profile} #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:85 msgid "All right, chaps. Those orcs need to be stopped." msgstr "" #. [event]: (id=Big Bad Orc) profile profile} #. [event]: id=Kraa profile profile} #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:87 #: data/ai/micro_ais/scenarios/guardians.cfg:520 #: data/ai/micro_ais/scenarios/messenger-escort.cfg:136 msgid "They there! We them get!" msgstr "" #. [event]: (id=Big Bad Orc) profile profile} #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:90 msgid "" "We need to hold that pass for as long as we can. Let's put our strongest " "fighters on the front line and bring injured units to the back for healing. " "If we're careful enough, we might even win this battle. I'll join you as " "soon as I'm done recruiting and do my share of the fighting.\n" "\n" "Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be " "added and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:99 msgid "" "In this scenario, the AI playing the humans in the east is instructed to " "form a defensive line at the pass and hold off the orcs for as long as " "possible. Do you want to play the orc side or let the default (RCA) AI do " "that?" msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:101 msgid "I'll watch the two AI's fight it out." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:104 msgid "I'll play the orcs." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:115 msgid "Take the pass" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:117 msgid "Defeat all humans" msgstr "Nugalėkite visus žmones" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:121 msgid "Death of Big Bad Orc" msgstr "Didelio blogo orko mirtis" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:125 msgid "Only one orc remains" msgstr "" #. [then] #: data/ai/micro_ais/scenarios/bottleneck-defense.cfg:150 msgid "" "I may have fallen, but we will continue to defend the pass to the last man!" msgstr "" #. [event] #. [test]: id=dragon #: data/ai/micro_ais/scenarios/dragon.cfg:5 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:53 msgid "Dragon" msgstr "Drakonas" #. [side] #: data/ai/micro_ais/scenarios/dragon.cfg:20 msgid "team_name^Rowck" msgstr "" #. [side]: type=Dread Bat, id=Dreadful Bat #: data/ai/micro_ais/scenarios/dragon.cfg:33 msgid "Dreadful Bat" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:48 #: data/ai/micro_ais/scenarios/guardians.cfg:84 #: data/ai/micro_ais/scenarios/lurkers.cfg:368 #: data/ai/micro_ais/scenarios/patrols.cfg:156 msgid "End Scenario" msgstr "Baigti scenarijų" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:51 msgid "Rowck's Home" msgstr "" #. [unit]: id=Rowck, type=Fire Dragon #: data/ai/micro_ais/scenarios/dragon.cfg:55 msgid "Rowck" msgstr "" #. [event]: (id=Dreadful Bat) profile profile} #: data/ai/micro_ais/scenarios/dragon.cfg:84 msgid "Be careful to stay out of the way of that dragon. He's a mean one." msgstr "" #. [event]: (id=Dreadful Bat) profile profile} #: data/ai/micro_ais/scenarios/dragon.cfg:87 msgid "" "Hi there. I am Rowck and here is what I do:\n" "When hungry, I move around part of the map in a random wander until I get " "into range of an enemy. If enemies are within range, I attack and devour the " "weakest of them. After that, I retreat to my rest location, where I stay for " "a certain number of turns or until fully healed.\n" "A few details (features, not bugs, but can be changed if desired):\n" "- If my way home is blocked on the return, the normal RCA AI takes over my " "behavior.\n" "- I will, however, attack any enemy occupying my rest hex, if I can get " "there.\n" "- A kill only makes me go home when I am the attacker, not as defender.\n" "- Occasionally I will not move at all while wandering (a dragon has to rest " "sometimes!)\n" "\n" "Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/dragon.cfg:99 msgid "Move the bats around to explore how Rowck reacts" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:101 msgid "Defeat Rowck" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:105 msgid "Move the lead bat to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/dragon.cfg:109 msgid "Death of the bat leader" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:142 msgid "I'm out of here." msgstr "" #. [event] #. [test]: id=goto #: data/ai/micro_ais/scenarios/goto.cfg:5 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:83 msgid "Goto" msgstr "" #. [side]: id=Vaddan, type=Outlaw #: data/ai/micro_ais/scenarios/goto.cfg:24 msgid "Vaddan" msgstr "" #. [side]: type=Poacher, id=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:59 msgid "Woodsmen" msgstr "" #. [side]: type=Saurian Flanker, id=leader4 #: data/ai/micro_ais/scenarios/goto.cfg:77 msgid "Saurians" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:132 msgid "team_name^Animals" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:181 msgid "General Minry" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:182 msgid "Lieutenant Gadoc" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:183 msgid "Lieutenant Senvan" msgstr "" #. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)} #: data/ai/micro_ais/scenarios/goto.cfg:184 msgid "Sergeant Aethubry" msgstr "" #. [set_menu_item]: id=m01_new_footpad #: data/ai/micro_ais/scenarios/goto.cfg:325 msgid "Place Side 1 Footpad" msgstr "" #. [set_menu_item]: id=m02_kill_unit #. [set_menu_item]: id=m05_kill_unit #: data/ai/micro_ais/scenarios/goto.cfg:336 #: data/ai/micro_ais/scenarios/swarm.cfg:114 #: data/ai/micro_ais/scenarios/wolves.cfg:154 msgid "Kill Unit under Cursor" msgstr "" #. [set_menu_item]: id=m03_null_control #: data/ai/micro_ais/scenarios/goto.cfg:349 msgid "Turn off human control of Side 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:396 msgid "" "This scenario demonstrates a variety of different uses of the Goto Micro " "AI. All AI sides are controlled by this MAI in one way or another (except " "for the saurians, which are run by the Lurkers Micro AI). Messages will be " "displayed throughout the scenario to point out what the units are doing.\n" "\n" "The player controls Side 1. There are right-click context menu options for " "adding Side 1 units to the map and for taking them off again. This is " "useful mostly for testing how the Side 3 guardians react.\n" "\n" "Note: The Goto AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at " "http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/goto.cfg:405 msgid "Watch the AI units do their things" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/goto.cfg:411 msgid "Death of Vaddan" msgstr "" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:426 msgid "The bridge is out. What do we do now?" msgstr "" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:430 msgid "Looks like we need to take the long way around to get to General Minry." msgstr "" #. [message]: speaker=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:439 msgid "" "Chaps, ignore everybody except for that swindler Vaddan and his men. Stay in " "place until any of his units gets within 8 hexes of you.\n" "\n" "Note: This is a demonstration of how the Goto Micro AI can be used to code " "guardian units, although one of the dedicated Guardian Micro AIs will often " "be better suited for that purpose." msgstr "" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:450 msgid "" "Us four bats switch between running off to the corners of the map (each one " "to a different corner), and getting back in a group right here. Either " "behavior is set up with a single [micro_ai] tag, one with " "'unique_goals=yes', the other without." msgstr "" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:464 msgid "" "I'll take the route straight through the mountains. It's much shorter than " "following the trail all the way around in the south." msgstr "" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:468 msgid "" "You're crazy. It might be shorter as the crow flies, but it will take you " "forever to get through those mountains.\n" "\n" "Note: The messengers are controlled by Goto Micro AI definitions that differ " "by a single line, 'use_straight_line=yes/no'." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:508 msgid "I told you so!" msgstr "" #. [message]: speaker=leader5 #: data/ai/micro_ais/scenarios/goto.cfg:518 msgid "" "Men, head down to the River Fort and get your orders from Sergeant Aethubry. " "I want each and every one of you to report to him before going east to fight " "those saurians." msgstr "" #. [message]: speaker=leader6 #: data/ai/micro_ais/scenarios/goto.cfg:527 msgid "" "Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward " "the River Fort as well, but it's good enough for one of you to report to " "Sergeant Aethubry. Once that has happened, the rest of you can head into " "battle directly." msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:545 msgid "" "$unit.type $unit.name from Lieutenant Gadoc's squadron reporting for duty, " "sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:561 msgid "Ready to fight those saurians, soldier?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:565 msgid "Yes, sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:573 msgid "" "Very good, $unit.type. Now go help your comrade get rid of that saurian " "infestation in the swamps." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:581 msgid "Maybe if I ignore them, they'll just go away?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:600 msgid "Lieutenant Senvan's men reporting for duty, sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:604 msgid "" "Ah, Lieutenant Senvan... Is every single one of you going to bother me " "individually as well?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:608 msgid "" "No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have " "reported to you." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:612 msgid "" "Well, that's a relief. Somebody knows how to use his ... I mean, very well, " "off you go then.\n" "\n" msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:614 msgid "" "I wouldn't say anything negative about one of my superior officers now, " "would I?" msgstr "" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:652 msgid "We've all made it to the corners, let's get back together again." msgstr "" #. [message]: type=Vampire Bat #: data/ai/micro_ais/scenarios/goto.cfg:695 msgid "We're back together, let's head out to the corners again." msgstr "" #. [event] #. [test]: id=guardians #: data/ai/micro_ais/scenarios/guardians.cfg:17 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:56 msgid "Guardians" msgstr "" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:30 #: data/ai/micro_ais/scenarios/swarm.cfg:18 msgid "Kraa" msgstr "" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:36 #: data/ai/micro_ais/scenarios/swarm.cfg:26 msgid "Gryphons" msgstr "Grifai" #. [side]: type=Orcish Leader, id=Another Bad Orc #: data/ai/micro_ais/scenarios/guardians.cfg:48 msgid "Another Bad Orc" msgstr "Kitas blogas orkas" #. [unit]: type=Dwarvish Guardsman, id=guardian1 #: data/ai/micro_ais/scenarios/guardians.cfg:95 msgid "Guardian 1" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:99 #: data/ai/micro_ais/scenarios/guardians.cfg:110 msgid "ai_special=guardian" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=guardian2 #: data/ai/micro_ais/scenarios/guardians.cfg:106 msgid "Guardian 2" msgstr "" #. [unit]: type=Giant Rat, id=coward1 #: data/ai/micro_ais/scenarios/guardians.cfg:119 msgid "Coward 1" msgstr "c1" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:125 msgid "coward r=5" msgstr "" #. [unit]: type=Giant Rat, id=coward2 #: data/ai/micro_ais/scenarios/guardians.cfg:142 msgid "Coward 2" msgstr "Bailys 2" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:148 msgid "" "coward r=5\n" " s=24 5" msgstr "" #. [unit]: type=Giant Rat, id=coward3 #: data/ai/micro_ais/scenarios/guardians.cfg:167 msgid "Coward 3" msgstr "Bailys 3" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:173 msgid "" " coward r=5\n" " s=24,5 a=24,15" msgstr "" #. [unit]: type=Giant Rat, id=coward4 #: data/ai/micro_ais/scenarios/guardians.cfg:193 msgid "Coward 4" msgstr "Bailys 4" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:199 msgid "" "coward r=5\n" " s=32,--" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:214 msgid "Move gryphons here to see different coward reactions" msgstr "" #. [unit]: type=Troll, id=return1 #: data/ai/micro_ais/scenarios/guardians.cfg:223 msgid "Return Guardian 1" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:226 msgid "return 20,2" msgstr "" #. [unit]: type=Troll Whelp, id=return2 #: data/ai/micro_ais/scenarios/guardians.cfg:243 msgid "Return Guardian 2" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:246 msgid "return 21,9" msgstr "" #. [unit]: type=Troll Whelp, id=home1 #: data/ai/micro_ais/scenarios/guardians.cfg:264 msgid "Home Guard 1" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:267 msgid "home 19,2" msgstr "" #. [unit]: type=Troll, id=home 2 #: data/ai/micro_ais/scenarios/guardians.cfg:276 msgid "Home Guard 2" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:279 msgid "home 21,10" msgstr "" #. [unit]: type=Skeleton Archer, id=stationed1 #: data/ai/micro_ais/scenarios/guardians.cfg:289 msgid "Stationed Guardian 1" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:292 msgid "" " stationed r=4\n" "s=2,14 g=3,13" msgstr "" #. [unit]: type=Skeleton, id=stationed2 #: data/ai/micro_ais/scenarios/guardians.cfg:312 msgid "Stationed Guardian 2" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:315 msgid "" " stationed r=4\n" "s=4,14 g=7,13" msgstr "" #. [unit]: type=Troll, id=zone1 #: data/ai/micro_ais/scenarios/guardians.cfg:336 msgid "Gate Keeper" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:342 #: data/ai/micro_ais/scenarios/guardians.cfg:395 msgid "Zone Guard" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=zone2 #: data/ai/micro_ais/scenarios/guardians.cfg:362 msgid "Home Keeper" msgstr "" #. [variables] #: data/ai/micro_ais/scenarios/guardians.cfg:368 msgid "" "Zone Guard with\n" "separate attack Zone" msgstr "" #. [unit]: type=Naga Fighter, id=zone3 #: data/ai/micro_ais/scenarios/guardians.cfg:392 msgid "Water Guardian" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:411 msgid "Guarded Location" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:412 msgid "Station 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:413 msgid "Station 2" msgstr "" #. [command] #. [set_menu_item]: id=m01_guardian #: data/ai/micro_ais/scenarios/guardians.cfg:431 #: data/ai/micro_ais/scenarios/guardians.cfg:437 msgid "Standard WML Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:437 msgid "" "This is the built-in WML guardian coded using 'ai_special=guardian'. These " "guardians attack if there is an enemy within their movement range, otherwise " "they do nothing (except maybe retreating to a village for healing)." msgstr "" #. [command] #. [set_menu_item]: id=m02_return #: data/ai/micro_ais/scenarios/guardians.cfg:442 #: data/ai/micro_ais/scenarios/guardians.cfg:448 msgid "Return Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:448 msgid "" "A 'return guardian' is a variation of the standard Wesnoth guardian. It has " "an assigned guard position (GP) to which it returns after attacks on " "approaching enemies:\n" "- If at GP with no enemy in reach, do nothing.\n" "- If at GP with enemy in reach, leave attack to default AI (note that this " "may include not attacking if the enemy is deemed too strong).\n" "- If not at GP, return there, no matter whether an enemy is in reach or " "not.\n" "- If enemies are blocking your way back, do your best to get there anyway.\n" "- If you end up next to an enemy on the way back, attack after the move." msgstr "" #. [command] #. [set_menu_item]: id=m03_home #: data/ai/micro_ais/scenarios/guardians.cfg:458 #: data/ai/micro_ais/scenarios/guardians.cfg:464 msgid "Home Guard" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:464 msgid "" "A 'home guard' is a variant on the 'guardian' AI special. With this variant, " "the unit has an assigned 'home' location, and will return there if not " "involved in combat and if not going to a village, whether for healing or to " "capture it this turn. (By contrast, the standard guardian AI will cause the " "unit to stay where it last attacked.) This differs from 'return guardian' in " "that a home guard will press the attack, possibly getting drawn quite far " "from 'home', rather than returning after each attack. (It can also be lured " "away by a string of closely-placed villages, but that is something a map " "builder can control.)\n" "This also demonstrates how to combine candidate actions from Formula AI and " "Lua AI in one side. The home guard is written in Formula AI, while the " "return and stationed guardians and the cowards are written in Lua AI. In " "addition the non-guardian units of the side follow the default AI behavior." msgstr "" #. [command] #. [set_menu_item]: id=m04_stationed #: data/ai/micro_ais/scenarios/guardians.cfg:470 #: data/ai/micro_ais/scenarios/guardians.cfg:476 msgid "Stationed Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:476 msgid "" "A 'stationed guardian' is another variation of the standard Wesnoth guardian " "with a somewhat more complex behavior than that of the 'return guardian'. " "Two positions are defined for it, a 'station' and a 'guarded location', as " "well as a 'distance'. The behavior is as follows:\n" "- If no enemy is within 'distance' of the guard's current position, do " "nothing.\n" "- Otherwise: If an enemy is within 'distance' of the guard, but not also " "within the same distance of the guarded location and the station (all of " "this simultaneously), move the guard in the direction of the station.\n" "- Otherwise:\n" " - Pick the enemy unit that is closest to the guarded location.\n" " - If we can reach it, pick the adjacent hex with the highest defense " "rating and attack from there.\n" " - If not in reach, move toward this unit." msgstr "" #. [command] #. [set_menu_item]: id=m05_coward #: data/ai/micro_ais/scenarios/guardians.cfg:487 #: data/ai/micro_ais/scenarios/guardians.cfg:493 msgid "Coward" msgstr "Bailys" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:493 msgid "" "Cowards are units that, like guardians, sit around doing nothing until an " "enemy comes into range. Unlike guardians, however, they run away once " "enemies approach. Applications might be wild animals, unarmed civilians " "getting in the way of a battle, etc. The coward macro can be called with two " "optional locations, 'seek' and 'avoid':\n" "- If neither is given, the coward retreats to the position farthest away " "from the approaching enemies.\n" "- If 'seek' is given, it preferentially goes toward that location (but " "getting away from enemies takes priority).\n" "- If 'avoid' is given, it in addition tries to avoid that location (with " "both maximizing distance from enemies and going toward 'seek' taking " "priority).\n" "- Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), " "in which case not a single hex, but a line of hexes is sought or avoided." msgstr "" #. [command] #. [set_menu_item]: id=m06_zone #: data/ai/micro_ais/scenarios/guardians.cfg:502 #: data/ai/micro_ais/scenarios/guardians.cfg:508 msgid "Zone Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:508 msgid "" "A zone guardian is a unit that, as the name says, guards a zone. It moves " "randomly inside this zone until an enemy enters it (or a separately defined " "enemy zone, see below). Applications might be the defense of a castle or a " "nesting area. The zone macro can be called with an optional enemy zone:\n" "- If not specified, the zone guard attacks any enemy coming inside its guard " "zone.\n" "- Otherwise, it attacks any enemy entering the enemy zone and once there are " "no more enemies, it goes back to patrol in its basic zone." msgstr "" #. [event]: id=Kraa profile profile} #: data/ai/micro_ais/scenarios/guardians.cfg:519 msgid "Kraahhh!!!!" msgstr "" #. [event]: id=Kraa profile profile} #: data/ai/micro_ais/scenarios/guardians.cfg:522 msgid "" "Gryphons of the High Plains, look at all these enemies. They don't behave " "normally. Most of them don't move at all unless we get close. Let's check " "out how they react to us.\n" "\n" "Note to the player: the right-click context menu provides information about " "each of the units' behavior.\n" "\n" "Another note: Most of the Guardian AIs are coded as Micro AIs. A Micro AI " "can be added and adapted to the need of a scenario easily using only WML and " "the [micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/guardians.cfg:531 msgid "Move the Gryphons around to explore how the guardians react" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:533 #: data/ai/micro_ais/scenarios/patrols.cfg:211 msgid "Defeat all enemy units" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:537 msgid "Move Kraa to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/guardians.cfg:541 msgid "Death of Kraa" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/guardians.cfg:545 msgid "" "Check out the right-click menu options for information on each guardian type" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:600 msgid "" "Gryphons of the High Plains, it is time to return to said plains. Follow me." msgstr "" #. [test]: id=healer_support #: data/ai/micro_ais/scenarios/healer_support.cfg:5 msgid "Healer Support" msgstr "" #. [side]: id=Rebels1, type=Elvish Ranger #: data/ai/micro_ais/scenarios/healer_support.cfg:21 msgid "Rebels 1" msgstr "" #. [side]: id=Rebels2, type=Elvish Marksman #: data/ai/micro_ais/scenarios/healer_support.cfg:37 msgid "Rebels 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/healer_support.cfg:83 msgid "" "In this scenario, we demonstrate the use of the Healer Support Micro AI. " "This AI configures the healers of a side to stay behind the battle lines and " "heal injured and/or threatened units rather than participate in the attacks " "under all circumstances. It includes several configurable options (which " "are set differently for the two sides in this scenario) that determine how " "aggressive/careful the healers are, whether they also attack, how much risk " "they are willing to take, etc.\n" "\n" "For clarity, each healer announces her upcoming support move. If you don't " "want to see that each time, just hit 'esc' when it happens the first time.\n" "\n" "Note: The Healer Support AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/healer_support.cfg:99 msgid "Argh! They got us..." msgstr "" #. [test]: id=lurkers #: data/ai/micro_ais/scenarios/lurkers.cfg:172 msgid "Lurkers of the Swamp" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:185 msgid "Pekzs" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:191 msgid "team_name^Pekzs" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:207 msgid "Micro AI Lurkers (saurians, stationary)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:224 msgid "Micro AI Lurkers (saurians, wanderers)" msgstr "" #. [side]: type=Naga Warrior #: data/ai/micro_ais/scenarios/lurkers.cfg:241 msgid "Micro AI Lurkers (nagas)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:258 msgid "WML Lurkers (saurians)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:274 msgid "Formula AI Lurkers (saurians)" msgstr "" #. [set_menu_item]: id=m01_menu_lurker2 #: data/ai/micro_ais/scenarios/lurkers.cfg:373 msgid "Place a Side 2 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker3 #: data/ai/micro_ais/scenarios/lurkers.cfg:385 msgid "Place a Side 3 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker4 #: data/ai/micro_ais/scenarios/lurkers.cfg:397 msgid "Place a Side 4 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker5 #: data/ai/micro_ais/scenarios/lurkers.cfg:409 msgid "Place a Side 5 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker6 #: data/ai/micro_ais/scenarios/lurkers.cfg:421 msgid "Place a Side 6 lurker" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:436 msgid "" "In this scenario we demonstrate the Lurker Micro AI. A lurker is a unit that " "is capable of moving across most terrains, but that only stops on and " "attacks from specific terrain. It might also have the ability to hide on " "this terrain (which is the reason why this is called the Lurker AI).\n" "\n" "Lurkers move individually without any strategy and always attack the weakest " "enemy within their reach. If no enemy is in reach, the lurker does a random " "move instead - or it just sits and waits (lurks)." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:441 msgid "" "Three different lurker behaviors are set up here using the [micro_ai] tag " "with different parameters:\n" "\n" "Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, " "they do not move.\n" "\n" "Side 3 (green): saurians attacking only from swamp. If no enemy is in range, " "they wander randomly (on swamp only).\n" "\n" "Side 4 (purple): nagas wandering only on water terrain, but attacking from " "both water and swamp.\n" "\n" "We also added two other sides, which demonstrate lurker behavior coded in " "WML (Side 5, gray) and Formula AI (Side 6, brown)." msgstr "" #. [event] #. [event]: id=Konrad profile profile} #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/lurkers.cfg:451 #: data/ai/micro_ais/scenarios/messenger-escort.cfg:140 #: data/ai/micro_ais/scenarios/patrols.cfg:195 msgid "Notes" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:451 msgid "" "You can use the right-click context menu to add additional lurkers.\n" "\n" "Any unit not adjacent to swamp (and water, for the nagas) is safe from the " "lurkers, thus it is easy to keep Pekzs from being attacked.\n" "\n" "The Lua Lurker AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/lurkers.cfg:460 msgid "Watch the lurkers move around and fight them if you want" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:462 msgid "Defeat all lurkers" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:466 msgid "Move Pekzs to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/lurkers.cfg:470 msgid "Death of Pekzs" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/lurkers.cfg:474 msgid "Right-click on unoccupied swamp hexes to add more lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:519 msgid "" "Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again " "ssometime." msgstr "" #. [test]: id=messenger-escort #: data/ai/micro_ais/scenarios/messenger-escort.cfg:5 msgid "Messenger Escort" msgstr "" #. [side]: id=Vanak, type=Orcish Ruler #: data/ai/micro_ais/scenarios/messenger-escort.cfg:17 msgid "Vanak" msgstr "Vanakas" #. [event] #. [side] #. [unit]: type=Dragoon, id=messenger #: data/ai/micro_ais/scenarios/messenger-escort.cfg:36 #: data/ai/micro_ais/scenarios/messenger-escort.cfg:72 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:71 msgid "Messenger" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger-escort.cfg:122 msgid "Messanger Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger-escort.cfg:124 msgid "Messenger Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger-escort.cfg:126 msgid "Messenger Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger-escort.cfg:129 msgid "AI moves Messenger here" msgstr "" #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/messenger-escort.cfg:138 msgid "" "Men, I need to get to that signpost in the north, to get the message to our " "leader. Let's head up there as quickly as we can." msgstr "" #. [event]: id=Vanak profile profile} #: data/ai/micro_ais/scenarios/messenger-escort.cfg:140 msgid "" "The Messenger Escort AI will try to move the dragoon messenger to the " "signpost in the north, while protecting him as well as possible with the " "other units. Vanak's orcs need to stop him.\n" "\n" "Note that the messenger route is set up through a series of waypoints here " "simply to demonstrate how to use waypoints. On this map, using only a single " "waypoint at the end of the route would work just as well (or probably even " "better).\n" "\n" "Also note that the messenger does not have to get exactly to each signpost " "(except for the last one), getting close is good enough.\n" "\n" "The Messenger Escort AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/messenger-escort.cfg:152 msgid "Defeat the messenger" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger-escort.cfg:156 msgid "Messenger gets to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger-escort.cfg:160 msgid "Death of Vanak" msgstr "Vanako mirtis" #. [event] #: data/ai/micro_ais/scenarios/messenger-escort.cfg:174 msgid "I made it! Now our people will be safe." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger-escort.cfg:186 msgid "Nooo! All is lost. We will never stop the orcs now!" msgstr "" #. [event] #. [test]: id=patrols #: data/ai/micro_ais/scenarios/patrols.cfg:5 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:74 msgid "Patrols" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:18 msgid "Gertburt" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:26 msgid "Bandits" msgstr "Banditai" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:40 msgid "team_name^Konrad" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:56 msgid "team_name^Urudin" msgstr "" #. [unit]: type=Orcish Slayer, id=Urudin #: data/ai/micro_ais/scenarios/patrols.cfg:116 msgid "Urudin" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:159 msgid "Konrad Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:161 msgid "Konrad Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:163 msgid "Konrad Final Waypoint" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:166 msgid "Patrol Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:168 msgid "Patrol Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:170 msgid "Patrol Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:172 msgid "Patrol Waypoint 4" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:175 msgid "Urudin retreats here" msgstr "" #. [event]: id=Konrad profile profile} #: data/ai/micro_ais/scenarios/patrols.cfg:183 msgid "" "Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to " "you in this scenario.\n" "\n" "I am heading for the keep east of the central mountain via a couple " "waypoints in the south. I will stay there once I get there. By contrast, " "those two fellas in the center are perpetually circling the mountain, one of " "them always in the same direction, the other changing directions after every " "lap.\n" "\n" "All of this is implemented by use of the same [micro_ai] tag." msgstr "" #. [event]: id=Konrad profile profile} #: data/ai/micro_ais/scenarios/patrols.cfg:190 msgid "" "And I am Urudin. I will attack my enemies for a few turns, but will retreat " "toward the right edge of the map if my hitpoints are below half of maximum " "or by Turn 5, whatever happens first.\n" "\n" "This is an AI separate from the Patrols of Side 2." msgstr "" #. [event]: id=Konrad profile profile} #: data/ai/micro_ais/scenarios/patrols.cfg:195 msgid "" "You, as the player, are in charge of Gertburt's bandits in this scenario. " "You can either simply watch the patrols move around, or you can move units " "into their way. The three patrol units are all instructed to behave " "differently when facing enemy units:\n" "\n" "Konrad only attacks Gertburt, or any enemy unit that blocks his final " "waypoint.\n" "\n" "The Swordsman never attacks at all.\n" "\n" "The Longbowman attacks any enemy unit he ends up next to at the end of his " "move.\n" "\n" "They all have in common, however, that getting to their next waypoint takes " "priority over attacking. They will thus prefer to move around enemies rather " "than straight for them. Also, if a waypoint is occupied by a unit they are " "not instructed to attack, they will (eventually) abandon that waypoint once " "they get close enough and move on to the next one.\n" "\n" "The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro " "AI can be added and adapted to the need of a scenario easily using only WML " "and the [micro_ai] tag. Check out the Micro AI wiki " "page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/patrols.cfg:209 msgid "Watch the patrols, attack them etc." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/patrols.cfg:215 msgid "Move Gertburt to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/patrols.cfg:219 msgid "Death of Gertburt" msgstr "Gertburto mirtis" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:234 msgid "" "Well, that was fun! I'll just hang out here now and watch those two guys " "walk and walk and ..." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:275 msgid "Let's go home, chaps." msgstr "" #. [event] #. [test]: id=protect-unit #: data/ai/micro_ais/scenarios/protect-unit.cfg:5 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:62 msgid "Protect Unit" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect-unit.cfg:17 #: data/ai/micro_ais/scenarios/recruiting.cfg:17 msgid "Langzhar" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect-unit.cfg:23 #: data/ai/micro_ais/scenarios/recruiting.cfg:23 msgid "team_name^Langzhar" msgstr "" #. [side]: id=Koorzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect-unit.cfg:34 #: data/ai/micro_ais/scenarios/recruiting.cfg:34 msgid "Koorzhar" msgstr "" #. [side]: id=Koorzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect-unit.cfg:40 #: data/ai/micro_ais/scenarios/recruiting.cfg:40 msgid "team_name^Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect-unit.cfg:121 msgid "Move Rossauba here" msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect-unit.cfg:128 msgid "There's that traitor wizard. Let's get him." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect-unit.cfg:130 msgid "" "Men, you know the deal. We must protect Rossauba under all circumstances. " "Even my survival is not as important." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect-unit.cfg:131 msgid "That's very kind of you, but ..." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/protect-unit.cfg:132 msgid "" "No buts! You stay behind the lines and do not engage in battle unless there " "is no risk to your life, is that understood? And get to that signpost in " "the northwest if it is safe." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/protect-unit.cfg:139 msgid "" "In this scenario, the AI playing the humans in the east (Langzhar) is " "instructed to protect the wizard Rossauba, while moving him safely to the " "signpost. On the other side, Koorzhar's units (in the west) will primarily " "attack Rossauba, even if a better target is available. Do you want to play " "either of the sides or let the AI's battle it out among themselves?\n" "\n" "Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/protect-unit.cfg:144 msgid "I'll watch the two AI's fight it out" msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/protect-unit.cfg:147 msgid "" "I'll play Langzhar's side (to see how Koorzhar's units " "target Rossauba)" msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/protect-unit.cfg:156 msgid "" "I'll play Koorzhar's side (to see how Langzhar's units " "protect Rossauba)" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/protect-unit.cfg:168 msgid "Protect Rossauba while moving him to the signpost" msgstr "" #. [objective]: condition=lose #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect-unit.cfg:170 #: data/ai/micro_ais/scenarios/protect-unit.cfg:190 msgid "Rossauba makes it to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect-unit.cfg:174 msgid "Death of Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect-unit.cfg:178 msgid "Death of Langzhar" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/protect-unit.cfg:184 msgid "Get rid of that traitor wizard Rossauba" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect-unit.cfg:186 msgid "Defeat Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect-unit.cfg:194 msgid "Death of Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect-unit.cfg:217 msgid "I held out for as long as I could." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect-unit.cfg:231 msgid "I made it" msgstr "" #. [event] #. [test]: id=recruiting #: data/ai/micro_ais/scenarios/recruiting.cfg:5 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:77 msgid "Recruiting" msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/recruiting.cfg:79 msgid "" "This is a very simple scenario that can be used to test out different " "recruiting patterns." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/recruiting.cfg:82 msgid "" "Just watch the recruiting of both sides and see if it is what you would " "expect. The recruitment lists cover level 0 to level 2 units, in order to " "make differences more obvious." msgstr "" #. [event]: id=Koorzhar profile profile} #: data/ai/micro_ais/scenarios/recruiting.cfg:84 msgid "" "If you have not changed anything, Side 1 uses the Random Recruiting AI, with " "swordsmen and peasants having been given higher probability than the other " "units. This is not meant as a good recruitment pattern, it simply serves as " "a demonstration how to use the AI.\n" "\n" "Side 2 uses Wesnoth' default recruiting.\n" "\n" "Also note that several Recruiting AIs are available as Micro AIs. A Micro AI " "can be added and adapted to the need of a scenario easily using only WML and " "the [micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [test]: id=micro_ai_test #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:5 msgid "Micro AI Tests" msgstr "" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:18 msgid "Grnk the Frail" msgstr "" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:26 msgid "team_name^Grnk" msgstr "" #. [event] #. [test]: id=swarm #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:50 #: data/ai/micro_ais/scenarios/swarm.cfg:5 msgid "Swarm" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:59 msgid "Lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:65 msgid "HttT: The Elves Besieged" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:68 msgid "Bottleneck" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:80 msgid "Healers" msgstr "" #. [set_menu_item]: id=m01_menu_bottleneck_defense #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:90 msgid "Bottleneck Defense Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:99 msgid "Bottleneck Defense Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:99 msgid "" "In the Bottleneck Defense Micro AI scenario, a small group of human soldiers " "is instructed to hold a pass against a large horde of orcs. You can either " "watch them fight it out against the standard RCA AI or take over the orc " "side." msgstr "" #. [command] #. [set_menu_item]: id=m02_swamp_lurkers #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:105 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:114 msgid "Swamp Lurker Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:114 msgid "" "Swamp lurkers are dumb, impulse-driven creatures which can move across most " "terrain, but only stop on swamp. They move individually without any strategy " "and always attack the weakest enemy within their reach. If no enemy is in " "reach, the lurker does a random move instead." msgstr "" #. [command] #. [set_menu_item]: id=m03_guardians #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:120 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:129 msgid "Guardian Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:129 msgid "" "In 'Guardians', several variations of the standard Wesnoth guardian are " "shown, including a \"coward\" unit that runs away from any approaching unit " "(an \"inverse guardian\", in a way)." msgstr "" #. [command] #. [set_menu_item]: id=m04_patrol #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:135 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:144 msgid "Patrol Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:144 msgid "'Patrols' contains AI modifications for units following patrol routes." msgstr "" #. [command] #. [set_menu_item]: id=m05_recruiting #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:150 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:159 msgid "Recruiting Tests Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:159 msgid "" "A simple scenario set up for the sole purpose of testing different " "recruiting patterns." msgstr "" #. [set_menu_item]: id=m06_protect #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:165 msgid "Protect Unit Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:174 msgid "Protect Unit Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:174 msgid "" "This scenario demonstrates one side protecting a wizard while moving him to " "a goal location. At the same time, the other side is modified to do priority " "attacks on the wizard, even if a better target (by the default AI criteria) " "is available. You can watch the two AIs fight it out, or take control of " "either side to explore how the opposing AI behaves." msgstr "" #. [command] #. [set_menu_item]: id=m06a_protect #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:180 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:189 msgid "HttT: The Elves Besieged Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:189 msgid "" "This is a reenactment of scenario \"The Elves Besieged\" of the mainline " "campaign \"Heir to the Throne\", just that the AI is playing Konrad's side " "here. The same algorithm as for scenario \"Protect Unit\" is used." msgstr "" #. [command] #. [set_menu_item]: id=m07_messenger #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:195 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:204 msgid "Messenger Escort Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:204 msgid "" "'Messenger Escort' has the AI actively protect a messenger while he makes " "his way to the edge of the map. The escort will also try to open the path " "for the messenger if there are enemies in the way." msgstr "" #. [command] #. [set_menu_item]: id=m08_animals #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:210 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:219 msgid "Animals Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:219 msgid "" "This scenario demonstrates a number of different animals following " "customized AI behavior, including wolves hunting deer in packs; dogs herding " "sheep; bears, spiders, yetis, boar and rabbits wandering and hunting/" "avoiding each other." msgstr "" #. [command] #. [set_menu_item]: id=m09_wolves #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:225 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:234 msgid "Wolves Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:234 msgid "" "Another demonstration of wolves wandering and attacking in packs, with a " "different behavior from that in 'Animals'." msgstr "" #. [command] #. [set_menu_item]: id=m10_swarm #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:240 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:249 msgid "Swarm Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:249 msgid "This scenario features bats moving around semi-randomly in a swarm." msgstr "" #. [command] #. [set_menu_item]: id=m11_dragon #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:255 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:264 msgid "Dragon Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:264 msgid "" "This scenario features a fire dragon displaying a hunt-and-rest behavior." msgstr "" #. [set_menu_item]: id=m12_healer_support #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:270 msgid "Healer support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:279 msgid "Healer Support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:279 msgid "" "This scenario contains a simple demonstration of setting up the Healer " "Support Micro AI, which uses the healers of a side to back up injured or " "threatened units rather than having them participate in combat under all " "circumstances." msgstr "" #. [command] #. [set_menu_item]: id=m13_goto #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:285 #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:294 msgid "Goto Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:294 msgid "" "This scenario contains several example usages of the Goto Micro AI, which is " "a highly configurable method of sending a unit (or units) to a location or " "set of locations. The units to be moved are defined using a Standard Unit " "Filter, while the goto locations are given in a Standard Location Filter." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:304 msgid "" "Move me to any of the signposts to go to a Micro AI demonstration.\n" "\n" "Information about each demonstration can be accessed by right-clicking on " "the respective signpost." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:310 msgid "Move Grnk to one of the signposts" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/scenario-micro_ai.cfg:314 msgid "Right-click on a signpost to get information about the scenario" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/swarm.cfg:40 msgid "Bats" msgstr "Šikšnosparniai" #. [set_menu_item]: id=m02_new_gryphon #: data/ai/micro_ais/scenarios/swarm.cfg:92 msgid "Place Side 1 Gryphon" msgstr "" #. [set_menu_item]: id=m03_new_bat #: data/ai/micro_ais/scenarios/swarm.cfg:103 msgid "Place Side 2 Bat" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/swarm.cfg:139 msgid "" "This scenario features bats moving around in a swarm. Without adjacent " "enemies, they simply try to stay together and at a certain distance from " "enemies. However, if an enemy unit is close to any bat, the swarm scatters. " "This is particular fun to watch when one places an enemy unit in the middle " "of the swarm. After being scattered, the swarm members slowly rejoin, but " "not in a very organized way. Sub-swarms or individual bats might roam around " "for quite some time before they find their way back. It is also possible " "that individual bats (or small groups) split off from the larger swarm at " "times.\n" "\n" "The player controls a side of gryphons, each of which is given 99 moves so " "that the reaction of the swarm to enemies can be tested easily. There are " "also several right-click options, for example for adding bats or gryphons or " "for taking units off the map.\n" "\n" "Note: The Swarm AI is coded as a Micro AI. A Micro AI can be added and " "adapted to the need of a scenario easily using only WML and the [micro_ai] " "tag. Check out the Micro AI wiki page at http://" "wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/swarm.cfg:148 msgid "Watch the bats move around and fight them if you want" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/swarm.cfg:150 msgid "Defeat all bats" msgstr "Nugalėkite visus šikšnosparnius" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/swarm.cfg:158 msgid "Death of all gryphons" msgstr "Visų grifų mirtis" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:40 msgid "team_name^Wolves" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:55 msgid "More Wolves" msgstr "Daugiau vilkų" #. [set_menu_item]: id=m02_new_peasant #: data/ai/micro_ais/scenarios/wolves.cfg:121 msgid "Place Side 1 Peasant" msgstr "" #. [set_menu_item]: id=m03_new_wolf2 #: data/ai/micro_ais/scenarios/wolves.cfg:132 msgid "Place Side 2 Wolf" msgstr "" #. [set_menu_item]: id=m04_new_wolf3 #: data/ai/micro_ais/scenarios/wolves.cfg:143 msgid "Place Side 3 Wolf" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/wolves.cfg:191 msgid "" "This scenario features a different kind of wolf behavior from 'Animals'. " "First, there can be an arbitrary number of wolf packs and the pack size on " "each side is a free parameter (set to 3 for Side 2 and 4 for Side 3 in this " "scenario). At the beginning of the scenario, close wolves are grouped into " "packs in a semi-methodical way. Wolves of the same pack begin by joining " "each other on the map. After that, they stay together until only one wolf is " "left, which then tries to join up with an incomplete pack or with other " "single wolves. Individual wolves entering the map during the scenario behave " "in that way as well.\n" "\n" "Second, wolves do not actively hunt here. For the most part they just wander " "(often long distance). However, the pack ferociously (and without regard for " "its own health) attacks any enemy units that come into range, as long as " "that does not mean separating the pack by more than a few hexes. Staying " "together, or joining with a new wolf assigned to the pack, is the only thing " "that takes priority over satisfying the wolves' thirst for blood.\n" "\n" "To emphasize which wolf belongs to which pack, the pack number will be " "displayed below each wolf in this scenario once the AI takes control of a " "side the first time." msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/wolves.cfg:202 msgid "" "It is possible to include a human-controlled Side 1, so that the action " "stops once every turn for looking around (or for messing with things in " "debug mode). In human-controlled mode, several options are available through " "the right-click menu, such as adding additional wolves to either side, " "taking wolves off the map, adding peasants to the human-controlled side or " "ending the scenario. This enables easy exploring of the wolf AI behavior " "under different circumstances.\n" "\n" "Note that the leader of the human-controlled side, Rutburt, can move 99 " "hexes per turn, so that it is always possible to keep him out of harm's " "way.\n" "\n" "Also note that the wolves AI is coded as a Micro AI. A Micro AI can be added " "and adapted to the need of a scenario easily using only WML and the " "[micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [option]: speaker=narrator #: data/ai/micro_ais/scenarios/wolves.cfg:209 msgid "I'll just watch the two wolf sides." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/wolves.cfg:228 msgid "Watch the wolves move around and fight each other" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/wolves.cfg:230 msgid "No wolves left on one side" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0001-healing.cfg:17 msgid "This situation should test the ability of AI to heal efficiently..." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:17 msgid "This situation should test the ability of AI to spread poison around..." msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:112 msgid "Undead target test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:119 msgid "Target choose test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:126 msgid "Regeneration attack test" msgstr "" #. [label] #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:133 msgid "Weapon test with low hp target" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0003-simple_combat.cfg:17 msgid "This situation should test the ability of AI to make an attack..." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0004-filtered_combat.cfg:17 msgid "" "This situation should test the ability of AI to obey own unit and enemy unit " "filters while making attacks. Only dwarves should attack. Dark Adepts are " "not to be attacked." msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/ai_arena_small/0005-recruitment_test.cfg:17 msgid "This situation should test the recruitment phase" msgstr "" #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:6 msgid "AI Arena - small" msgstr "" #. [test]: id=ai_arena_small #: data/ai/scenarios/scenario-AI_Arena_small.cfg:7 msgid "Small ai arena" msgstr "" #. [set_menu_item]: id=repeat_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:64 msgid "Repeat last test" msgstr "" #. [set_menu_item]: id=select_another_ai #: data/ai/scenarios/scenario-AI_Arena_small.cfg:80 msgid "Select another ai" msgstr "" #. [set_menu_item]: id=select_test #: data/ai/scenarios/scenario-AI_Arena_small.cfg:90 msgid "Select another test" msgstr "" #. [side]: id=leader1, type=Lich #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:103 #: data/ai/scenarios/scenario-test_move_to_targets.cfg:31 msgid "AI Developer" msgstr "" #. [side]: id=leader1, type=Lich #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:108 #: data/ai/scenarios/scenario-test_move_to_targets.cfg:36 msgid "team_name^AI Developer" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:119 msgid "Challenger AI" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:124 msgid "North" msgstr "Šiaurė" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:131 msgid "Champion AI" msgstr "" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:136 msgid "South" msgstr "Pietūs" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:175 msgid "Which AI do you wish to use, O Mighty AI Developer?" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:177 msgid "I am happy with the current AI of team 2, [$test_path_to_ai]" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:180 msgid "Akihara's ai will be awesome, won't it?" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:189 msgid "My AI is TESTING AI DEFAULT, implemented as ai_composite." msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:198 msgid "" "I am the king of FORMULA AI, and I will use its vast powers for world " "domination." msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:207 msgid "I've come with my own AI, and I am ready to test its strength" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:212 msgid "and where is it located (path follows the usual WML convention)" msgstr "" #. [text_input] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:214 msgid "AI Location:" msgstr "" #. [option]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:221 msgid "I want to test formulaAI-based poisoning improvements" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:324 msgid "and so, the AI for team 2 was redeployed from file '$test_path_to_ai'" msgstr "" #. [test]: id=lua_ai #: data/ai/scenarios/scenario-lua-ai.cfg:5 msgid "Test scenario for Lua AI" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:44 #: data/ai/scenarios/scenario-no_engine.cfg:44 msgid "Patrol waypoint 1" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:49 #: data/ai/scenarios/scenario-no_engine.cfg:49 msgid "Patrol waypoint 2" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:54 #: data/ai/scenarios/scenario-no_engine.cfg:54 msgid "Formula priorities test" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:59 #: data/ai/scenarios/scenario-no_engine.cfg:59 msgid "first" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:64 #: data/ai/scenarios/scenario-no_engine.cfg:64 msgid "second" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:69 #: data/ai/scenarios/scenario-no_engine.cfg:69 msgid "third" msgstr "" #. [label] #: data/ai/scenarios/scenario-lua-ai.cfg:74 #: data/ai/scenarios/scenario-no_engine.cfg:74 msgid "Location guarded (range = 3)" msgstr "" #. [unit]: type=Skeletal Dragon, id=Kiressh #: data/ai/scenarios/scenario-lua-ai.cfg:154 #: data/ai/scenarios/scenario-no_engine.cfg:154 msgid "Kiressh" msgstr "" #. [unit]: type=Orcish Archer #: data/ai/scenarios/scenario-lua-ai.cfg:160 #: data/ai/scenarios/scenario-no_engine.cfg:160 msgid "Bilbo" msgstr "" #. [unit]: type=Walking Corpse #: data/ai/scenarios/scenario-lua-ai.cfg:165 #: data/ai/scenarios/scenario-no_engine.cfg:165 msgid "Sirené" msgstr "" #. [unit]: type=Wolf Rider #: data/ai/scenarios/scenario-lua-ai.cfg:171 #: data/ai/scenarios/scenario-no_engine.cfg:171 msgid "Rark" msgstr "" #. [test]: id=lua_ai_no_engine #: data/ai/scenarios/scenario-no_engine.cfg:5 msgid "Test scenario for Lua AI with no Lua engine defined" msgstr "" #. [test]: id=move_to_targets #: data/ai/scenarios/scenario-test_move_to_targets.cfg:7 msgid "Move to targets" msgstr "" #. [test]: id=move_to_targets #: data/ai/scenarios/scenario-test_move_to_targets.cfg:8 msgid "Test ai move-to-targets logic" msgstr "" #. [side]: type=Orcish Slayer #: data/ai/scenarios/scenario-test_move_to_targets.cfg:46 msgid "AI under test" msgstr "" #. [ai]: id=healer_support #: data/core/macros/ai_micro_ais.cfg:28 msgid "Healer Support Micro AI" msgstr "" #. [ai]: id=bottleneck_defense #: data/core/macros/ai_micro_ais.cfg:48 msgid "Bottleneck Defense Micro AI" msgstr "" #. [ai]: id=messenger_escort #: data/core/macros/ai_micro_ais.cfg:68 msgid "Messenger Escort Micro AI" msgstr "" #. [ai]: id=animals #: data/core/macros/ai_micro_ais.cfg:88 msgid "Animals Micro AI" msgstr "" #. [ai]: id=guardian #: data/core/macros/ai_micro_ais.cfg:108 msgid "Guardian Micro AI" msgstr "" #. [ai]: id=protect_unit #: data/core/macros/ai_micro_ais.cfg:128 msgid "Protect Unit Micro AI" msgstr "" #. [ai]: id=patrol #: data/core/macros/ai_micro_ais.cfg:148 msgid "Patrol Micro AI" msgstr "" #. [ai]: id=lurkers #: data/core/macros/ai_micro_ais.cfg:168 msgid "Lurkers Micro AI" msgstr "" #. [ai]: id=recruiting #: data/core/macros/ai_micro_ais.cfg:188 msgid "Recruiting Micro AI" msgstr "" #. [ai]: id=goto #: data/core/macros/ai_micro_ais.cfg:208 msgid "Goto Micro AI" msgstr ""